GUNHEAD was provided by Alientrap for review. Thank you!
The game was tested with a Steam Deck LCD. OLED testing is coming soon.
With so many games launching, keeping up with it all is pretty challenging. GUNHEAD slipped me by when it first launched, but it's a Roguelike FPS game, a mix of genres I love. After playing Gunfire: Reborn and Roboquest, I've kept an eye out for other games in the genre, and GUNHEAD fits the bill perfectly.

The gameplay loop starts with you deciding on 1 of 3 randomly generated destinations varying in difficulty and type. After selecting one and warping to it, you select a mech suit to use and board the enemy ship, where you are tasked with disabling its systems and, ultimately, destroying its core. These systems range from Shields that protect other systems, to repair systems that can fix the ship, alarms, or even nukes that cause an explosion whenever you disable a different part of the ship. After you have destroyed the core, you will be rewarded based on your performance. Then, the cycle continues with the upgrades/unlocks you got from your previous mission!

Overall, the gameplay is fluid and fast-paced. I like how you control your mech, including the ability to use a jetpack to dodge and fly around the ship's internals in all directions. It can be a little confusing initially, but I think it works well once you've got a handle on things. Your mech can have up to 4 weapons equipped at any given time and an item slot, and you can find new weapons and items on the ship. There are passive upgrades to find as well that are permanently applied to your mech (until you die). These upgrades reward exploration and ensure that you thoroughly clear out each ship you've boarded in the hopes of finding that perfect buff.


GUNHEAD has a cel-shaded visual style that, while I usually enjoy this style, I did find it somewhat difficult to distinguish enemies from the background on occasion. This may be why the developer has added a "radar" feature to the game, showing enemy positions by putting a rectangle around them, showing them on the map, or showing them on the game's 3D Compass. All of this makes me think the developers knew there was an issue here, and they tried a lot of workarounds instead of fixing the core issue. The enemies have a similar design to the ship they're on and can easily be mistaken for just another part of the ship.

I did enjoy playing GUNHEAD, and I'd love to dive back in and try to progress further with a bit more time. It's a challenging experience, and once you learn the enemy types and how to pick them out from the busy environment, it's a good time.
GUNHEAD supports the Steam Deck's native 1280x800 resolution, eliminating any black bars we might encounter. It also has excellent gamepad support, allowing complete control of the menus and gameplay with gamepads.
One note that's worth mentioning, however, is that when I tried the game with Aim Assist turned on, the camera would often get stuck moving in a direction I didn't wish it to. I would strongly recommend disabling Aim Assist in the options if you play.
In terms of graphical settings, we don't have much choice since there's only one option to change the visual quality of the game. From "Fastest" to "Beautiful." Regardless of what I tried, running on higher settings always resulted in FPS drops when a lot of action happened, so we're stuck to relatively low settings on the Steam Deck. A surprise given the game's artistic style, I've seen games with a more detailed aesthetic run better on the Deck.
I opted out of making a "Battery Life" settings preset for GUNHEAD, as the graphics aren't too scalable, and 40 FPS is what I would consider a minimum for a game as fast-paced as this.
As GUNHEAD is an FPS title, my aim going into this review was to achieve a 60 FPS experience, and thankfully, we can just about do that!
I chose to forego any TDP limit here, but we can run at 60 FPS a lot of the time with a 12W TDP Limit, I found that stutters were more frequent and egregious with a limit on, and for the smoothest experience possible, it's best to just not have a limit at all.
In SteamOS, we have a 60FPS/Hz lock, and we have the settings clocked in at "Fastest."


Even though we've gone without a TDP Limit here, this game is still pretty light on the CPU most of the time, so we're only pulling about 15W from the battery on average. This means we should get about 2 and a half hours of battery life, which is pretty good for 60 FPS. Temperatures also stay relatively cool at around 65c.

Even though this is the "Quality" setting, unfortunately, the Steam Deck can't handle anything beyond the "Fast" quality setting. Going beyond this can be fine for a lot of the game, but when action is on screen, the performance just drops, exactly when you don't want it to. So we're having to stick with the "Fast" setting here.
We can set a TDP Limit of 12W here, as the drain on the CPU is low now we're only at 40 FPS. We can set a 40 FPS/Hz lock in SteamOS, too. Ultimately, this gives us about 12W - 13W of battery drain. This means we get 3 hours of battery life out of our Steam Deck. Temperatures remain the same as my recommended settings, about 60c - 65c.


In terms of graphical quality over the 60 FPS settings, we're mainly gaining some color grading and fog effects like the green shown in the image above. These are absent from the recommended settings, but I would rather play at 60 than have these couple of added effects.
It holds 40 FPS well, with the very occasional stutter, which didn't affect my gameplay.

It's also worth noting that if you are immediately up against a lot of transparency/alpha effects, such as smoke or transparent lighting, the FPS will drop extremely low, into the low teens. This is unavoidable on any graphics setting I tested. Fortunately, it only lasts for less than a second each time, but if you have something like a rocket launcher that fires several rockets, each leaving a smoke trail, this FPS drop can affect you more frequently and be annoying.
Here's a screenshot of an effect that the Steam Deck doesn't like. You can see the sharp FPS drop at the top left:

GUNHEAD has almost no accessibility options. You can disable camera shake, make some UI elements larger, and the voiced dialogue lines in the game do have subtitles at the top left of the screen, but that's about it. Given the often convoluted nature of navigating the enemy ships, the fully 3D playing space, and the game is fast-paced at times, this one might be best to avoid if you aren't able to react quickly or are visually impaired.
GUNHEAD is a fun, single-player roguelike FPS that ticks most boxes for me. Once you get the hang of navigating the ships, you can enjoy the fantastic progression and combat systems.
With four difficulty choices, I feel like most players will be able to find a challenge here. I chose the Normal difficulty since I don't play many FPS games. Even still, I found the game rather difficult and would struggle to win more than three missions in a row. In hindsight, perhaps "Easy" would have been my better choice.
I barely scratched the surface of all the unlocks, and I am intrigued to see just how crazy things can get if you get far into a run. Here's just a look at some of the weapons and upgrades you can find in the game:


