Share
submit to reddit
Pin it
Star Trek Voyager: Across The Unknown - title

In a Nutshell

WHAT I LIKE

  • No pay-to-play mobile mechanics
  • Surprisingly challenging
  • Decisions do have meaningful consequences
  • Ethical and moral decisions are counter-balanced by practical concerns
  • Homesickness forces you to progress
  • Takes advantage of the show's core conceit in ways the show didn't
  • Significantly improves upon the show's finale

WHAT I DISLIKE

  • Tedious repetition
  • Replicates some of the show's weaknesses
  • Important events from the show happen off-screen or not at all
  • No surprises or subversions of fan expectations
  • Not enough deuterium
  • No manual save
  • Day-1 DLC feels carved out of main game

Overall Impression : B- / C+
The platonic ideal of a mobile game ...
is still just a mobile game.

Star Trek Voyager: Across The Unknown - cover

Developer:
GameExcite

Publisher:
Daedalic Entertainment

Platforms:
PC < (Steam),
PlayStation 5 (PSN digital download),
XBox S|X (XBox Live digital download).
Switch 2 (Nintendo Store digital download).
(< indicates platform I played for review)

MSRP: $40 USD

Original release date:
19 February, 2026

Genres:
survival adventure, strategy, and maybe RPG?

Player(s):
single player

Play time:
20+ hours

ESRB Rating: E (for Everybody) for:
Alcohol Reference, Fantasy Violence, Language

Official site:
www.stvatu.com/

I played the demo for Across the Unknown back in November or December. I was not impressed. The demo felt like little more than a dumbed-down mobile game that breezes through Wikipedia summaries of Star Trek: Voyager episodes. The demo was pitifully easy to play through, and the decisions didn't seem very impactful. The fact that you can choose to use the Caretaker's Array to go back home and end the game before it even starts seemed like a silly novelty at the time. I doubted that the actual in-game decisions could prove to be as meaningful.

But the game released, and I'm a sucker for Star Trek games. So I went ahead and bought it (it was discounted on release!). And I'll be damned if I didn't end up being just a tiny bit impressed!

Being able to use the Caretaker to go home and end the game prematurely
is the only major deviation from the show's overarching plot.

The platonic ideal of a mobile game?

Now, when I say "impressed", that comes with some huge asterisks and qualifiers! Remember, based on pre-release marketing and the demo, I was going into this game expecting a PC port of a mobile game along the lines of Star Trek: Fleet Command or Trexels. That was the measuring stick by which I was judging this game. I wasn't expecting it to be Birth of the Federation or A Final Unity.

Yes, Across the Unknown is a mobile game that was released for consoles and PC. It's like a combination of Star Trek: Fleet Command and Fallout: Shelters, except that it isn't a mobile game. Mechanically, it's almost the same, but it completely lacks any of the time and money-wasting pay-to-play grind that mobile games are built around. Yes, you do collect resources and wait for rooms on Voyager to be built. But those rooms don't take real-life hours or days to build; they take just a few in-game "cycles" (it's unclear if a "cycle" represents hours or days in the game), and are done in a matter of seconds or minutes of real time. And there are no "premium currencies" that ask you to shell out a credit card number if you don't feel like waiting for days to grind. Dilithium definitely seems like it could have been a premium currency, as it acts as a gate for higher tier technologies and room upgrades. There's no daily login bonuses. No ads. No "limited time only" promotions. It's just the raw game, stripped of everything that makes mobile gaming so obnoxious and predatory.

The blend of resource-collection and base-building will be familiar to anyone who's played a mobile game.

This is kind of the best possible version of what mobile games were promised to be, before they were completely co-opted by greedy corporations. This is not thoughtless shovel-ware designed by soulless corporations to prey on people who will compulsively through money at it. The player is constantly engaged with things to do and decisions to make. And those decisions occasionally have weight and consequence. And it all comes together to tell the coherent story of the entire Star Trek: Voyager TV show! Yeah, the individual encounters are abridged Cliff's Notes summaries of Voyager episodes, but they come together to tell an overarching story that adds up to slightly more than the sum of its parts.

The action is fast and fluid. It's not the kind of game, like SimCity Buildit or Trexels (or so many other mobile games), where I just do 1 or 2 things, and then have to wait hours or days to do something else. If this were a mobile game that I could play for 20 minutes on my phone or tablet, while I'm sitting on the stationary bike at the gym, or waiting for my daughter to finish her acrobatics class, or bored during halftime of a football game, then this would be great!

