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* CaffeineBulletTime: Played with: interacting with a coffee machine triples your damage output and increases your movement speed for 30 seconds. 60 seconds, if you're willing to spend a few Merits.
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Making the "Standard FPS Guns" section consistent in its formatting


* StandardFPSGuns: Though they're all dressed up as put together from scrap, most of the bases are covered; Pistol (Regulator/Legislator), Shotgun (Stapler), SMG (Riveter), Roller/Clusterflack (Grenade), Bushwhacker (Mine), Sniper Rifle (Toaster), Nebulator (Rocket Launcher), Utility Weapon (Spiker/Rad Spiker/Zapper/etc.).

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* StandardFPSGuns: Though they're all dressed up as put together from scrap, most of the bases are covered; Pistol (Regulator/Legislator), Shotgun (Stapler), SMG (Riveter), Roller/Clusterflack (Grenade), Bushwhacker (Mine), Grenade (Banger/Clusterflack), Mine(Bushwhacker), Sniper Rifle (Toaster), Nebulator (Rocket Launcher), Utility Weapon (Spiker/Rad Spiker/Zapper/etc.).

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** You can use similar shield in your gadget slot as well.

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** You can use similar The Bouncer gadget generates a Zec shield in your gadget slot front of the player, except it doubles as well.an AttackReflector for projectiles in addition to preventing damage.



* EliteMooks: Many enemies have veteran versions that are encountered in the lower depths of the nebula. Some have a third version if you go even lower.

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* EliteMooks: EliteMooks:
**
Many enemies have veteran versions that are encountered in the lower depths of the nebula. Some have a third version if you go even lower.lower.
** Ships with the "Boss" trait will have one Citizen with ten times their base health walking around. ''Pray'' you don't get a [[MightyGlacier Boss Screw]].



* MagicalDefibrillator: The Heart-starters shock you back to life if you're killed, and even restore all of your health as they do so.

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* MagicalDefibrillator: The Heart-starters Heart Starters shock you back to life if you're killed, and even restore all of your health as they do so.



* NegativeSpaceWedgie: [=GeneStorms=] will replace one of your traits with another at random.

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* NegativeSpaceWedgie: [=GeneStorms=] Gene Twisters will replace one of your traits with another at random.



* SleeperStarship: The Void Ark prison ship keeps all its prisoners in a state of suspended animation by dehydrating them. You control whichever prisoner the wardens decided to rehydrate this time. If you die, a P.A.L. drone that acts as your backpack while you are alive will take all of the stuff you have collected and fly off back to Void Ark with it. The wardens will then rehydrate someone else, who'll be your next protagonist.

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* SleeperStarship: The Void Ark prison ship keeps all its prisoners in a state of suspended animation by dehydrating them. You control whichever prisoner the wardens warden decided to rehydrate this time. If you die, a P.A.L. drone that acts as your backpack while you are alive will take all of the stuff you have collected and fly off back to Void Ark with it. The wardens will then rehydrate someone else, who'll be your next protagonist.
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** During the tutorial, when trying to make it back to the STEV, you're told that "dangerous occurences" are happening. [[spoiler:As it turns out, "dangerous occurences" translates to "a space pirate vessel has just docked on the ship and you are about to die, been nice knowing you".]]

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** During the tutorial, when trying to make it back to the STEV, you're told that "dangerous occurences" occurrences" are happening. [[spoiler:As it turns out, "dangerous occurences" occurrences" translates to "a space pirate vessel has just docked on the ship and you are about to die, been nice knowing you".]]
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* GoodBehaviorPoints: The accepted currency is "Merits," yellow tickets marked with a blue "m". It's implied they're corporate "Good Job!" stickers that evolved into money.
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Stun Guns is being disambiguated, moving examples to correct subtrope


* StunGuns: A rare and ''slightly'' more realistic interpretation; the Zapper only ''stuns'' enemies unless they're very small/fragile. The duration is quite long, but the Zapper's inaccurate past a couple meters and only holds three shots at a time. The only things it can explicitly ''kill'' are Patients (in which case it only pops a single head from the entire swarm) and Peepers/Watchers (which require one or two shots). It stuns mechanical targets for much longer than organic ones though, making it a very effective way to get around or close to Gunpoints and their upgraded variants — or to mercilessly gun them down with your main weapon while they shudder and vibrate helplessly.

