[The following is a guest review of 3079 by The Backlog Journey's Colin Brown. 3079 is currently available in Indie Royale's Alpha Collection.]

3079 is a game that proudly wears its influences on its sleeves. Introduced as a mix of Minecraft and Fallout, it would certainly look that way from the screenshots. However, as a game it tends to transcend both of those titles to a pretty unique shooter with a large RPG influence.

The Fallout influence is pretty muted in my opinion; if anything, the game shares a lot more with the STALKER series, albeit with a setting more oriented to futuristic sci-fi war narratives. You are a scout who has arrived on a distant planet that is home to two warring factions, each distinguished by their head position and number of legs. You begin allied to your fellow Humoids, but offing your friends with a shotgun to the face and joining the Neanders if you think two legs bad, four legs good. Between these two factions are the Demons, who are nigh invincible and extremely dangerous.

By running through the ruined landscape to the various bases spread around the map, you can do missions and trade items with some of the local soldiers in order to build up your armoury and bank account. If the mercenary thing eventually grows old, there is a basic main quest built into the game revolving around ending the war and ridding the world of demons. It's nothing much yet, but trekking stealthy across a hostile ravaged landscape and going after a target is sublimely satisfying.

There is a catch though. The game is going to tax your suspension of disbelief a lot. It's not a pretty game. There are no sweeping panoramas of landscapes. There are lighting issues. The three varieties of creatures you meet are primitive at best and nonsensical at worst, with basic polygonal models and textures. Why do some Humoids and Neanders grow to be four stories high? It's a biological mystery. I mean, Minecraft had some pretty primitive graphics, without a doubt. But in 3079 it's less about primitive simple models and more about the dire need for an hired artist to clean things up. There are a few highlights I noticed, however. The ground actually looks pretty great; the decision to move away from the rigid cubes of Minecraft gives every hill and valley a unique flow, and the craters left behind by explosions and bullets look great. The main problems lie with the enemies, the lighting and the weapon models.

However, I think it's a testament to how well the gameplay works that despite the primitive style it does manage to be an engaging, if not deep experience. I can't imagine I'd spend a particularly lengthy amount of time on the game, but I said the same thing about Minecraft and my hat was thoroughly eaten on that bet. There's a ways to go before 3079 will feel like cohesive whole, but the current build is an oddly engaging sandbox that's fun to mess around in. Right now the game just needs more depth, more polish and some quality of life tweaks.

Interested in 3079? Head on over to Indie Royale's page to pick this up and two more great Alphas for a steal.