Across the Unknown doesn't do anything
that dozens of mobile games don't do.

But that's kind of the problem. This isn't a mobile game! This is a $40 PC and console game. I'm not playing it for a few minutes while sitting on the toilet or waiting for an SQL query to run at work. I'm expected to sit in front of my PC or console (in my case, it's my PC), and play for a full hour-or-2 gaming session.

And even if it were a mobile game, there would be problems. There were no manual saves at launch, and the game's auto-save is not designed for short pick-up-and-play bursts. The auto-save only seems to trigger after completing a story mission. This means that if it were a mobile game, and you were to pull out your phone on the bus to spend 10 minutes just collecting deuterium and building a couple of crew's quarters, then the game wouldn't save any of that when you close the app to get off the bus.

Presumably, this save system is intended to discourage save scumming. You can't simply reload the last autosave if you fail a dice roll for collecting a resource. Nor can you keep a back up save before a major decision and go back to see the alternate choice. If you want to see all the branching options, you'll have to play through the game (including the hour or 2 Caretaker tutorial) multiple times.

A manual save function and increased auto-save frequency were patched into the game a couple weeks after release. This ostensibly makes the game playable in short bursts. Maybe if I had a Switch 2, this could have been a good game for that platform?

All that being said, this game isn't completely bereft of greedy or predatory monetization. There is a set of Day-One paid DLC that feels like content that was cut from the main game for the purpose of being up-sold to the consumer.

Content was carved out for day-1 DLC.

These DLC carve-outs exist, despite the fact that there are still plenty of popular or interesting episodes of Voyager that are not represented in the game at all, and which could make for good DLC expansion events, missions, or maybe even entire sectors.

For instance, the acquisition of the Doctor's Mobile Emitter (from "Future's End") happens off-screen, between sectors. I didn't find any missions or side quests based on the episodes "Prophecy", "Distant Origin", "False Profits", "The Killing Game", or "In The Flesh", which I think would have been good episodes to include. The game also makes an explicit reference to the Caretaker's companion, but I didn't come across this 2nd Caretaker at all in my playthrough attempts.

The biggest surprise omission, however, is that the game does not feature "Year of Hell" at all. This is one of the most popular Voyager episodes, which I thought would surely make up an entire sector. Maybe it will be an expansion?

The Doctor's mobile emitter is acquired off-screen, between 2 mid-game sectors.

The unforgiving randomness of the Delta Quadrant

What really stood out to me was how genuinely difficult the game can be. The demo was a cakewalk. But then again, the demo was just the first tutorial mission of the game. Once you get out into the Delta Quadrant proper, managing all the different resources is a lot harder than it seems -- sometimes, unfairly so.

Despite feeling like I had been playing pretty well up till then, I started to really struggle around sector 4 or 5. The biggest challenge was that I was constantly running out of Deuterium to power the warp core and having to go through the tedious process of turning off rooms one at a time. I would enter a system, and there will be 4 or 5 sources of Deuterium, but I burn up almost all of it just travelling between those locations. And if I get one bad die roll, I am completely hosed and have to spend 10 or 20 cycles warping to a new system, all while morale tanks.

Repeatedly toggling rooms on and off due to Deuterium shortages became tedious.

In the meantime, there will be half a dozen planets in a system that I didn't even bother visiting because I had no need for those resources at all. I just need Deuterium and Food.

Across The Unknown isn't a constant bleed of resources and supplies; it's a nauseating roller coaster of being overflowing with resources one minute and being running on fumes the next. This doesn't feel like being punished for poor planning or management; it just feels unfair.

This is the worst part of the game's mobile influences: the randomness. This game does not seem to have any mercy rules, nor does it pull its punches and fudge its probabilities to the player's benefit. It will gladly pile on with misfortune after misfortune.

And this was all on the "medium" difficulty! There's still a harder difficulty after this, in which resources are even more scarce.

A single bad die roll can kill an entire away team -- or even give you an instant Game Over!

I eventually had to restart the game multiple times and tried to change my strategy for re-building Voyager. In my first run, I had tried to build proper Crew Quarters for everyone. But as my crew kept growing, I ended up with morale dropping due to lack of quarters. The lower density of quarters meant I was spending more power on fewer crew, and couldn't afford the power to activate life support on a new deck to build more quarters.