GUNHEAD plays well on the Steam Deck, being able to hold 60 FPS quite nicely, as well as drop to 40 FPS for a slight graphical improvement. The control scheme is also as good as you could hope for, so it rightfully holds a "Verified" Steam Deck compatibility rating. It currently has a "Mostly Positive" review rating on Steam, which I think is fair given some of my difficulties, but overall, I would recommend it if you're looking for an enjoyable roguelike FPS experience.
Our review is based on the PC version of this game. Information was correct at the time of writing.
このレビューをお楽しみいただけたなら、SteamDeckHQ の他のコンテンツもぜひご覧ください!あなたのゲーム体験に役立つゲームレビューやニュースを幅広く取り揃えています。ニュース、ヒントやチュートリアル、ゲーム設定やレビューをお探しの方も、最新のトレンドを知りたい方も、ぜひご利用ください。
Whisker Squadron: Survivor was provided by the publisher for review. Thank you!
This game was tested with a Steam Deck LCD. OLED testing is coming soon.
Somehow, upon receiving this game to test, I didn't clock the "Survivor" tagline, and I went into it thinking it would be a traditional on-the-rails shooter. But lo and behold, there it is! Whisker Squadron: Survivor is part of the "Survivor" genre that has recently blown up in popularity, meaning you earn XP for enemies defeated, level up, and gain new abilities or weapons to keep surviving for as long as possible. I love survivor-like games, and it was a nice surprise when I started this game.

The gameplay is much as you would expect; you fly a ship down a narrow tunnel/passage with enemies and obstacles appearing before you. Think Galaga, but in a 3D environment. Defeating enemies allows you to level up, get new/upgraded weapons, repair your ship, or do many other things. It's a simple concept but works well and is pretty enjoyable. You can choose 3 maps to play through, each broken into 10 zones. With each zone getting progressively more challenging.

Aside from the upgrades you get during a run, there are also "Mods" you can enable at the start, which will change the experience. From starting your ship with less health to enemies being stronger, or being able to deal double damage but also receive double the damage, these mods aim to make your run harder and more rewarding. I found the game difficult enough, but it's here for you if you want that extra challenge.

The visuals are very stylized and appealing. I struggled to distinguish enemies from the background, but I liked the aesthetic overall. The 3 maps you can choose from all have different color schemes and obstacles that you will face, and you unlock the other 2 maps reasonably quickly, so it's nice to switch between them after each run for a bit of variety while you play.

This is a good entry into the survivor-like genre, which ticks the "Can I do better next time?" box. It always pushes you to reach the next zone and try new strategies with the available unlocks. I had a great time playing, but let's consider how worthwhile it is to bring the game wherever you go.
The game supports 16:10 resolutions, so we can run at the Steam Deck's native 1280x800 resolution. We also have full gamepad support in both menus and gameplay here, and it feels so great that it would be my preferred method of playing, even on a desktop PC.
Whisker Squadron: Survivor doesn't have many graphical settings; it is simply a low/medium/High-quality setting. The difference between the 3 modes is pretty marginal, in my opinion, and so, to get the best out of our Steam Deck, though the higher graphical settings are heavy on the device, both of my presets use the "Low" setting.

Unfortunately, I could not get the performance overlay to appear in screenshots, even when using an override command. However, I am providing the statistics in text form, and the performance is essentially locked at the frame cap for both settings.
The "Low" setting allows us to keep our TDP limit down to 10W, putting the battery drain at about 15W - 18W, depending on your zone and how many enemies there are. It's an almost locked 60 FPS using SteamOS with occasional stutters when leveling up. You can expect around 2 hours of battery life from it. Temperatures varied between 65C and 75C.

While the battery life of 2 hours is pretty low, the 60 FPS settings get my recommendation because this is a play-and-set-down game. You likely aren't going to spend more than 2 hours on it in one sitting, and the 60 FPS is nice when playing a game as fast-paced as this.
We opt for a 40 FPS/Hz lock on the battery-saving settings instead of 30 FPS. Whisker Squadron: Survivor is a pretty fast-paced game, and it just doesn't feel very good when running at 30 FPS, but acceptable at 40 FPS. Plus, we barely save any battery by dropping down to 30 FPS.
By running at 40 FPS, we can lower the TDP Limit to 6W, putting our average battery drain around 10W - 12W for around 3 hours of battery life. Temperatures also drop to around 60c - 65c.

I was disappointed we couldn't get more than 3 hours of battery life out of the game while keeping the gameplay enjoyable. Given the game's stylized look and its somewhat basic nature, I thought it would be easy to run, but that doesn't seem to be the case. If you are running on the highest settings, even a 15W TDP Limit doesn't hold 60 FPS on the Steam Deck.
Whisker Squadron: Survivor has a few accessibility options in the menu. The game has no "difficulty" settings per se, but it does have the option to reduce incoming damage from enemies, as well as to make the game speed slower for more reaction time. There's also the option to disable screen shaking if that causes headaches for you.
I love survivor-like games. Their gameplay loop is satisfying and always pushes you to improve and do a little better each time. Whisker Squadron: Survivor encourages this by saving your high score and the furthest you've ever gotten on that map, challenging you to beat your personal bests. It's an easy-to-understand game that you can jump right into. The game is still in early access as I write this review, but I'm excited to see where the developers will take the game in the future.
Best of all, it plays beautifully on the Steam Deck, holding a "Verified" Steam Deck compatibility rating, and deserves it. It also has a "Very Positive" rating on Steam, which I greatly agree with.
このレビューはPC版に基づいています。
このレビューをお楽しみいただけたなら、SteamDeckHQ の他のコンテンツもぜひご覧ください!あなたのゲーム体験に役立つゲームレビューやニュースを幅広く取り揃えています。ニュース、ヒントやチュートリアル、ゲーム設定やレビューをお探しの方も、最新のトレンドを知りたい方も、ぜひご利用ください。
RoboCop: Rogue City was provided by Nacon for review. Thank you!
My experience with the RoboCop franchise was pretty limited going into RoboCop: Rogue City, only having watched the 2014 film near the time it was released. I feel as though this put me at somewhat of a disadvantage, as this is an obvious love letter to fans of the series. I share the sentiment of many that I've seen talk about this game, if you're a fan and enjoyed the original films, you will find a lot of love here, but if you aren't, this game won't make you one.