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* StunGuns: StaticStunGun: A rare and ''slightly'' more realistic interpretation; the Zapper only ''stuns'' enemies unless they're very small/fragile. The duration is quite long, but the Zapper's inaccurate past a couple meters and only holds three shots at a time. The only things it can explicitly ''kill'' are Patients (in which case it only pops a single head from the entire swarm) and Peepers/Watchers (which require one or two shots). It stuns mechanical targets for much longer than organic ones though, making it a very effective way to get around or close to Gunpoints and their upgraded variants — or to mercilessly gun them down with your main weapon while they shudder and vibrate helplessly.
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* BatmanCanBreatheInSpace: Citizens can apparently survive just fine on derelict vessels with no atmosphere. However, given that fires can also burn just fine on the same vessels, it's entirely possible the vessels have perfectly functional life support, and B.A.C.S. just won't let you take off your helmet even if you run out of oxygen and start suffocating (which is entirely in keeping with his established behavior). Of course, said Citizens are all insane mutant zombies, so maybe you *shouldn't* breathe it...
* BittersweetEnding: [[spoiler: Leaning heavily towards bitter. The Void Ark is able to safely leave the nebula, but your current playable Client has their sentence extended indefinitely due to the crimes they committed in the process of activating the FTL drive. Not to mention any other Clients you may have played as are already dead. The only "sweet" part is that the remaining prisoners survive and may eventually be released. Of course, this game [[BlackComedy being what it is]], its all played for laughs. Additionally, according to the Space Pirates, if B.A.C.S. makes it back to [=WCG=] space and reports what happened to the Void Ark, the [=WCG=] should arrive in force to the nebula and blow the Space Pirates to kingdom come, finally putting an end to them stranding so many ships there.]]

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* BatmanCanBreatheInSpace: Citizens can apparently survive just fine on derelict vessels with no atmosphere. However, given that fires can also burn just fine on the same vessels, it's entirely possible the vessels have perfectly functional life support, and B.A.C.S. just won't let you take off your helmet even if you run out of oxygen and start suffocating (which is entirely in keeping with his established behavior). Of course, said Citizens are all insane mutant zombies, so maybe you *shouldn't* ''shouldn't'' breathe it...
* BittersweetEnding: [[spoiler: Leaning [[spoiler:Leaning heavily towards bitter. The Void Ark is able to safely leave the nebula, but your current playable Client has their sentence extended indefinitely due to the crimes they committed in the process of activating the FTL drive. Not to mention any other Clients you may have played as are already dead. The only "sweet" part is that the remaining prisoners survive and may eventually be released. Of course, this game [[BlackComedy being what it is]], its it's all played for laughs. Additionally, according to the Space Pirates, if B.A.C.S. makes it back to [=WCG=] space and reports what happened to the Void Ark, the [=WCG=] should arrive in force to the nebula and blow the Space Pirates to kingdom come, finally putting an end to them stranding so many ships there.]]



* BlessedWithSuck: All modifiers are classified as either beneficial (displayed in green) or detrimental (displayed in red). Players may not agree with those classifications though. For example, the Out to Lunch modifier makes it so that there are no Citizens on the ship to start, but there are lots of Rifts (spawners). So while the ship is initially safer, it will be swarming with enemies after a few minutes.

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* BlessedWithSuck: All modifiers are classified as either beneficial (displayed in green) or detrimental (displayed in red). Players may not agree with those classifications classifications, though. For example, the Out to Lunch modifier makes it so that there are no Citizens on the ship to start, but there are lots of Rifts (spawners). So while the ship is initially safer, it will be swarming with enemies after a few minutes.



* BoxedCrook: (well, [[FelonyMisdemeanor for a given definition of "crook"]] anyways). "Clients" are offered parole for helping fix the ''Void Ark.'' The game makes it clear that your AI warden thinks you're a scumbag, referring to enemies as "Citizens" (implying it thinks more highly of these mutant crazies than it does you), keeps you stuck in a spacesuit with 11.5 minutes of air in ships that have a totally survivable atmosphere, and even [[spoiler: reneges in it's end of the bargain because it only has to honour agreements with actual people]].

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* BoxedCrook: (well, [[FelonyMisdemeanor for a given definition of "crook"]] anyways). "Clients" are offered parole for helping fix the ''Void Ark.'' The game makes it clear that your AI warden thinks you're a scumbag, referring to enemies as "Citizens" (implying it thinks more highly of these mutant crazies than it does you), keeps you stuck in a spacesuit with 11.5 minutes of air in ships that have a totally survivable atmosphere, and even [[spoiler: reneges in it's [[spoiler:reneges on its end of the bargain because it only has to honour agreements with actual people]].



* ConvenientDecoyCat: The [=KittyBots=] are versions you can deploy yourself. They make (almost) every enemy nearby chase it while running around wildly. They also explode once reduced to zero health - their area of effect makes them quite useful against Patients.

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* ConvenientDecoyCat: The [=KittyBots=] are versions you can deploy yourself. They make (almost) every enemy nearby chase it while running around wildly. They also explode once reduced to zero health - their area of effect makes them quite useful against Patients.



** During the tutorial, when trying to make it back to the STEV, you're told that "dangerous occurences" are happening. [[spoiler: As it turns out, "dangerous occurences" translates to "a space pirate vessel has just docked on the ship and you are about to die, been nice knowing you"]]

to:

** During the tutorial, when trying to make it back to the STEV, you're told that "dangerous occurences" are happening. [[spoiler: As [[spoiler:As it turns out, "dangerous occurences" translates to "a space pirate vessel has just docked on the ship and you are about to die, been nice knowing you"]]you".]]