So in my second attempt, I focused instead on bunking everybody in upgraded Emergency Quarters in order to reduce my energy load and save space for infrastructure such as extra Hydroponics Bay, and extra Science Lab, and more Cargo Bays. This would hopefully reduce the amount of trips I would have to take to collect food and give me more of a Deuterium buffer.

This worked, to an extent. As expected, I did not have to make as many trips to secure Deuterium and Food, and was a little more free to look for Duranium, Tritanium, Dilithium, and so forth. However, Deuterium still swung wildly, and I had to spend a lot more time micro-managing which rooms and systems I kept online.

Certain rooms (like Stellar Cartography)
can be cheesed for energy-free use.

For example, I discovered that I could effectively use zero power for certain systems, such as Stellar Cartography. Since scanning does not cost energy or cycles, I can only enable Stellar Cartography when I first enter a system. Then, before moving, I can scan all the locations in the system, then immediately shut Stellar Cartography down. As long as I don't move and advance cycles, it doesn't actually consume any energy. Similar strategies (or are they exploits?) can be done with things like the Shuttlebay, and Cargo Bays can be disabled whenever you aren't trying to actually collect more resources that exceed your current limit.

I'm not sure if this level of micro-management is the intended way to play the game. Is it "cheesing" a poorly designed system? Or is it the intended optimal strategy? Either way, it sure is tedious.

Spoilers

The other big problem with Across The Unknown is just how closely it follows the plots of the TV show. Even though so many of the small, individual outcomes are randomized, the overall course of events is not. You won't be able to eschew the Delta Quadrant and travel to the Gamma Quadrant to look for the other end of the Bajoran Wormhole, for instance. There are minor variations within the show's overarching plot, such as having access to certain characters instead of others, or having different infrastructure built on Voyager, but the same quests will happen at the same points and relative places, and will have the same outcomes. These events largely do not deviate from what happened in the TV show, and so if you have seen the show (and remember it moderately well), you'll basically have spoilers and a strategy guide for almost all of the major decisions.

An early example (without giving away too many spoilers) would be that, if you've seen the show, you'll know which of Seska or Joe Carey is betraying Voyager by collaborating with the Kazon. It would be nice if the game would have found some way to randomize some of these sorts of things to subvert the expectations of fans. Maybe even make that a setting, so that you can choose to stick to the show's story, or let outcomes be more random. So that way, maybe there could be some games in which Seska is the traitor, and other games where Carey is the traitor.

Gee, I wonder who the traitor is...

It would also help if the game would have let the player spend more time with these characters. Seska and Carey should both have been "hero" characters from the start of the game, and the player should have been able to use them in away missions and assign them to jobs on the ship. That way, when they are accused of being traitors, the player might actually have some kind of investment in them as either characters or as utilitarian "game pieces". Not wanting to loose their abilities could provide a ludic reason for why the player might want one or the other to turn out to be the traitor, and could make the player feel genuinely betrayed by the eventual reveal -- especially if it turns out to be the unexpected character.

But Across The Unknown doesn't have the guts to take big risks like this. Instead, neither character appears in the game until the beginning of the quest where one of them is revealed as a traitor, and the same character is always the traitor. Choosing incorrectly simply results in the actual traitor immediately outing themself, and the remaining character cannot be recruited as a playable hero. The actual traitor won't continue to sabotage the ship or empower the Kazon, or worse yet, stay in hiding and turn everyone over to the Borg later in the game.

Even when the game isn't trying to make big plot reveals, it still feels kind of lacking in quality characterization. A great example is a bit later in the game, when the infamous Tuvix appears. Yes, the game does give the player the option to let Tuvix live (which does kill both Tuvok and Neelix), but this choice feels shallow.

The game doesn't give us time to get to know characters (narratively or ludically)
before asking us to make life-or-death decisions.

The desire to save Tuvok and Neelix is ludically incentivized by the fact that you've probably been using those character's abilities all game long. This is a good thing, as it's an example of gameplay informing narrative. The player shares Janeway's investment in both Tuvok and Neelix, in stark contrast to Seska and Carey. Unfortunately, the game sabotages this decision by never giving the player an opportunity to actually use Tuvix. At the point where you have to make the decision, the player has no idea what Tuvix's abilities and skills are. So from a simply utilitarian game-optimization perspective, it is really hard to justify sacrificing 2 very good hero characters in order to get 1 hero character of unknown quality. Sorry to all the #JusticeForTuvix, but saving Tuvix is just an objectively bad decision from a strategic optimization standpoint!