Despite being an "open area" title, the gameplay loop is linear. You're always on a "main mission," and there are sidequests or secondary objectives that you can complete. When finishing the primary objective and leaving the area, you will be warned that you will lose access to the sidequests you haven't yet completed. For better or worse, RoboCop: Rogue City is a short experience, with a casual playthrough likely lasting around 8.5 - 10 hours.
While I did find the graphics impressive, I wasn't particularly blown away by the gameplay itself. The enemies seem quite repetitive near the start of the game. In the first couple of hours of gameplay, you will only meet 1 enemy type, with them wielding 3 different weapons: a Pistol, SMG, or Assault Rifle. Then, suddenly, you'll get an influx of new enemy types, which adds some much-needed variety. The AI is quite decent, they'll take cover and throw grenades from time to time to deal extra damage. I did find the difficulty of the game relatively high, even on the lowest setting.
As for the gunplay, it feels stiff, although that was the most likely the intention, given the fact that you are an actual robot. It's somewhat difficult to do fine movements with your gun, at least on a gamepad, and you often just shoot in the vague vicinity of an NPC, letting the auto-aim assist you in accurately hitting your target. It almost feels as though there is 8-way directional aiming. Against normal enemies, it can make you feel a bit overpowered, which drives home that you are not fully human. There are a few weapons at your disposal, gained from picking them up off of defeated enemies.
One thing I did find rather annoying, however, is that when carrying a weapon, you can't simply walk over another weapon of the same type to refill your ammo, like almost every other modern FPS title. In RoboCop, you have to look at the weapon on the ground and press X on it to refill your ammo, which feels a bit jarring.

RoboCop also features a level-up system, allowing you to gain experience and spend points to gain skills you can use in a pinch. These vary from allowing you to activate a temporary shield to shockwave blasting nearby enemies to being able to interact with various objects in the environment for either gaining health or completing additional objectives.
I won't spoil the storyline here, but it's reasonably generic stuff, nothing special, but not terrible. It serves its purpose as far as the game goes, which puts the gameplay above all else.
RoboCop: Rogue City is an Unreal Engine 5 title, which are becoming increasingly popular now. Unfortunately, many UE5 titles do not play well with older hardware, particularly hardware that struggles with Ray-Tracing. Fortunately, it does give us an extensive range of settings to tweak, so we can get it to a playable state on the Steam Deck.
The menus support gamepads, making them easy to navigate on the Deck. We have support for 16:10 resolutions, so the Deck's native 1280x800 resolution is on the cards here. Sadly, there's no UI scaling in this game, meaning we're stuck with what we have when it comes to text size, which can sometimes be small.
I also experienced a crash while playing the game with some gameplay to cutscene transitions. This isn't a Steam Deck exclusive issue, though, and the game simply doesn't handle scene transitions all that well. In my case, I could simply reboot and click "Continue" on the main menu, and it placed me after the scene transition that crashed. I didn't lose any progress, but I can't guarantee that'll always happen.
Upon booting RoboCop, we're presented with a rather intensive main menu, which, on the max settings that the game defaulted me to, ran at less than 20 FPS.
The quickest way to set the recommended settings is to go ahead and put yourself on the "Low" preset, then make sure you're using FSR 2.2 and is set to "Balanced." Make sure you scroll down to the bottom and change the Reflection Method to SSR, not Lumen, as Lumen is a UE5 feature that is too intensive for the Steam Deck here. We're also upping Textures to "Epic," as we have enough VRAM to handle this.


As you might expect, in SteamOS, we're locking the frame rate to 30 FPS, with no TDP limit.
RoboCop: Rogue City is a very intensive title to run, so even on these low settings, we're drawing 18W - 20W from the battery, giving us around 2 hours of battery life. And while the game does maintain 30FPS for most of the time, when a lot of action is on screen, mainly explosions and other particle effects, the FPS can drop into the mid-20s. Fortunately, these particles usually only last a few seconds, and the FPS recovers once they're gone.



While dropping from 30 FPS isn't ideal, you could lower the FSR scaling to "Performance," but that would make the visuals look much worse. I'd rather have a decent-looking title that loses some frames here and there while quickly recovering. Given the slow nature of character movement, I feel like framerate drops in RoboCop aren't as egregious as they would be in a faster-paced game. There are more drops during cutscenes than actual gameplay though, so be prepared.
FSR 2.2 holds up surprisingly well, and even on Balanced, we get what I'd describe as perfectly acceptable image quality. The most noticeable issue is the reflections on certain surfaces which, as you can see below, can become a bit noisy when moving