* InMediasRes: You start the tutorial [[spoiler: in the middle of a sanitation closet with an empty pistol and are told you need something called a Line Printer. Shortly after you find it, you're unceremoniously gunned down by space pirates. The next prisoner you control is then helpfully briefed on why they needed the Line Printer in the first place, setting up the main plot loop of the story.]]

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* InMediasRes: You start the tutorial [[spoiler: in [[spoiler:in the middle of a sanitation closet with an empty pistol and are told you need something called a Line Printer. Shortly after you find it, you're unceremoniously gunned down by space pirates. The next prisoner you control is then helpfully briefed on why they needed the Line Printer in the first place, setting up the main plot loop of the story.]]story]].



* NoGoodDeedGoesUnpunished: [[spoiler: At the end of the game, the surviving playable client has their sentence extended indefinitely due to committing, at the instruction of B.A.C.S., the murder, forgery, and other illegal activities needed to activate the FTL drive.]]

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* NoGoodDeedGoesUnpunished: [[spoiler: At [[spoiler:At the end of the game, the surviving playable client has their sentence extended indefinitely due to committing, at the instruction of B.A.C.S., the murder, forgery, and other illegal activities needed to activate the FTL drive.]]



* ShieldBearingMook: Zecs protect themselves from the front with an impervious deflector shield. They have to be hit from behind - unless you have a Rad Spiker, or even better, a Scrambler.

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* ShieldBearingMook: Zecs protect themselves from the front with an impervious deflector shield. They have to be hit from behind - unless you have a Rad Spiker, or even better, a Scrambler.



* SortingAlgorithmOfWeaponEffectiveness: Each Citizen or robot tends to have at least one weapon/gadget/utility item that works as a hard counter (example - the Riveter will mow through an entire group of Patients in a decent burst, no trouble), or at least sets them up to die from one of your other items (example - Spooks can't teleport out of your line of fire if they're too busy being stunned). The problem is that you only get to take one item from each category with you on any given ship, and enemies don't always mix together in ways that let you easily counter them all.
* SpacePirates: Some of the derelict ships will already have these doing their own scavenging when you arrive. Needless to say, they won't be happy to see you, and they give a much better fight than most of the usual ship denizens. Moreover, their ships will be tethered to the derelict, preventing your escape unless you can untether them... or, loot a torpedo beforehand, and blow their ship up with it.

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* SortingAlgorithmOfWeaponEffectiveness: Each Citizen or robot tends to have at least one weapon/gadget/utility item that works as a hard counter (example - the Riveter will mow through an entire group of Patients in a decent burst, no trouble), or at least sets them up to die from one of your other items (example - Spooks can't teleport out of your line of fire if they're too busy being stunned). The problem is that you only get to take one item from each category with you on any given ship, and enemies don't always mix together in ways that let you easily counter them all.
* SpacePirates: Some of the derelict ships will already have these doing their own scavenging when you arrive. Needless to say, they won't be happy to see you, and they give a much better fight than most of the usual ship denizens. Moreover, their ships will be tethered to the derelict, preventing your escape unless you can untether them... them… or, loot a torpedo beforehand, and blow their ship up with it.



* StunGuns: A rare and ''slightly'' more realistic interpretation; the Zapper only ''stuns'' enemies unless they're very small/fragile. The duration is quite long, but the Zapper's inaccurate past a couple meters and only holds three shots at a time. The only things it can explicitly ''kill'' are Patients (in which case it only pops a single head from the entire swarm) and Peepers/Watchers (which require one or two shots). It stuns mechanical targets for much longer than organic ones though, making it a very effective way to get around or close to Gunpoints and their upgraded variants - or to mercilessly gun them down with your main weapon while they shudder and vibrate helplessly.

to:

* StunGuns: A rare and ''slightly'' more realistic interpretation; the Zapper only ''stuns'' enemies unless they're very small/fragile. The duration is quite long, but the Zapper's inaccurate past a couple meters and only holds three shots at a time. The only things it can explicitly ''kill'' are Patients (in which case it only pops a single head from the entire swarm) and Peepers/Watchers (which require one or two shots). It stuns mechanical targets for much longer than organic ones though, making it a very effective way to get around or close to Gunpoints and their upgraded variants - or to mercilessly gun them down with your main weapon while they shudder and vibrate helplessly.



* UniversalPoison: The Spiker's projectiles are tipped with one. You can upgrade it to massively increase the potency, too. Radiation also counts as a poison... of which only you can potentially recover from it, but its sources stick around (unless you applied it via direct hit with the Rad Spiker).

