The genre of conditionally turn-based role-playing games with moves in the cells got a second life along with the development of the indie scene. And while Legend of Grimrock and Operencia: The Stolen Sun walked the beaten path of the ancient Eye of beholder, series from Fatbot Games chose a different direction with a solo journey into the steampunk world. However, the original Vaporum was coolly received by the public due to numerous errors and broken mechanics, and only three years later the prequel Vaporum: Lockdown tries to fix most of the past problems.
In the new project Fatbot Games, players are invited to focus on the story of Ellie Teller, a scientist who is trying to escape in a submarine immediately after a global machine failure at the Arx Vaporum research station, but then there are problems with malfunctions of the central mechanisms of the floating craft and available provisions. It is the search for components, the creation of underwater propellers, the cleaning of premises from poisonous gas and the collection of resources that you have to deal with for 20 hours.
In a pseudo-turn-based mode, we explore the surroundings, look for keys to locked doors and solve sometimes very difficult puzzles. There is only one squad member, and the developers allow the use of both melee weapons, including fiery swords and hammers, and a second set with rifles and plasma cannons. In addition, Vaporum: Lockdown has a kind of analogue of magic with the runes of lightning, fire and cold.
Plasma weapons and runes use energy that is restored over time or by consuming special capsules. At the very beginning of the journey, the authors suggest choosing an exoskeleton convenient for your class, which will receive new levels and pump the selected characteristics, giving you an advantage in strength or good health. New levels will also give you the opportunity to upgrade your skill tree, and at the same time increase attack damage or improve defense.
But aside from battling mad drones, mutant cockroaches and giant robots, you’ll spend most of your time on puzzles. Some are free variations of tag or the ancient “sokoban” – you need to move boxes, put the right items on the panel or deal with the sequence of using levers and teleporters. Others involve tapping walls in search of destructible passages or a laser cutter to open locked doors. Interestingly, a seemingly optional secret place can store the key to the story door with supplies or an important item. And this is really disappointing. You can spend in search of a way out at the passed stages not just minutes, but many hours. The history of the station and the causes of the disaster are presented through audio recordings and notes, but often there is not even a hint of a secret passage or a solution to an intricate puzzle. Some clues lead you nowhere, and solved problems may remain marked on the map as unsolved.