RoboCop: Rogue City has almost no accessibility options unless you count adjusting controller sensitivity and removing motion blur/chromatic aberration.
While I feel as though RoboCop: Rogue City wasn't a game that was made for someone like me, I did enjoy the fairly simplistic combat that the game offers. Walking into a room and feeling like an overpowered tank does have an appeal to it. Sadly, it lost that luster after I walked into the 50th room doing the same thing. It holds up surprisingly well visually on the Steam Deck, and despite the FPS drops here and there, I'd view it as a "playable" experience, if not an ideal one.
If you're a fan of the RoboCop universe, then this is a great game for you. If you aren't, then there may be some better options available with better overall performance or more varied gameplay. Either way, there are a solid amount of compromises to make to play on the Deck, which may be worth it depending on how much you enjoy the franchise.
このレビューはPC版に基づいています。
このレビューをお楽しみいただけたなら、SteamDeckHQ の他のコンテンツもぜひご覧ください!あなたのゲーム体験に役立つゲームレビューやニュースを幅広く取り揃えています。ニュース、ヒントやチュートリアル、ゲーム設定やレビューをお探しの方も、最新のトレンドを知りたい方も、ぜひご利用ください。
Gangs of Sherwood was provided by Nacon for review. Thank you!
The tale of Robin Hood and his merry men is a tale I grew up with, thanks to Disney and his mission to steal from the rich and give to the poor. Even so, there is something quite intriguing about seeing the classic story I grew up with re-imagined. And with Gangs of Sherwood, I can say that it is an enjoyable experience when playing with friends, but it definitely has some issues that do make it hard to choose this game over similar ones.
The core gameplay will have you choose one of four unique characters, the core Robin Hood team, and go through different stages to play through the story. As you progress, you will fight enemies using two different types of attacks with special abilities, get the money that will level up your team at checkpoints in stages, and explore stages. Each combat scenario has a letter grade that increases, similar to Devil May Cry's combat grading, and you can get more currency the better you do. The money can be used afterward to rank up, which will unlock new abilities and buy new skills and attacks to use in-game.
The core gameplay of Gangs of Sherwood itself is quite enjoyable, and each character is interesting, with different strategies involved in using them. For example, Robin Hood can create floating arrows you can shoot at an enemy all at once, which does massive damage, and Friar Tuck can charge all of his attacks to send projectile waves or shockwaves through the ground with flames erupting. The game itself looks phenomenal, too. The world and visuals are outstanding, and I love the new designs of the protagonists.

Ultimately, the game feels short, with only three acts and three missions in each of them for a total of 9 story missions. It can also feel very repetitive due to the enemies being re-used and the missions all having a similar structure. It is also quite boring to play alone, but I did enjoy playing alone when I did. And then we have a performance on the Steam Deck, which isn't the best.
Unfortunately, while Gangs of Sherwood can be fun, it won't be as enjoyable on the Steam Deck. It is a very heavy game to run, and it shows. On the lowest possible settings, the game runs between 26 - 30 FPS without any TDP limit. I did try setting a limit to see if maybe the game just drained more than it should, but unfortunately, any limit saw some decrease in performance.
I also noticed that some videos that show how certain skills are used don't play with the stable Proton version from Valve. Oddly enough, both Proton Experimental and Proton GE do fix the videos, but TDP caps at around 14W, not allowing the game to utilize the power it needs. And since the game needs as much power as it can get, we will need to stick with the stable proton branch.





There's also a lack of accessibility features in Gangs of Sherwood. You can change language and audio settings, but that's about it. I would have loved to see UI scaling or text/subtitle enlargement, but it is still readable.
The game does support 16:10 resolutions when in-game, so there aren't any black bars, and it does have full controller support and cloud saves.
Gangs of Sherwood is a decent co-op action game that features some enjoyable combat and gorgeous visuals. Playing alone is possible and can be enjoyable, but it does have some issues with repetitive enemies and a short campaign, making me wish there was a bit more to enjoy. It is playable on the Steam Deck, but it will need the lowest settings and no TDP limit. It does dip to 26-28 FPS here and there, but I didn't notice the drops as much in the heat of the moment and still found myself enjoying the adventure.
このレビューはPC版に基づいています。
このレビューをお楽しみいただけたなら、SteamDeckHQ の他のコンテンツもぜひご覧ください!あなたのゲーム体験に役立つゲームレビューやニュースを幅広く取り揃えています。ニュース、ヒントやチュートリアル、ゲーム設定やレビューをお探しの方も、最新のトレンドを知りたい方も、ぜひご利用ください。
After a long time of waiting, Overwatch 2 has finally arrived on Steam. So, what does this famous Free-To-Play Hero Shooter bring to the table?
There are over 30 characters or "heroes" to choose from, each with their own unique moves and playstyles, so you should be able to find one that fits how you like to play. Characters are split into 3 main classes: Tanks, Damage, and Support. My favorite is damage, but it's up to you how you want to play the game. This is a fast-paced and competitive first-person shooter, so having good reflexes and stable performance is essential. We're also treated to cross-play and cross-progression, so if you've been used to playing the game on consoles or over on Battle.net, you can carry on your progress on Steam.

Given that Overwatch 2 is widely known as an eSports title, you'd imagine it's pretty optimized, right? Well, let's see how it performs on the Deck.
Things get off to a decent start. The default controller layout works well, and menus can be controlled with the D-Pad or Analog stick. There is native support for 16:10 resolutions, including the Steam Deck's native 1280x800, and text is also reasonably sized and perfectly readable on the Deck's display.
But how well does the game run? Ideally, we want a 60 FPS experience, and that's exactly what we can get with the Deck.
60 FPS is fairly easy to achieve on the Steam Deck. For this, we simply set the game to its "High" preset to get a good baseline. Then we change "Dynamic Render Scale" to Off, change "Render Scale" to Custom, and set it to 100%. Then set the Frame Rate to Custom, and set that to 60. In the Graphics Quality tab, we're also lowering AA to use FXAA and not SMAA. Here are the settings in screenshot form if you want to see them for yourself. You can click to enlarge the images.


At these settings, I noticed basically no drops from 60 during 3 test matches. The downside, however, is that the battery life is very poor. You should expect no more than 90 minutes of battery life. The Deck can also feel pretty hot in your hands, reaching 90C often.