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* UniversalPoison: The Spiker's projectiles are tipped with one. You can upgrade it to massively increase the potency, too. Radiation also counts as a poison... poison… of which only you can potentially recover from it, but its sources stick around (unless you applied it via direct hit with the Rad Spiker).
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* {{Headdesk}}: The protagonist's reaction when, after they've gone through considerable difficulty to acquire the Citizen Card required to restart the Void Ark's FTL drive, B.A.C.S. mentions for the first time that validating the Citizen Card will require a computer system that was lost in the attack and which [[YourPrincessIsInAnotherCastle the protagonist will have to go to even more trouble to replace]].


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* YourPrincessIsInAnotherCastle: The initial briefing suggests a relatively straightforward problem: you need to acquire a couple of items to make the ID card needed to restart the ship's FTL drive and go home. However, once you have the ID card, B.A.C.S. reveals another ship system that needs to be replaced before the FTL drive can be restarted, requiring a new round of item acquisitions. And so on.

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* BoxedCrook: (well, [[DisproportionateRetribution for a given definition of "crook"]] anyways). "Clients" are offered parole for helping fix the ''Void Ark.'' The game makes it clear that your AI warden thinks you're a scumbag, referring to enemies as "Citizens" (implying it thinks more highly of these mutant crazies than it does you), keeps you stuck in a spacesuit with 11.5 minutes of air in ships that have a totally survivable atmosphere, and even [[spoiler: reneges in it's end of the bargain because it only has to honour agreements with actual people]].

to:

* BoxedCrook: (well, [[DisproportionateRetribution [[FelonyMisdemeanor for a given definition of "crook"]] anyways). "Clients" are offered parole for helping fix the ''Void Ark.'' The game makes it clear that your AI warden thinks you're a scumbag, referring to enemies as "Citizens" (implying it thinks more highly of these mutant crazies than it does you), keeps you stuck in a spacesuit with 11.5 minutes of air in ships that have a totally survivable atmosphere, and even [[spoiler: reneges in it's end of the bargain because it only has to honour agreements with actual people]].



* DisproportionateRetribution: All Clients have a randomly generated crime that caused them to be imprisoned on the Void Ark. These can be as innocuous as "Causing Nasal Offense to CNT Executive" or "Using an Expired Coupon."


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* FelonyMisdemeanor: All Clients have a randomly generated crime that caused them to be imprisoned on the Void Ark. These can be as innocuous as "Causing Nasal Offense to CNT Executive" or "Using an Expired Coupon."

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* DecontaminationChamber: Hab areas have a kiosk that removes harmful status effects. Slipping them 30 Merits grants a one-level immunity to them.
* DeflectorShields: Zec enemies are protected with one from the front, which will soak up plenty of physical damage, and render the electrical zapper outright useless. However, throwing a grenade behind them will immediately take them out.

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* DecontaminationChamber: Hab HAB areas have a kiosk that removes harmful status effects. Slipping them 30 an appropriate number of Merits grants a one-level immunity to them.
all of them for the remainder of your stay on the current ship, which can even have some tactical use.
* DeflectorShields: Zec enemies are protected with one from the front, which will soak up plenty of physical damage, and render the electrical zapper outright useless. However, throwing a grenade getting an explosive behind them will tends to immediately take them out.out, and the Rad Spiker just ignores the shield completely.



* EliteMooks: Many enemies have veteran versions that are encountered in the lower depths of the nebula.

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* EliteMooks: Many enemies have veteran versions that are encountered in the lower depths of the nebula. Some have a third version if you go even lower.



* HyperactiveMetabolism: Downplayed. Eating food restores a chunk of your health, but it also makes an in-game timer to increase by a day , so it's more like natural regeneration in this case. Still, it allows to heal all and any wounds, provided you have enough food.
* InMediasRes: You start the tutorial [[spoiler: in the middle of a sanitation closet with an empty pistol and are told you need something called a Line Printer. Shortly after you find it, you're uncerimoniously gunned down by space pirates. The next prisoner you control is then helpfully briefed on why they needed the Line Printer in the first place, setting up the main plot loop of the story.]]

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* HyperactiveMetabolism: Downplayed. Eating food restores a chunk of your health, but it also makes an in-game timer to increase by a day , whether you're moving or resting, so it's more like natural regeneration in this case. Still, it allows you to heal all and any wounds, provided you have enough food.
food (and keep an eye out for anything nasty on the map that may head toward you as you rest).
* InMediasRes: You start the tutorial [[spoiler: in the middle of a sanitation closet with an empty pistol and are told you need something called a Line Printer. Shortly after you find it, you're uncerimoniously unceremoniously gunned down by space pirates. The next prisoner you control is then helpfully briefed on why they needed the Line Printer in the first place, setting up the main plot loop of the story.]]



* LimitedLoadout: While you have a lot of toys to place with, the game balances it by limiting your character to three slots: normal weapon, explosive one, and a gadget. The Gun Nut perk lets you carry a random 4th weapon, which makes a huge difference.

