165
Products
reviewed
1226
Products
in account

Recent reviews by bugc

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Showing 1-10 of 165 entries
4 people found this review helpful
8.6 hrs on record (8.0 hrs at review time)
Good.
But once you get to Difficulty 4 it stops becoming fun.
Posted 18 March.
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6 people found this review helpful
8.7 hrs on record
Lethal Company x Repo, but underwater.

Definitely on the same level of quality as those games, just needs some hype and it'll take off.
Posted 5 March. Last edited 9 March.
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3 people found this review helpful
3 people found this review funny
4.0 hrs on record (1.6 hrs at review time)
The type of game where if you die, you literally just have to AFK either hoping your friends find a way to revive you, or hope they all kill themselves so you can start the game from the beginning again.

My entire playtime is from afking and scrolling tiktok.
There's better games out there, this one's ass.
Posted 14 February.
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3 people found this review helpful
3 people found this review funny
4.8 hrs on record (1.6 hrs at review time)
Extreme disorentation, causing motion sickness due to what looks like the developers have chosen to use experimental camera fisheye lenses for realism or some ♥♥♥♥.
I almost threw up and didn't want to play anymore.

Found some spelling mistakes in the diary, already knew this game was made by some cooked autist by that alone.
edit: More spelling mistakes. I can't take the game seriously if it wasn't proof checked by a native English speaker or fixed 7 years after launch.

Now it was time to make a fire, but the tutorial doesn't properly explain how.
You need to get a Log which turns into a Plank or someshit, then it turns into a Stick, then it turns into a Little Stick, by that time I wanted to shove the ♥♥♥♥♥♥ up my ass.

After about 20 minutes of working out the logic of sticks I spent another 10 minutes figuring out how to make a Firestarter with those Sticks through the use of the "crafting table", which was a "Rock" off to the side of your screen I had assumed was part of the environment.

Managed to make the Firestarter only to LOSE IT INSTANTLY.
The dumbass game hides items behind other items, in my circumstance it was hidden behind the x20 sticks in my backpack I had picked up trying to make a ♥♥♥♥♥♥♥♥ fire, and I didn't find it until I emptied the entire contents out.

For a tutorial it shouldn't be this complicated.
You shouldn't be expected to know the game mechanics already.

After using the Firestick on the Sticks, the tutorial then told me I was "too tired" to make a fire and it was time to go to sleep. Literally how I was feeling myself at this point.
I went back into the tent and the female told me to go make the fire.

Well, after it took 45 minutes to put sticks together and make a Firestarter - I'm pretty sure I softlocked my ♥♥♥♥♥♥♥ game, so I had to restart from the beginning.

As I progressed, I noticed a lot more directional problems in the tutorial, whether it's grammatical errors or referencing you "press" a key when in actual fact you're supposed to "hold" the key, or the tutorial tells you to click something on screen but it's called something entirely different. This just happened again, it referred to the Notebook as a Notepad.

Took far too long to realise the Notepad has arrows to show me what the plant looks like I was looking for.

"Completed the Tutorial" achievement pops up earlier than supposed to, giving the impression that you can now exit to the main menu, but doing so will reset your progress and you'll skip the cutscene.

You get what you pay for when it comes to $3.80 games on Steam
Posted 10 February. Last edited 11 February.
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1 person found this review helpful
1 person found this review funny
2.8 hrs on record (2.5 hrs at review time)
CrossCode 2.0 baby
Posted 27 January.
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27 people found this review helpful
1 person found this review funny
4
8
4.9 hrs on record
edit:
I’ve since discovered that my account was forum banned on Elevator without explanation or any avenue for appeal during a period when the demo wasn’t even playable.

I was subsequently unbanned by a different PixelTail moderator[i.imgur.com] after raising this in my review several weeks later, indicating that someone at PixelTail is pre-emptively banning users without cause or internal agreement.


Elevator Unite
Elevator is a co-op walking simulator where you ride an elevator from the lobby to the penthouse.

As you ascend, the elevator stops at randomised floors, each acting as a small pocket universe with its own visual gag or theme.
These range from a beach, an office, or the sun itself, to a room containing nothing but a single rubber duck. Occasionally, an NPC will ride along with you, offering light, witty dialogue to fill the silence.

Most of the time, however, you don’t actually leave the elevator. You’re stuck inside, looking into these rooms as they pass by, briefly admiring whatever idea the developers came up with.
Only a handful of floors let you step out, and even then, interaction is minimal. There are far more filler rooms than explorable ones - though my favourite was still the room with literally one rubber duck in it.

It's less a walking simulator and more of a standing simulator.

Replayability
Once the novelty wears off, there’s very little to do here, even in a "complete" game.
It takes roughly 10 minutes to reach Penthouse, after which the experience is effectively over unless you chase the full set of floors. I wouldn’t be surprised if many players mess around for a few sessions and refund comfortably under the 2-hour limit, easily.

After spending roughly 4 hours fighting RNG just to see all 18 available floors, the illusion starts to crack. Any future update that adds more floors won’t refresh the experience, it’ll dilute it. You’ll be playing the same runs again, idling through familiar rooms, just to maybe encounter something new.

With every update the replayability won't improve, it'll bloat the game further. The more content that exists, the more old content you must sit through to reach it.
Games built like this need a large pool of material at launch to justify repeated runs, not regular updates that pad playtime through repetition. 100 floors would be the absolute minimum necessary for a game like this to stay fresh and enjoyable for a first play through.