If you want settings that make the Steam Deck run slightly cooler, select the "Medium" preset, and then do the same as above: Dynamic Render Scale Off, Render Scale to Custom, 100%. Frame Rate to Custom, 60. FXAA is already used on the Medium preset, so we don't need to change this. The advantage of using Medium over High is that we can lower our TDP limit from 15W to 12W in the SteamOS settings. This buys us up to 30 minutes extra battery life, meaning you can possibly squeeze out 2 hours of gameplay. It also keeps the Deck cooler and more comfortable to hold, with temperatures usually holding around 80C and not 90C.
As this is a competitive game, we don't really want to drop the framerate too much. However, a drop to 50 FPS isn't too bad, and we can get some extra battery life out of the Steam Deck with these settings. In a similar fashion to the recommended build, select the "Low" preset, then set "Dynamic Render Scale" to Off, "Render Scale" to Custom, and set it to 100%. Then set the Frame Rate to Custom, and set that to 50. You'll also want to set your SteamOS Frame Rate lock and display to 50 FPS. Here are the settings again so you can copy them exactly. You can click to enlarge the images.


To get the extra life from our battery, we'll also be lowering our SteamOS TDP Limit to 9W. With these changes, the game may look a little worse, but we're increasing our battery life from about 90 minutes to almost 3 hours, close to doubling our battery life.
These aren't the absolute lowest graphics settings. We could lower the resolution or remove the FXAA. However, at this TDP, the Deck becomes CPU-limited rather than GPU-limited, so lowering our graphics wouldn't make the game smoother or improve battery life. Overwatch 2 seems to occasionally put a lot of stress onto a single CPU thread, so we still need a somewhat high TDP to keep the CPU happy.
Our framerate isn't quite as stable as it was with the 60 FPS build, but I struggled to notice it during gameplay. We're also a lot cooler here, running at about 70C instead of 90C.



Overwatch 2 has some nice accessibility options; these include the ability to disable Camera and HUD Shaking, which can give players headaches. You can increase the size of the game's cursor and subtitles. There is also a customizable color blind filter and the ability for the game to read out text chat to you, as well as type into chat using your own voice.
Despite the "Overwhelmingly Negative" reviews that Overwatch 2 was subjected to upon its Steam launch, I think there's quite a bit of fun with the game, especially if you have friends who want to play. It's free, the base mechanics of the game are simple and fun, and it's well-optimized so that a variety of devices, including the Steam Deck, can run it at a competitive level. If you're after a team-based first-person shooter, you should give Overwatch 2 a try!
このレビューはPC版に基づいています。
If you enjoyed this review, check out the rest of the content on SteamDeckHQ! We have a wide variety of game reviews and news that are sure to help your gaming experience. Whether you're looking for news, tips and tutorials, game settings and reviews, or just want to stay up-to-date on the latest trends, we've got your back!
Armored Core 6 was provided by Bandai Namco for review. Thank you!
It has been ten long years since we last saw Armored Core, and I can't explain how good to play the third-person mech shooter again! Armored Core 6: Fires of Rubicon is a fantastic return to a franchise that has been dormant for too long. FromSoftware is known for creating the souls-like genre and, with the lessons they’ve learned creating Dark Souls and Elden Ring, they have mixed the customizability and multi-directional combat in and created something magical.
The highlight of the game is easily the combat and how you can change it through the way you outfit your mech suit. On the field, you will be able to fluidly move in all directions while automatically locking on to enemies and shooting with one of 4 weapons you equip. These can range from plasma rifles and swords to machine guns and bazookas. You can control all four weapons at the same time and you can buy new weapons and gear from the parts shop using money you get from missions. The combat is addicting and feels fantastic. And with explosions and attacks that are flashy, you create these cool-looking moments that keep you in the zone.

As for the story, it is primarily told through missions that are given in chapters. As you complete more missions, you unlock new ones and you can replay the older ones. Each mission either takes place in a different zone or has different objectives, but each feels really enjoyable to play with a story I felt engaged with as it progressed. You play as an unnamed merc who is fighting on the planet Rubicon, where different corporations and rebel groups are trying to secure the energy source called Coral.
Speaking of the missions, you can replay every single older mission and try to aim for a higher score or ranking. You can keep getting money from these replayed missions too, so if you gotta grind to get a specific weapon you want, you totally can. I found myself replaying missions to get money and buy specific weapons just to test out on bosses and see which builds work best on them.

Armored Core 6 is at its best when you are flying through the air, shooting at enemies all around you, and playing around with different builds to see what weapons and armor combos work best for you. Thankfully, this is the bulk of the game. The game is streamlined to get you in missions fast with little-to-no bloat and it works wonderfully. And with the right settings, playing on the Steam Deck is a fantastic way to enjoy the fast-paced mech shooter.
Armored Core 6 on the Steam Deck is a bit of a wildcard at times, but it can be stabilized with some compromises. In some missions, and in closed areas, the game can run extremely well, hitting an almost solid 50 FPS. This is really awesome, but it doesn't hold throughout. In larger missions with open areas, the game will consistently drop down to the mid-30s, even on low settings. I went even further down and set the resolution at 800x450 with low settings and the large areas couldn't consistently break 40 FPS.


Due to this and the consistency of these missions, I elected to stick to a 30 FPS lock. For some missions, you will be able to set it at 45 or 50 FPS and be able to hit it, but for a solid experience throughout the game, 30 FPS is going to be your way to go.
With a mix of medium and low settings, 1152x648 resolution, and SteamOS FSR, we can get a near-solid experience that looks fantastic and plays well. There are a couple of drops here and there when there's too much going on near you, but these are far and few. I found that we can also set a TDP limit of 11 to make sure the battery drain doesn't drain too much.