Maybe that was the point. Maybe the intent was for the player to feel like Captain Janeway. Maybe GameExcite really wanted the player to see Tuvok and Neelix as being way more valuable than Tuvix, so that we would feel pressured to make the same choice that Janeway made (albeit for different reasons). I don't know. The end result, however, is that the decision feels limp, and the game feels all the weaker because of it.

Also, the game doesn't depict all the toxic, creepy, pervy, and possessive qualities of Neelix's relationship with Kes. In the game, Neelix just doesn't have the "ick" factor that might make a player want an excuse to get rid of him. Also, in case you're wondering: no, the game won't let you refuse to let Neelix join the crew to begin with, either.

Homesick

Across the Unknown also provided the developers (and by extension, us players) with an opportunity to "fix" some of the mistakes of the show. Star Trek: Voyager has been criticized for a weak execution of its central premises. Despite being stranded in the Delta Quadrant, without access to a Starbase or supplies, Voyager does not show cumulative wear and tear. And the tensions between Maquis and Starfleet personnel are almost entirely dropped early in the series. These issues come up here and there, but only in order to create a particular plot contrivance for a single episode here and there.

This version of Voyager's trek across the Delta Quadrant feels like more of a fight for survival.

Across the Unknown sort of addresses one of these issues, but largely ignores the other. Almost the entire game is spent scavenging for supplies just to keep the engine running, the lights turned on, and the crew's bellies full. This version of Voyager's trip across the Delta Quadrant does feel much more like a desperate fight for survival, compared to the relatively comfortable journey depicted in the vast majority of the show.

When the game throws a moral or ethical conundrum at the player, you must balance your ideals against practical concerns. Like, "will my crew be able to eat next cycle?" If the answer is "no", then it's going to be very difficult to justify handing over hundreds of units of food to starving refugees.

The Maquis, on the other hand, are almost completely ignored, outside of the aforementioned Seska / Carey episode. There are a few, hand-wavy random events that pop up here and there, in which Chakotay informs us that there was an argument or brawl between Maquis and Starfleet crewmen, which may injure crew, damage a room, or destroy some resources. These are just throw-away random events though. The morale bar is shared between the entire crew, meaning that you aren't going to make decisions that might please the Starfleet crew, while upsetting the Maquis crew (or vice-versa). You don't get to make the choice of promoting B'Elana to chief engineer over Carey, and thus causing the jealousy and anger that might lead Carey to collaborate with the Kazon. You can't choose a Starfleet crew member as your first officer, instead of Chakotay, and then have to deal with the Maquis crew feeling like their voices aren't being heard. There is no threat of any kind of Maquis mutiny -- not even as a bluff.

In fact, I wish that each individual character had their own morale. As it stands, there are specific decisions that you can make which may kill a character or cause them to leave. But you cannot make a series of decisions that makes specific characters unhappy to the point that they mutiny, leave, or resign their posts.

Growing homesickness from the crew will pressure
the player to move on with the story.

One thing that I do like, however, is that the game has a persistent "homesickness" malus that decreases morale for every cycle that the crew hasn't gotten home yet. And that homesickness malus grows with each passing sector. Moreover, each individual sector has its own hidden time limit. If you dawdle in one sector for too long, the crew will grow impatient, and morale will rapidly plummet.

I like this mechanic because it forces the player to keep moving. You can't simply stick around in a sector and farm every last location for resources, or scour the map for every last side quest. If you do end up in a situation in which you need to farm some extra Deuterium or Food, you may do so at the cost of morale. A desire to extract as much resources from a sector as possible, before the homesickness kicks in, can also put pressure on the player to make riskier decisions.

Homesickness is basically the glue that holds the whole game together, and the single thing that elevates Across the Unknown above the typical mobile time-killing "click to collect resources" game. Almost all of the game's strategy comes from trying to optimize your route through a sector, minimize back-tracking, and figure out ways to minimize fuel consumption and risk, while also maximizing the resources collected. An actual [predatory] mobile game would probably lock access to the next sector behind a paywall, or force you to grind for hours (or days) on tedious tasks in order to progress, all while throwing ads in your face. Across the Unknown flips that design philosophy on its head. It lights a fire under your butt to keep going forward -- or else!

