Endless Reach
Em breve
About the game
Faça uma viagem de contrabando no meio de um enxame de milhares. Cada orbe que você pegar vale XP e também é carga. Quanto mais tempo ficar, mais a pressão aumenta: primeiro aparecem torretas e depois um chefe. Inicie o salto, defenda a zona enquanto o motor carrega e guarde tudo o que ganhou. Se morrer, você só manterá uma parte. A música acompanha seu desempenho no voo.
Descrição original no Steam

Endless Reach is a top-down bullet heaven in space. Your ship is built from light. The swarm is built from matter, and there are thousands of them. You fly, you aim, the guns fire on their own, and you decide when to leave.
The only question is how greedy you get before you jump.

Every mint orb does two jobs. It fills your XP bar, and it is cargo you can bank in the hangar.
Call the jump anywhere. A zone drops around you and the drive needs about eight seconds to charge. Charging burns fuel and spikes the heat. Leave the zone and the charge pauses.
Hold it and you bank everything you carried. Die out there and you keep about a fifth.

The soundtrack plays along with the run. The heat drives the drums and the bass. How well you fly drives the melody, so a clean run sounds different from a scrappy one. Every sound in the game is tuned to the track's key.
Keep your Resonance high long enough and you hit Surge: the whole track opens up and your light opens with it. Resonance changes what you see and hear, never your power.

Heat rises the longer you stay. More enemies, tougher enemies, then turrets. At heat 70 a boss arrives and clears the field for itself, and while it is out there the jump is locked. Kill it and you get a window to leave. Stay, and the next one comes in harder.
Heat has no ceiling.

8 weapons. Level one to 5 with its paired passive and a boss kill evolves it into something much bigger.
12 passives across 4 weapon slots and 4 passive slots. Pick 1 of 3 at every level-up.
4 ships: Courier, Smuggler, Skipjack and Gunship. Each one changes how the extraction plays.
3 sectors, each with its own swarm, boss and backdrop: the Shattering Giant, the Celestial Nexus and the Annulus. Deeper sectors pay more for the same haul.
Contracts let you take on extra danger before launch for a bigger cut.
Leaderboards for the biggest single banked haul in each sector. Die and you post nothing.
Built for Steam Deck and gamepad first, with full mouse and keyboard support.
Accessibility options, including reduced flashing.





Informações sobre a demo e o lançamento
Os dados da verificação atual não confirmam nenhuma demo. Isso não significa que o jogo nunca teve uma; consulte a página dele no Steam para verificar a disponibilidade atual.
Demo do Steam, teste de jogo e acesso antecipado: qual é a diferença?
Informações e imagens: Steam · Última verificação UTC