Since anything above 40 FPS isn't going to be stable throughout the game, I can't recommend a build that would include it. If you want to play at a higher framerate, I would just use this same build and remove the TDP limit. You will get a solid 40-50 in some missions, but others will drain it. I feel this build is a great balance between quality, solid framerate, and battery drain when taking into account how big of a game this is.
Armored Core 6 doesn't support 16:10 resolutions, but it does have full controller and cloud save support.
Armored Core 6: Fires of Rubicon is an incredible game that feels best when you have perfected your build and can see it in action through the combat. It’s epic to be able to fly around the battlefield in all directions while shooting and slashing the enemies. Pair it with the streamlined style to just get you in to the battles, as well as an awesome customization system, and you have a recipe for an addicting game well worth your time.
On the Steam Deck, there are some compromises that need to be made, as well as a 30 FPS lock, but even with these, the game feels and looks incredible. I was in the zone, destroying mechs, getting destroyed by bigger mechs, and customizing my suit without feeling much compromise. Overall, this is an amazing game to play on the Steam Deck and definitely worth your time.
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Atlas Fallen was provided by Focus Entertainment for review. Thank you!
Earlier this year, I had the incredible opportunity to go to PAX East and it was there that I played Atlas Fallen for the first time. I left feeling quite excited for the game, the action, world, and story intrigued me. There was a lot to look forward to and after talking to Deck13 and Focus Entertainment reps there, I left feeling confident that not only would this game be one to really enjoy, but also one that will be at least decently playable on the Steam Deck. Now that the game is almost here, and I had the chance to play through and review it, I have a bit more to say on the game.

Atlas Fallen is a large-scale Action RPG where you will surf across the sands to face ancient dangers, hunt monsters, and become the ultimate champion. After playing through the game and being able to experience what it has to offer, I feel it did a great job creating an addicting and enjoyable adventure, even with a couple of hiccups.
The story of Atlas Fallen is passable. You are a random person that is able to wield a powerful gauntlet, infused with enough power to rival Thelos, the god-like antagonist of the game. The narrative is told through cutscenes, dialogue, and journal entries you find throughout traveling. While I didn't find the story to be anything ground-breaking, I did enjoy the journey. Traversing around the world is pretty fun as well and sand surfing is the real highlight of this. Finding slopes to surf down and accelerate to go as fast as possible is a ton of fun. Though at times, the world itself did seem a little bland and bare at times. Luckily, there are side quests and random chests to find, but it didn't do much to change the overall feeling of the world.

The combat is where things got really fun for me. While the fighting can feel a bit slow at times, wielding gigantic, shape-shifting weapons is a blast. I loved being able to swap between two different styles at once, with each having their own strengths and weaknesses, and watch them grow the more you fight with the Momentum Gauge, which fills up as you attack and land hits. As it fills up, you will be able to execute different special attacks and get passive bonuses, which you equip using Essence Stones. You can also execute a Shattering Strike, which drains the Momentum Gauge for an ultimate attack.
Deck13 found a nice balance of simple mechanics and deep customization here. The Essence Stones are great for fine-tuning your build, while a lot of the stats like attack power, defense, and your shatter power, are tied to your armor. Your armor can be upgraded, which gives you perk points to further passively make your character more powerful. I also really like the blocking mechanic included here. You can dodge enemy attacks, but if you block at just the right time, you can crystalize enemies and bosses, making them vulnerable to attacks for a little. Blocking doesn't interrupt the flow of your attacking either, so you can attack, block, and attack without the flow ever ceasing.

Even with the little nuisances here and there, and an ok story, I really enjoyed Atlas Fallen. It didn't break any molds or try to get too crazy, but it added some nice mechanics that gave it a nice balance between too simple and too complex. There's something addicting about gaining momentum and turning your axe into a gigantic axe that can just demolish multiple weakpoints of a big boss in one swing. I had a lot of fun playing, and while I didn't get to try it, I can only imagine playing the whole campaign in co-op will be even more fun! Though, if you're going to play on the Steam Deck, there will be some compromises that need to be made.
There are a couple things I found a bit odd when it comes to Atlas Fallen performing on the Steam Deck. First, the game settings have a couple of unique settings. For instance, there are separate window and resolution size options, as well as different intensity level sliders for post processing effects. The resolution size changes the game's rendering resolution, while the window resolution changes some of the text size (but not all). While the intensity sliders did change some of the visual effects you see, though for my enjoyment, I elected to keep them lower as it did help performance enough to justify.
Atlas Fallen also has FSR 2 that only works if both resolution and window size are 1280x800, but it doesn't help performance as much as just changing resolution size down while keeping window size at 800p. I also found that while changing resolution down helps performance significantly, it didn't change visuals as much and kept things looking relatively okay. The biggest change from this settings is text legibility for essence stones, armor details and quest text.

In the beginning, Atlas Fallen runs pretty okay. Keeping it at a solid 30 FPS, and even getting to 40, was very possible. But as I played the game more, and the world started to open up, it became harder to run. With this being a gigantic world that you can traverse quickly, there are some slowdowns when going around to new areas too fast. If you are running or surfing around in the immediate area, the game will keep a consistent rate, but other than that, it will slow down a bit as it loads in new areas.
I have also seen some framerate drops when in some combat scenarios. Fighting a gigantic enemy is usually okay 1v1, but when other enemies show up, and they all start using moves that kick up sand, it can start slowing down a bit.

In my opinion, these drops seem to be engine or game-related and not the Steam Deck's fault. I noticed that, whenever there were drops, the battery drain of the Deck didn't spike and CPU, GPU, and RAM usage was under 99%. This leads me to believe something isn't optimized within the game, causing these issues (and I did see similar ones on the ROG Ally). I believe we could see a lot of this patched up and the shader cache could help iron out some stutters when loading in new areas, but only time will tell.
Without any caps, and everything on low, Atlas Fallen still has some trouble sticking to 30 FPS completely stable in the open areas, but when in corridors, caves, or confined areas, the game can hit higher framerates running around and in combat. So, due to this, I actually only have 1 build for the game. Hitting above 30 FPS isn't viable, so my build is a mix between battery and performance. I have the resolution set to 960x600 with the window at 1280x800, lower intensity post processing effects, and low quality settings. I do have textures set to medium as they don't affect performance as much, but do help the game's visuals a bunch.
These settings, with a TDP limit of 10, allow the game to stick around 30 FPS most of the time with a battery drain between 11W - 18W depending on the area. I also found Proton GE helped a little bit in some harder scenes to keep the framerate stable. With these settings, some text will still be small, but I found the performance improvements to be too great.