And going further is well worth it. The ending that I received, in my opinion, is a dramatic improvement over the actual TV show's finale (which I hate and consider to be a cop-out ending). The final chapter tied back into the previous chapter, paying off on a Voyager subplot in a creative way that I had never considered. Of course, that conclusion was dependent on a handful of choices that I made in the final sectors, and there are multiple different endings based on those handful of choices. So your ending may vary.

The epilogue that I received even undid some of the questionable writing choices of the Star Trek: Picard TV series! The ending I received significantly elevated my final impressions of the game as a whole.

A new genre?

In my 5-part retrospective series about Star Trek video games, I mentioned that one of the genres that is conspicuously absent of any Star Trek games is RPGs, unless you define "RPG" very liberally. Across The Unknown could probably be lumped into the category of "almost an RPG", as it has some of the hallmarks of the genre. It's a party-based adventure, in which characters go on quests, acquire experience, and level up their skills. The narrative offers players choices, some of which can have significant effects on the outcome of the story. It might be the closest thing to a single-player RPG that Star Trek has ever seen. Seems pretty RPG-ish!

Please check out my 5-part retrospective of Star Trek video games on YouTube.

But it also doesn't completely feel like an RPG. It feels like something else. More like some novel mixture of "survival game" and "visual novel", that I can't quite put my finger on. I wonder if this "elevated mobile game" might actually represent a new genre (or sub-genre) of video game. I could easily see this formula being applied to future games as well.

Honestly, I wouldn't mind if this same company were to make a spiritual sequel or follow-up that isn't beholden to the story of an existing Star Trek show. Perhaps a ship that gets stranded in the Gamma Quadrant after the Dominion War, and must make their way back to the wormhole or DS9. Or maybe a game contemporary to the Original Series about a starship that is simply exploring the frontier and can't simply return to a Starbase. Or maybe the Equinox could be an extra-hard expansion campaign? Come to think of it, "Course: Oblivion" could be a fun idea for an expansion campaign too!

Stepping outside of Star Trek, this same formula could also be applied to an adaptation of Battlestar Galactica.

I could maybe even see this studio pivot to a full colony-builder game.

Does this qualify as an RPG?

If this were an actual mobile game available for $10 or $20 on phones and tablets, then I think it would be one of the best mobile games on the market. In fact, if you have a Switch 2 or Steam Deck (or maybe a PlayStation Portal?), and you can play it on the go (as if it were a true mobile game), then it's probably a more appealing purchase. As a $40 release that expects me to sit in front of my PC or console for hours, it's underwhelming. I don't think it's "bad". It's certainly challenging, and it's serviceable as a Cliff's Notes-level adaptation of Voyager's overarching story.

The freedom of choice just isn't as free as advertised. It's more linear than advertised. There's a lot of tedious busy-work. And it lacks the narrative substance of the Voyager episodes that it adapts, while only slightly elevating the overarching "lost in space" premise as a ludic mechanic.

If you are a Star Trek fan, and especially if you are a Voyager fan, then it's a good time once you get past the initial learning curve. For non-Trekkies, it probably doesn't have much to offer.