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* LimitedLoadout: While you have a lot of toys to place with, the game balances it by limiting your character to three slots: normal weapon, explosive one, and a gadget. The Gun Nut perk lets you carry a random 4th weapon, which makes can make a huge difference.



* MagicalDefibrillator: The Heart-starters shock you back to life if killed, and even restore all health.

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* MagicalDefibrillator: The Heart-starters shock you back to life if you're killed, and even restore all health.of your health as they do so.



* MooksButNoBosses: With the exception of a rare modifier that gives one Citizen on a ship a buff to their stats, which you can generally easily avoid at your leisure (the ships AND the enemy in question), there are no unique bosses to be fought and the game instead ends once you've constructed your final Action Item with no final resistance.

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* MooksButNoBosses: With the exception of a rare modifier that gives one Citizen on a ship a buff to their stats, which you can generally easily avoid at your leisure (the (both the ships AND the enemy in question), there are no unique bosses to be fought fought, and the game instead ends once you've constructed your final Action Item with no final resistance.



* SpacePirates: Some of the derelict ships will already have these doing their own scavenging when you arrive. Needless to say, they won't be happy to see you, and they give a much better fight than most of the usual ship denizens. Moreover, their ships will be tethered to the derelict, preventing your escape unless you can untether them...or loot a torpedo, and blow their ship up with it.

to:

* SpacePirates: Some of the derelict ships will already have these doing their own scavenging when you arrive. Needless to say, they won't be happy to see you, and they give a much better fight than most of the usual ship denizens. Moreover, their ships will be tethered to the derelict, preventing your escape unless you can untether them...or or, loot a torpedo, torpedo beforehand, and blow their ship up with it.


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* UnstableEquilibrium: If your Client dies, you don't get their ammo, food, fuel, or other exploration items back, and if they were loaded up with useful traits, too bad for you. Have fun fighting your way back up to spec with the bare minimum of all of those, and hope your care package gave you ammo for SOMETHING you're good at using!

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** Pirates are by far the strongest enemies in the game, having the best equipment and weapons, incredibly high health second only to that of Screws, and a tendency to swarm in large numbers once one of them detects you. Tellingly, there's actually an achievement for beating just ''one'' of them, and its currently one of the rarest achievements in the game.

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** Pirates are by far the strongest enemies in the game, having the best equipment and weapons, incredibly high health second only to that of Screws, and a tendency to swarm in large numbers once one of them detects you. Want revenge for what they did to you in the intro? Good luck with that, because ''even with the best equipment you can get'', they can easily shred you to pieces. Tellingly, there's actually an achievement for beating just ''one'' of them, and its it's currently one of the rarest achievements in the game.



* CaffeineBulletTime: Played with: interacting with a coffee machine triples your damage output and increases your movement speed for 30 seconds.

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* CaffeineBulletTime: Played with: interacting with a coffee machine triples your damage output and increases your movement speed for 30 seconds. 60 seconds, if you're willing to spend a few Merits.



** Nauseous (technically, high on mushroom spores), which causes hallucinations. Contracted from piles of garbage found around the ships.

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** Nauseous (technically, high on mushroom spores), which causes hallucinations.hallucinations and wrecks your aim. Contracted from piles of garbage found around the ships.



* MooksButNoBosses: With the exception of a rare modifier that gives one Citizen on a ship a buff to their stats, which you can generally easily avoid at your leisure (the ships AND the enemy in question), there are no unique bosses to be fought and the game instead ends once you've constructed your final Action Item with no final resistance.



** Rifts in the floor of the derelict will spit out new mutant citizens on a timer.
** Certain ships have the "Out to Lunch" trait, where the ship starts completely abandoned. After a few minutes all hell breaks loose when dozens of citizens spawn at once.

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** Rifts in the floor of the derelict will spit out new mutant citizens on a timer.
timer. At best, you can seal them behind locked doors.
** Certain ships have the "Out to Lunch" trait, where the ship starts completely abandoned. After abandoned... but after a few minutes minutes, all hell breaks will break loose when as dozens of citizens spawn start spawning at once.



* OxygenMeter: One is always present, since you are exploring wrecked spaceships which lost all their atmosphere a long time ago. There are rooms with stored pressurized oxygen that can replenish your supply, though, or even double it if you pay up in merits.

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* OxygenMeter: One is always present, since you are exploring wrecked spaceships which lost all their atmosphere a long time ago. There are rooms with stored pressurized oxygen that can replenish your supply, though, or even double it if you pay up in merits. You also get a small grace period between 'out of air' and 'HP starts draining rapidly' but it's best to not rely on that.



* ShieldBearingMook: Zecs protect themselves from the front with an impervious deflector shield. They have to be hit from behind - unless you have a Rad Spiker, or even better a Scrambler.

to:

* ShieldBearingMook: Zecs protect themselves from the front with an impervious deflector shield. They have to be hit from behind - unless you have a Rad Spiker, or even better better, a Scrambler.