The game does have 16:10 resolution support, so there are no black bars, and has full controller and cloud save support. I did test the game with CryoUtilities and the UMA Buffer set to 4GB, but I didn't see any discernable difference with either of these changes. I did also test the DirectX 12 version of the game, but it wouldn't launch no matter which Proton version I chose.
Atlas Fallen is a solid action RPG that gave me a bit of a mixed bag at times, but I loved the mechanics. The story is alright and does have an interesting tale woven in the desert world, though it pales in comparison to other deeper stories. At times, the world can feel a bit barren and dull, but surfing and going down slopes at an accelerated speed can be really cool. Combat itself can feel a bit slow at times too, but there is something extremely satisfying when fighting bigger enemies, or many smaller ones, when your momentum gauge is filled and your weapon grows in size, hitting multiple weakpoints or enemies at a time.
I love the simple nature of the armor system, perks, and the momentum bar. Atlas Fallen does well balancing out its simple systems and makes each different set of equipment, weapon, and essence stone feel special and impactful. As a game, I really enjoyed Atlas Fallen, even with its faults.
On the Steam Deck, it was a bit hard to play due to some of the performance issues it has, but with the tweaks, it becomes a lot more playable. It isn't perfect and still has compromises, especially with some readable text, but it is playable. It is very possible some future patches and the shared shader cache can help with some stuttering going into new areas, so I will evaluate again in a couple days when the cache is built, but if you are buying or pre-ordered the game, this will be the experience you get out of the box.
このレビューはPC版に基づいています。
このレビューをお楽しみいただけたなら、SteamDeckHQ の他のコンテンツもぜひご覧ください!私たちはあなたのゲーム体験に役立つこと間違いなしの様々なゲームレビューやニュースを取り揃えています。ニュース、ヒントやチュートリアル、ゲーム設定やレビューをお探しの方も、最新のトレンドを知りたい方も、ぜひご利用ください!
NInja or Die was provided by Marvelous Europe for review. Thank you!
Ninja or Die: Shadow of the Sun is a fast-paced action roguelite inspired by Japanese folklore. Set in the afternath of a cataclysmic event, you are a common pickpocket that was transformed into a ninja with lightning-fast reflexes and mobility. Now you are stuck within a loop of chaos where you must leap from wall to wall, killing enemies, all while getting new gear, and leveling up to make it through.
For me, Ninja or Die is a fantastic blend of arcade-style action, RPG progression, and roguelike passive improvements to make an addicting, enjoyable experience. I found it so enjoyable and rewarding to chain together jumps and make it through the various different levels while destroying all the enemies there. And with the loot I would find, I would need to manage which items to keep, which souls to equip, and which items to throw away so I could find a balance of healing items, upgrades, and scrolls.

The game is also wonderfully replayable. Not only are there multiple characters and levels, but you will also be able to build up your village and upgrade your character further. Then, you can take on procedurally generated levels, the Infinite Watchtower or Corridor, or replay the game with challenges like the stage randomizer. There is so much you can do, so much content to enjoy, it is hard to stop.
I also love the visual style of the game. Not only is it unique with its Japanese inspirations, but it is also flashy and vibrant. From how the world is colored to the flashes of numbers when you damage a foe to the way your entire screen changes when charging up a jump, the beautiful blending of color and style captivate and make it hard for me to take my eyes off. I love the game and I love being able to play it so easily on-the-go with the Steam Deck.
Due to the way the game is styled, I didn't expect it to need many changes to run optimally and I am happy to say I was correct. Without any changes, Ninja or Die: Shadow of the Sun is able to hit 60 FPS with a low battery drain of 6W - 8W. I didn't expect this to be any different due to how the game looks and how little power the game demands, but it does have two flaws.
The first is that the game has full controller support, but Steam Input defaults to Keyboard + Mouse controls. This can be easily fixed by going to your controller preset and switching/applying the Gamepad with Joystick Trackpad scheme.
Second, it appears the game has a bottleneck where, in some very heavy scenes, the game's framerate will dip to 45 - 50. Without the overlay, this wasn't noticeable, but during these moments, there would be a slight slowdown and a battery drain spike to 10W - 11W. This only happened a couple times to me, but it was enough to take notice.