Other Game Reviews I've Published

>Observer_>Observer_12 Minutes12 Minutes
35mm35mmAce Combat 7Ace Combat 7
ADR1FTADR1FTAlan WakeAlan Wake
Alan Wake 2Alan Wake 2Alien: IsolationAlien: Isolation
Alone In The DarkAlone In The DarkAmnesia: a Machine for PigsAmnesia: a Machine for Pigs
Amnesia: RebirthAmnesia: RebirthAmnesia: The BunkerAmnesia: The Bunker
Amnesia: the Dark DescentAmnesia: the Dark DescentAmong the SleepAmong the Sleep
Ara: History UntoldAra: History UntoldAssassin's Creed IIIAssassin's Creed III
Assassin's Creed IV: Black FlagAssassin's Creed IV: Black FlagAssassin's Creed: OriginsAssassin's Creed: Origins
Assassin's Creed: ValhallaAssassin's Creed: ValhallaAtomic SocietyAtomic Society
Axis Football 18Axis Football 18Axis Football 2019Axis Football 2019
Axis Football 2020Axis Football 2020Axis Football 2021Axis Football 2021
Axis Football 2023Axis Football 2023Axis Football 2024Axis Football 2024
Axis Football 2026Axis Football 2026Back to the Future Episode OneBack to the Future Episode One
Backbreaker FootballBackbreaker FootballBanishedBanished
Batman: Arkham CityBatman: Arkham CityBattlefield 1Battlefield 1
Blair WitchBlair WitchBloodborneBloodborne
Bloodborne: the Old HuntersBloodborne: the Old HuntersBlue PrinceBlue Prince
Call of Duty World War IICall of Duty World War IICatherineCatherine
Cities SkylinesCities SkylinesCities Skylines IICities Skylines II
Cities Skylines II: Bridges and PortsCities Skylines II: Bridges and PortsCities Skylines: After DarkCities Skylines: After Dark
Cities Skylines: AirportsCities Skylines: AirportsCities Skylines: CampusCities Skylines: Campus
Cities Skylines: Financial Districts + World TourCities Skylines: Financial Districts + World TourCities Skylines: Green CitiesCities Skylines: Green Cities
Cities Skylines: Hotels & RetreatsCities Skylines: Hotels & RetreatsCities Skylines: IndustriesCities Skylines: Industries
Cities Skylines: Mass TransitCities Skylines: Mass TransitCities Skylines: Natural DisastersCities Skylines: Natural Disasters
Cities Skylines: ParklifeCities Skylines: ParklifeCities Skylines: Plazas & PromenadesCities Skylines: Plazas & Promenades
Cities Skylines: SnowfallCities Skylines: SnowfallCities Skylines: Sunset HarborCities Skylines: Sunset Harbor
Cities: Skylines: Match Day & ver. 1.4Cities: Skylines: Match Day & ver. 1.4CitiesXL & Cities XXLCitiesXL & Cities XXL
ControlControlCrow CountryCrow Country
Crusader Kings IIICrusader Kings IIIDark SoulsDark Souls
Dark Souls Artorias of the Abyss DLCDark Souls Artorias of the Abyss DLCDark Souls IIDark Souls II
Dark Souls II: Scholar of the First SinDark Souls II: Scholar of the First SinDark Souls IIIDark Souls III
Dark Souls III: Ashes of AriandelDark Souls III: Ashes of AriandelDark Souls III: the Ringed CityDark Souls III: the Ringed City
Darker SkiesDarker SkiesDawn of ManDawn of Man
Dead Space (2023)Dead Space (2023)Dead Space 2Dead Space 2
Death StrandingDeath StrandingDeath's GambitDeath's Gambit
Deliver Us MarsDeliver Us MarsDeliver Us The MoonDeliver Us The Moon
Demon's SoulsDemon's SoulsDemon's Souls (2020)Demon's Souls (2020)
DepravedDepravedDeracineDeracine
Devil May Cry 5Devil May Cry 5Disco ElysiumDisco Elysium
DmC (Devil May Cry)DmC (Devil May Cry)DOOM (2016)DOOM (2016)
DreadOutDreadOutDredgeDredge
EA Sports College Football 25EA Sports College Football 25EA Sports College Football 26EA Sports College Football 26
Elden RingElden RingEmpire of the AntsEmpire of the Ants
Endling: Extinction Is ForeverEndling: Extinction Is ForeverEvent [0]Event [0]
Exo OneExo OneF.T.L. (Faster Than Light)F.T.L. (Faster Than Light)
Fallout 4Fallout 4Fallout ShelterFallout Shelter
Far Cry PrimalFar Cry PrimalFarthest FrontierFarthest Frontier
Final Fantasy VII RemakeFinal Fantasy VII RemakeFinal Fantasy XIIIFinal Fantasy XIII
Final Fantasy XVFinal Fantasy XVFirewatchFirewatch
Five Nights at Freddy'sFive Nights at Freddy'sFoundationFoundation