* SortingAlgorithmOfWeaponEffectiveness: Each Citizen or robot tends to have at least one weapon/gadget/utility item that works as a hard counter (example - the Riveter will mow through an entire group of Patients in a decent burst, no trouble), or at least sets them up to die from one of your other items (example - Spooks can't teleport out of your line of fire if they're too busy being stunned). The problem is that you only get to take one item from each category with you on any given ship, and enemies don't always mix together in ways that let you easily counter them all.



* SpaceWhale: Void Whales are one of the greatest threats you can encounter, as they can straight-up eat the entire ship you are on. There are also Junk Squids, equally enormous Space Squids that are harmless to your small shuttle, but will eat every large vessel they come across.

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* SpaceWhale: Void Whales are one of the greatest threats you can encounter, as they can straight-up eat the entire ship you are on. on (unless you blow them to hell with a torpedo). There are also Junk Squids, equally enormous Space Squids that are harmless to your small shuttle, but will eat every large vessel they come across.across, which can be a pain in the ass if you needed something from one of the ships in their path of destruction.



* StunGuns: A rare and ''slightly'' more realistic interpretation; the Zapper only ''stuns'' enemies unless they're very small/fragile. The duration is quite long, but the Zapper's inaccurate past a couple meters and only holds three shots at a time. The only things it can explicitly ''kill'' are Patients (in which case it only pops a single head from the entire swarm) and Peepers/Watchers (which require one or two shots). It stuns mechanical targets for much longer than organic ones though, making it a very effective way to get around Gunpoints and their upgraded variants.
* TacticalDoorUse: Doors are a strategic resource on derelicts. Closed doors break line of sight at the very least, and can be locked to prevent regular enemies from passing through. Useful for making impromptu jails for dangerous foes or sealing a room with a [[MookMaker Nebula Rift]] inside. Just be warned that locking and unlocking takes a few seconds and you can wind up on the same side as the monster.
* TeleportGun: There's the Rifter, whose first shot instantly sucks the enemy into hyperspace. Then, the weapon continues to hold it there indefinitely, until its next shot deposits it back onto the ship. The usual tactic is to scoop up the tough enemies with it, and then place them into inaccessible vents and the like, which they'll never escape from.

to:

* StunGuns: A rare and ''slightly'' more realistic interpretation; the Zapper only ''stuns'' enemies unless they're very small/fragile. The duration is quite long, but the Zapper's inaccurate past a couple meters and only holds three shots at a time. The only things it can explicitly ''kill'' are Patients (in which case it only pops a single head from the entire swarm) and Peepers/Watchers (which require one or two shots). It stuns mechanical targets for much longer than organic ones though, making it a very effective way to get around or close to Gunpoints and their upgraded variants.
variants - or to mercilessly gun them down with your main weapon while they shudder and vibrate helplessly.
* TacticalDoorUse: Doors are a strategic resource on derelicts. Closed doors break line of sight at the very least, and can be locked to prevent regular enemies from passing through. Useful for making impromptu jails for dangerous foes or sealing a room with a [[MookMaker Nebula Rift]] inside. Just be warned that locking and unlocking takes a few seconds and you can wind up on the same side as the monster.
monster, and that Secbots/Warbots will just open them right back up and come on through.
* TeleportGun: There's the Rifter, whose first shot instantly sucks the enemy into hyperspace. Then, the weapon continues to hold it there indefinitely, until its next shot deposits it back onto the ship. The usual tactic is to scoop up the tough enemies with it, and then place them into inaccessible vents vents, locked doors and the like, which they'll never escape from. Or into a launcher bay so they can be shot out into space.



* UniversalPoison: The Spiker's projectiles are tipped with one. You can upgrade it to massively increase the potency, too.

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* UniversalPoison: The Spiker's projectiles are tipped with one. You can upgrade it to massively increase the potency, too. Radiation also counts as a poison... of which only you can potentially recover from it, but its sources stick around (unless you applied it via direct hit with the Rad Spiker).
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Gradual Grinder is being merged with Damage Over Time per TRS


* GradualGrinder: Radiation deals damage very slowly, but lasts until the target dies. Fortunately, radiation on the player will expire eventually and can be removed entirely at a Decontamination Booth or Operating Theater.
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** You can also fire poisonous bolts from the Spiker. This is useful for Scribes and Spooks, which spend a lot of time running away from the player. They're also silent, so target enemies won't know why they just died.

