What the game is
A first-person action RPG set in an alternate future where megacorporations colonize and terraform alien planets. It shipped on Windows, PlayStation 4, and Xbox One in 2019.
How it actually plays
You build a fixed-attribute avatar at the start, then move through open planetary zones via the Unreliable ship hub. Attributes govern combat, stealth, and dialogue from moment one — strength adds inventory space, charm and perception unlock speech options, and all six shape what you can do and say. Tactical Time Dilation slows combat for aiming or reloading. You choose one of 15 aptitudes for minor bonuses. No respec: attributes and aptitude lock at creation, though more points arrive later.
What works
Attributes directly determine what you can attempt and how you resolve it — no hidden rolls, no guesswork. Dialogue branches are visible and gated by charm or perception. Stealth and non-violent paths exist in almost every major encounter. Faction reputation changes how NPCs react, opens or closes quests, and alters endings. The Unreliable makes traversal frictionless between large, freely explorable zones.
What does not
It does not let you revise your core identity mid-game. It does not support co-op or multiplayer. It does not scale difficulty dynamically. It does not offer procedural generation — every location is hand-built, but repetition emerges in enemy placement and quest framing.
Who it is for, and who it is not
It is for players who want agency baked into stats, not just dialogue trees — those who enjoy moral ambiguity with tangible trade-offs. It is not for players who need flexible character rebuilding, real-time multiplayer, or emergent systemic chaos.
Is it worth your time
Yes — if you want a satirical, choice-driven RPG where your stats visibly gate access to solutions, not just loot. It asks for attention to consequence, not endurance. A full session is two hours: land, explore, talk or fight, leave with reputation shifted and story branched.