While the game doesn't support 16:10 resolutions, it does have full controller support (just need to swap over the control scheme) and cloud saves!
Ninja or Die: Shadow of the Sun is a game I did not expect to take up as much of my time as it did. It is a fast-paced roguelite with RPG elements that keeps you moving and constantly thinking about the best way to jump and navigate while taking down enemies in flashy brilliance. The game is so pleasing to just look at that I had to stop a few times just to take in the colors. On top of that, the game runs really well on the Steam Deck, even with a couple of areas that are bottlenecked. As long as you have the overlay off, you won't really notice this at all and fully enjoy the game on-the-go.
このレビューはPC版に基づいています。
このレビューをお楽しみいただけたなら、SteamDeckHQ の他のコンテンツもぜひご覧ください!私たちはあなたのゲーム体験に役立つこと間違いなしの様々なゲームレビューやニュースを取り揃えています。ニュース、ヒントやチュートリアル、ゲーム設定やレビューをお探しの方も、最新のトレンドを知りたい方も、ぜひご利用ください!
Lone Ruin was provided to us by Super Rare Originals for review. Thank you!
Lone Ruin is an action-roguelike game set in an old magical ruin. The game features two different modes to test your mettle: Ruin Run and Survival. Ruin Run is a more traditional experience like Hades, clearing rooms and getting upgrades and gold to buy more upgrades from the shop until you get to the end of the levels (all while faces some bosses in between). Survival is closer to games like Vampire Survivors where you face waves of enemies and you get experience, getting an upgrade of your choice once you level up. With a normal and hard mode, gorgeous visuals, and a plethora of abilities, will you be able to master the ruins and defeat these twisted monstrosities?
Lone Ruin is a game I personally have mixed feelings about, but I overall feel positive about my experience with it! The game itself is a bit lacking in content and once you beat it, it feels like there isn't much to replay. But what it lacks in replayability, it makes up for with its unique graphics and fun gameplay. Some of the combos of spells and weapons can be overpowered, but I generally had a lot of fun playing through Ruin Run and Survival, though I personally enjoyed Survival mode more. Normal is a bit on the easy side too, but Hard feels just right!
On top of all of that, the developer has stated he will be adding more content to increase replayability! For $15, I feel this is a fair price for what you are getting. $10 might be a little more accurate for what is there now, but if more replayability is added, I would easily recommend this at the $15 price point! But no matter the price, this is a game you will be able to enjoy on the Steam Deck.
Due to it being a game that isn't super intensive, Lone Ruin can run flawlessly without needing to change any settings! Without any changes and no limits set, you can expect to get around 10W - 12W average with 60 FPS! There are some instances I have noticed where framerate can drop for a split second, but this didn't affect the gameplay at all.







I had no issues with controlling the game using the gamepad and no visual issues. Lone Ruin also supports 1280x800 resolution with the battery lasting around 4 hours!
Lone Ruin has a lot of potential to be a necessity in your libraries if you enjoy roguelike games. The visuals are enchanting and the gameplay is tight and fantastic, but a lack of replayability can be seen as a big shortcoming. I feel it is worth $15, especially if/when the new content is added, but I don't regret the time spent with this one at all! And it is guaranteed to be a great time on the Steam Deck thanks to no changes needed to enjoy! I am happy to give this game our Best on Deck rating!
このレビューをお楽しみいただけたなら、SteamDeckHQ の他のコンテンツもぜひご覧ください!私たちはあなたのゲーム体験に役立つこと間違いなしの様々なゲームレビューやニュースを取り揃えています。ニュース、ヒントやチュートリアル、ゲーム設定やレビューをお探しの方も、最新のトレンドを知りたい方も、ぜひご利用ください。
Dust & Neon was provided to us by Rogue Games and Keymailer for review. Thank you!
Dust & Neon is a roguelike twin-stick shooter set in a futuristic wild west filled with robots! As a robot yourself, you will go on an epic quest to fight armies and partake in insane boss fights, all while unlocking abilities and finding the right weapons amongst thousands of different ones. Dying and coming back stronger with passive ability upgrades to beat the missions in front of you will be imperative as well. Now pick up your guns and get ready for a challenging top-down shooter that will keep you on your toes.
I first played Dust & Neon during the Steam Next Fest last week and it quickly became one of my favorite demos. The visual aesthetic of the game is right up my alley, vibrant and simple, while the gameplay loop is engaging and addicting. I do love randomized items/weapons and roguelike systems in games and I feel this one does it really well too. The randomized weapons keeps me trying to crawl up the power while managing if I will need a certain capacity or accuracy, while the passive upgrades I get after dying influence some of my choices in terms of spending money to get certain weapons initially.
You do have to reload your gun manually by pressing the X button, which some might not like, but I feel it adds to the challenge and charm of the game (also the gun showing on the right side when reloading is awesome). Combine the aiming, shooting, rolling, sliding to cover, and swapping between equipped weapons, Dust & Neon is such a fun game to play. And what makes it even better is how well it runs on the Steam Deck!
Booting up Dust & Neon, I noticed it was automatically set to the highest graphical quality. Luckily, the game runs fairly well at max! 60 FPS with the max settings brings in around 13W - 17W battery drain depending on the location and amount of enemies on the screen. While this is fantastic, there is a change or 2 that we can make to really get the maximum battery life out with the game still looking wonderful.





In this case, I wanted to retain the pleasing visuals and their crispness while bringing battery drain down. Luckily, I was able to do this just by turning the graphics down to medium. This primarily got rid of some detailed shadows, but overall kept battery drain around 11W - 12W. I did see once or twice where drain went a little above 13W, but this was far and few and overall added an extra hour or so of battery life. This is easily the recommended build I would say others should use.






For a battery build, I elected to keep the graphics settings the same to keep the better shadows, but use Steam to force a 1024x600 resolution. This keeps the game looking quite nice still, with a slight bit of bluriness, but ends up saving around 2W drain with a stable 60 FPS. It looks a little worse, but if you're saving as much battery as possible without compromising visuals, this will be the way to do it!




Other than that, I had no controller issues or visual bugs. The game also displays at a full 1280x800 resolution and has cloud saves!
Dust & Neon is an incredible top-down shooter that shines with its gorgeous visuals and addicting gameplay. The game can get really intense in fights and feels quite rewarding when getting a new weapon that starts killing enemies in 3 hits instead of 4 or an overpowered shotgun that one-taps some enemies. Switching from actively shooting robots to rolling for cover to reload, then rushing around the corner and emptying the revolver's ammo into a group of bots feels fantastic. And while our recommended settings change the graphics quality, the game can be fully enjoyed and played without changing anything, making this our newest Best on Deck game! As one of my favorite Next Fest games, this is one I highly recommend adding to your Steam Deck library.
このレビューをお楽しみいただけたなら、SteamDeckHQ の他のコンテンツもぜひご覧ください!私たちはあなたのゲーム体験に役立つこと間違いなしの様々なゲームレビューやニュースを取り揃えています。ニュース、ヒントやチュートリアル、ゲーム設定やレビューをお探しの方も、最新のトレンドを知りたい方も、ぜひご利用ください。