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** You can also fire poisonous bolts from the Spiker. This is useful for Scribes and Spooks, which spend a lot of time running away from the player. They're also silent, so target enemies won't know why that they just died.are taking damage.
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* ObstructiveBureaucrat: The whole plot revolves around this. The Void Ark's FTL engine is perfectly fine and undamaged, and there's no ''physical'' reason it can't just warp jump to its destination. However, due to bureaucracy, B.A.C.S. is programmed to only allow citizens to activate the FTL, and as a convicted prisoner your citizenship was previously revoked. The entire game is spent scavenging the Nebula for various parts needed to forge a citizenship card so you can activate the FTL. B.A.C.S. himself has to contend with an even more Obstructive Bureaucrat in the form of the citizenship registration computer, who tries to blow up the ship after you try to expedite your citizenship registration with an invalid procedure.

to:

* ObstructiveBureaucrat: The whole plot revolves around this. The Void Ark's FTL engine is perfectly fine and undamaged, and there's no ''physical'' reason it can't just warp jump to its destination. However, due to bureaucracy, B.A.C.S. is programmed to only allow citizens to activate the FTL, and as a convicted prisoner your citizenship was previously revoked. The entire game is spent scavenging the Nebula for various parts needed to forge a citizenship card so you can activate the FTL. B.A.C.S. himself has to contend with an even more Obstructive Bureaucrat in the form of the citizenship registration computer, who tries to blow up the ship after you try to expedite your citizenship registration with an invalid procedure. The only time this plays to your advantage is when [[spoiler:the unmodified self-destruct time turns out to be ''six months.'']]

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* ShoutOut: The Spooks appear to be one to the S'pht Compilers from ''VideoGame/{{Marathon}}''.

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* ShoutOut: ShoutOut:
**
The Spooks appear to be one to the S'pht Compilers from ''VideoGame/{{Marathon}}''.''VideoGame/{{Marathon}}''.
** The fully upgraded pistol is called "Legislator," which is a synonym for "[[ComicBook/JudgeDredd Lawgiver]]". Fully upgraded, it resembles the version from [[Film/JudgeDredd the first movie]].
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* BatmanCanBreatheInSpace: Citizens can apparently survive just fine on derelict vessels with no atmosphere. However, given that fires can also burn just fine on the same vessels, it's entirely possible the vessels have perfectly functional life support, and B.A.C.S. just won't let you take off your helmet even if you run out of oxygen and start suffocating (which is entirely in keeping with his established behavior).

to:

* BatmanCanBreatheInSpace: Citizens can apparently survive just fine on derelict vessels with no atmosphere. However, given that fires can also burn just fine on the same vessels, it's entirely possible the vessels have perfectly functional life support, and B.A.C.S. just won't let you take off your helmet even if you run out of oxygen and start suffocating (which is entirely in keeping with his established behavior). Of course, said Citizens are all insane mutant zombies, so maybe you *shouldn't* breathe it...



* BoxedCrook: (well, [[DisproportionateRetribution for a given definition of "crook"]] anyways). "Clients" are offered parole for helping fix the ''Void Ark.'' The game makes it clear that your AI warden thinks your a scumbag, referring to enemies as "Citizens" (implying it thinks more highly of these mutant crazies than it does you), and even [[spoiler: reneges in it's end of the bargain because it only has to honour agreements with actual people]].

to:

* BoxedCrook: (well, [[DisproportionateRetribution for a given definition of "crook"]] anyways). "Clients" are offered parole for helping fix the ''Void Ark.'' The game makes it clear that your AI warden thinks your you're a scumbag, referring to enemies as "Citizens" (implying it thinks more highly of these mutant crazies than it does you), keeps you stuck in a spacesuit with 11.5 minutes of air in ships that have a totally survivable atmosphere, and even [[spoiler: reneges in it's end of the bargain because it only has to honour agreements with actual people]].
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* BoxedCrook: (well, [[DisproportionateRetrubution for a given definition of "crook"]] anyways). "Clients" are offered parole for helping fix the ''Void Ark.'' The game makes it clear that your AI warden thinks your a scumbag, referring to enemies as "Citizens" (implying it thinks more highly of these mutant crazies than it does you), and even [[spoiler: reneges in it's end of the bargain because it only has to honour agreements with actual people]].

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* BoxedCrook: (well, [[DisproportionateRetrubution [[DisproportionateRetribution for a given definition of "crook"]] anyways). "Clients" are offered parole for helping fix the ''Void Ark.'' The game makes it clear that your AI warden thinks your a scumbag, referring to enemies as "Citizens" (implying it thinks more highly of these mutant crazies than it does you), and even [[spoiler: reneges in it's end of the bargain because it only has to honour agreements with actual people]].



* WeirdCurrency: Money is referred to as "Merits," which may actually represent a Social Credit system (read "'Good Boy' Points", as a highly-decorated crew is given one each.

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* WeirdCurrency: Money is referred to as "Merits," which may actually represent a Social Credit system (read "'Good Boy' Points", Points"), as a highly-decorated crew is given one each.each. They're represented by yellow carnival tickets with an "m" stamped in the middle.
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* WeirdCurrency: Money is referred to as "Merits," which may actually represent a Social Credit system, as a highly-decorated crew is given one each.

to:

* WeirdCurrency: Money is referred to as "Merits," which may actually represent a Social Credit system, system (read "'Good Boy' Points", as a highly-decorated crew is given one each.
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None

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* BoxedCrook: (well, [[DisproportionateRetrubution for a given definition of "crook"]] anyways). "Clients" are offered parole for helping fix the ''Void Ark.'' The game makes it clear that your AI warden thinks your a scumbag, referring to enemies as "Citizens" (implying it thinks more highly of these mutant crazies than it does you), and even [[spoiler: reneges in it's end of the bargain because it only has to honour agreements with actual people]].