Without some form of progression, prioritisation on unseen floors, or floor-selection logic, Elevator works against itself. And because of that, Elevator is a game best enjoyed once it’s more complete, and better left on your backlog until then.

Social Design
If you're a social butterfly and want company beyond an NPC, then assuming your Steam friends also own the game - you and up to 7 others can ride the elevator together.
And that's where Elevator accidentally stumbles into something Tower Unite never solved.

Despite supporting only 8 players, Elevator has more potential to function as a *genuine* social game than their predecessor, Tower Unite - a game marketed as a social hub supporting up to 64 players.
As being locked in a confined space forces conversation. You have to acknowledge the people around you.

By contrast, in Tower Unite, nobody talks. Players bot the casinos, hide in the Arcade, goon in Condos, or avoid interaction entirely. The result is an anti-social game where the only players that talk are the ones talking negatively in private quarters about the lack of socialisation in a social game.

In theory, this is why Elevator could shine better than Tower Unite ever could.
All it needs is a push in the right direction.

Social Potential
There are no open public lobbies. No matchmaking. No way to join random players.
The only way to experience the game socially is to pre-plan a session with friends who already own it. Once those friends lose interest, you’re back to standing in silence with an NPC.
That’s exactly what happened to me.

My friends were done after about 20 minutes. I stayed behind to unlock all 18 floors, a process that took roughly 4 hours.
Not because there was a lot of content, but because the game relies on RNG and forced repetition. I saw the same floors over and over, AFK’d through large portions of runs, and frequently killed myself just to speed up progression. I was only missing 4 floors.
As there was no incentive to complete a floor once you’ve seen it; the fastest way forward is often to fail on purpose.

By the time I unlocked the final missing floor, I had played the horror map at least 8 times, and with only 5 floors between the lobby and the penthouse, with an average of 10 minutes per game - the experience collapses into pure repetition.
I'm sure the repetition may have been more fun with other players, but in the end it turned into a solo game in which I fought with myself to finish the demo to the end.

Without open lobbies, and new interactions with real people, Elevator will never thrive.

Assets & Identity
My first impression playing Elevator felt like condo hopping in Tower Unite - walking into another player’s room, instantly recognising the style and layout.

Nearly every asset in Elevator appears to be lifted directly from Tower Unite. The furniture. Wine bottles. Clocks. Fire extinguishers. Textures. Props. Audio cues. Even the player models. Nothing looks new, because almost nothing is.
Most of the floors look exactly like what an average Tower Unite player could already build inside a condo - small spaces, familiar props, familiar lighting.

But with Elevator being ran on Unreal Engine 5.6, it has shown to have gone beyond the limitations of Tower Unites Unreal Engine 4 which is a massive improvement.

Fragmentation
PixelTail has openly stated that Tower Unite can no longer be sustained without microtransactions, which is why development is now split across a separate title with paid DLC and monetisation.
That context makes Tower Unites asset reuse understandable - but it also makes the decision to ship it as a standalone game far more questionable.

Which leads to the unavoidable conclusion: this should never have been a standalone release.

As a game mode inside Tower Unite, Elevator could have been an excellent addition - another plaza activity using the existing elevator in the Plaza, expanding the social space rather than fragmenting it.
Instead, it feels like a proof of concept. Less a new game or more a tech demo, or bluntly, a Supporter Pack 3.

With a team of 7 developers now splitting focus across two separate projects - one of them originally tied to crowdfunding (Tower Unite) - concerns are inevitable.
Tower Unite is now a 10-year-old game, having begun its backing campaign in 2015, is still missing a lot of promised content.

Spinning off a standalone title built almost entirely from recycled assets does little to inspire confidence in the long-term future of either project. Dividing an already small team risks slowing progress on both fronts, rather than strengthening either.
Posted 25 December, 2025. Last edited 1 March.
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A developer has responded on 26 Dec, 2025 @ 10:59pm (view response)
7 people found this review helpful
3 people found this review funny
2
3
35.9 hrs on record (26.6 hrs at review time)
Early Access Review
Souls game for autists
Posted 22 September, 2025. Last edited 26 September, 2025.
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4 people found this review helpful
5 people found this review funny
3
2
7
213.5 hrs on record (9.7 hrs at review time)
Early Access Review
The best thing about VRChat, is that it's not ran by MacDGuy
Posted 6 July, 2025. Last edited 6 July, 2025.
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1 person found this review helpful
1
15.7 hrs on record (8.6 hrs at review time)
Great story driven game, with a lot of banter between the characters which makes their personalities shine.

I find it hilarious when something explodes, or somebody gets hurt Drax just laughs hysterically at your misfortune in the background, classic like the movies.

Just got scammed on Knowhere, bought a fake lottery ticket, food poisoned at the hotdog stand, pickpocketed by a group of 12 year olds then scammed again playing the cup game.
Also was forced to sing karaoke with a gun to my head. 10/10


Bad camera controlling issues
The camera controls felt rough at first.
Especially on controller, with sluggish vertical sensitivity and inconsistent horizontal movement, but after a few hours of tinkering here and there, I got used to it. It's not perfect, but manageable once you adapt.
I don't think I'd en joy playing it on mouse and keyboard for the camera controlls alone though.
Posted 3 June, 2025. Last edited 7 June, 2025.
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1 person found this review helpful
8.1 hrs on record (7.7 hrs at review time)
Never played a CoD game before, this one was pretty damn good
Posted 2 June, 2025.
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Showing 1-10 of 165 entries