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* WeirdCurrency: Money is referred to as "Merits," which may actually represent a Social Credit system, as a highly-decorated crew is given one each.
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* ContaminationSituation: Three variants:
** Oily, which lets you run faster but slide when you stop. Contracted from puddles of purple goo on the floor
** Irradiated, which causes DamageOverTime. Contracted from yellow goo puddles.
** Nauseous (technically, high on mushroom spores), which causes hallucinations. Contracted from piles of garbage found around the ships.


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* DecontaminationChamber: Hab areas have a kiosk that removes harmful status effects. Slipping them 30 Merits grants a one-level immunity to them.
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* SpaceWhale: Void Whales are one of the greatest threats you can encounter, as they can straight-up eat the entire ship you are on.

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* SpaceWhale: Void Whales are one of the greatest threats you can encounter, as they can straight-up eat the entire ship you are on. There are also Junk Squids, equally enormous Space Squids that are harmless to your small shuttle, but will eat every large vessel they come across.
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* ShoutOut: The Spooks appear to be one to the S'pht Compilers from ''VideoGame/{{Marathon}}''.
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None

Added DiffLines:

* ObstructiveBureaucrat: The whole plot revolves around this. The Void Ark's FTL engine is perfectly fine and undamaged, and there's no ''physical'' reason it can't just warp jump to its destination. However, due to bureaucracy, B.A.C.S. is programmed to only allow citizens to activate the FTL, and as a convicted prisoner your citizenship was previously revoked. The entire game is spent scavenging the Nebula for various parts needed to forge a citizenship card so you can activate the FTL. B.A.C.S. himself has to contend with an even more Obstructive Bureaucrat in the form of the citizenship registration computer, who tries to blow up the ship after you try to expedite your citizenship registration with an invalid procedure.

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* HumanPopsicle: The Void Ark prison ship keeps all its prisoners in a state of suspended animation by dehydrating them. You control whichever prisoner the wardens decided to rehydrate this time. If you die, a P.A.L. drone that acts as your backpack while you are alive will take all of the stuff you have collected and fly off back to Void Ark with it. The wardens will then rehydrate someone else, who'll be your next protagonist.


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* SleeperStarship: The Void Ark prison ship keeps all its prisoners in a state of suspended animation by dehydrating them. You control whichever prisoner the wardens decided to rehydrate this time. If you die, a P.A.L. drone that acts as your backpack while you are alive will take all of the stuff you have collected and fly off back to Void Ark with it. The wardens will then rehydrate someone else, who'll be your next protagonist.
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* ALongTimeAgoInAGalaxyFarFarAway: It's set in the fictional Sargasso Nebula. Humans are implied to live in other parts of the universe but Earth isn't mentioned.
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* {{Homage}}: The comic book style and BlackComedy CrapsackWorld plot hearkens back to darker British Comics, especially ''ComicBook/TwoThousandAD''.
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* ShieldBearingMook: Zecs protect themselves from the front with an impervious deflector shield. They have to be hit from behind - unless you have a Rad Spiker, or even better a Scrambler.
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* ContinuingIsPainful: When your Client dies, you lose all your food, fuel, and ammo. Thankfully, you at least keep your crafting materials and acquired parts.

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* ContinuingIsPainful: When your Client dies, you lose all your food, fuel, and ammo. Thankfully, you at least keep your crafting materials and acquired parts.parts and are given a small "care package" of initial stuff to start your new Client off.
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* BatmanCanBreatheInSpace: Citizens can apparently survive just fine on derelict vessels with no atmosphere. However, given that fires can also burn just fine on the same vessels, it's entirely possible the vessels have perfectly functional life support, and B.A.C.S. just won't let you take off your helmet even if you run out of oxygen and start suffocating (which is entirely in keeping with his established behavior).
Is there an issue? Send a MessageReason:
None


* InMediasRes: You start the tutorial [[spoiler: in the middle of a sanitation closet with an empty pistol and are told you need something called a Line Printer. Shortly after you do, you're uncerimoniously gunned down by space pirates. The next prisoner you control is then helpfully briefed on why they needed the Line Printer in the first place, setting up the main plot loop of the story.]]

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* InMediasRes: You start the tutorial [[spoiler: in the middle of a sanitation closet with an empty pistol and are told you need something called a Line Printer. Shortly after you do, find it, you're uncerimoniously gunned down by space pirates. The next prisoner you control is then helpfully briefed on why they needed the Line Printer in the first place, setting up the main plot loop of the story.]]

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