Game of Thrones (Telltale series 1-2)Game of Thrones (Telltale series 1-2)Ghost of TsushimaGhost of Tsushima
God of War (2018)God of War (2018)God of War IIIGod of War III
Gone HomeGone HomeGran Turismo 7Gran Turismo 7
Grand Theft Auto VGrand Theft Auto VGreen Hell VRGreen Hell VR
Hell Let LooseHell Let LooseHellblade: Senua's SacrificeHellblade: Senua's Sacrifice
Her StoryHer StoryHumankindHumankind
Imagine EarthImagine EarthIndikaIndika
Kayak VR MirageKayak VR MirageKingdom Come: DeliveranceKingdom Come: Deliverance
L.A. NoireL.A. NoireLayers Of Fear 2Layers Of Fear 2
Legend BowlLegend BowlLetters To A Friend: FarewellLetters To A Friend: Farewell
Lifeless PlanetLifeless PlanetLollipop ChainsawLollipop Chainsaw
Mad MaxMad MaxMadden NFL 11Madden NFL 11
Madden NFL 12Madden NFL 12Madden NFL 13Madden NFL 13
Madden NFL 15Madden NFL 15Madden NFL 16Madden NFL 16
Madden NFL 17Madden NFL 17Madden NFL 18Madden NFL 18
Madden NFL 19Madden NFL 19Madden NFL 20Madden NFL 20
Madden NFL 21Madden NFL 21Madden NFL 22Madden NFL 22
Madden NFL 23Madden NFL 23Madden NFL 24Madden NFL 24
Madden NFL 25Madden NFL 25Madden NFL 26Madden NFL 26
MADiSONMADiSONMars Rover LandingMars Rover Landing
Marvel's Spider-ManMarvel's Spider-ManMarvel's Spider-Man 2Marvel's Spider-Man 2
Marvel's Spider-Man: Miles MoralesMarvel's Spider-Man: Miles MoralesMaster of Orion: Conquer the StarsMaster of Orion: Conquer the Stars
Maximum FootballMaximum FootballMaximum Football 2018Maximum Football 2018
Maximum Football 2019Maximum Football 2019Maximum Football2020Maximum Football2020
Metal Gear Solid V: the Phantom PainMetal Gear Solid V: the Phantom PainMiasmataMiasmata
Middle-Earth: Shadow of MordorMiddle-Earth: Shadow of MordorMiddle-Earth: Shadow of WarMiddle-Earth: Shadow of War
Monster Hunter: WorldMonster Hunter: WorldMonster Jam: ShowdownMonster Jam: Showdown
Moons of MadnessMoons of MadnessMouthwashingMouthwashing
NCAA Football 11NCAA Football 11NCAA Football 12NCAA Football 12
NCAA Football 13NCAA Football 13NFL Pro EraNFL Pro Era
NiohNiohNo Man's SkyNo Man's Sky
No One Lives Under The LighthouseNo One Lives Under The LighthouseObservationObservation
Outer WildsOuter WildsOuter Wilds: Echoes of the EyeOuter Wilds: Echoes of the Eye
OutlastOutlastPacific DrivePacific Drive
Papers, PleasePapers, PleasePortal 2Portal 2
Project Wingman: Frontline-59Project Wingman: Frontline-59Propagation: Paradise HotelPropagation: Paradise Hotel
Red Dead RedemptionRed Dead RedemptionRed Dead Redemption IIRed Dead Redemption II
Resident Evil 2Resident Evil 2Resident Evil 3Resident Evil 3
Resident Evil 4 REmakeResident Evil 4 REmakeResident Evil RemasteredResident Evil Remastered
Resident Evil VII: BiohazardResident Evil VII: BiohazardResident Evil VIII VillageResident Evil VIII Village
Return of the Obra DinnReturn of the Obra DinnRoboCop: Rogue CityRoboCop: Rogue City
Rock Band 3Rock Band 3Room 404Room 404
Sekiro: Shadows Die TwiceSekiro: Shadows Die TwiceSettlement SurvivalSettlement Survival
Shadow of the Colossus (2018)Shadow of the Colossus (2018)Sid Meier's Civilization VSid Meier's Civilization V
Sid Meier's Civilization V: Brave New WorldSid Meier's Civilization V: Brave New WorldSid Meier's Civilization V: Gods & KingsSid Meier's Civilization V: Gods & Kings
Sid Meier's Civilization VISid Meier's Civilization VISid Meier's Civilization VI: Gathering StormSid Meier's Civilization VI: Gathering Storm
Sid Meier's Civilization VI: Rise and FallSid Meier's Civilization VI: Rise and FallSid Meier's Civilization VIISid Meier's Civilization VII
Sid Meier's Civilization: Beyond EarthSid Meier's Civilization: Beyond EarthSid Meier's Civilization: Beyond Earth Rising TideSid Meier's Civilization: Beyond Earth Rising Tide
Silent Hill 2 (2024)Silent Hill 2 (2024)Silent Hill 4: the RoomSilent Hill 4: the Room
Silent Hill DownpourSilent Hill DownpourSilent Hill fSilent Hill f
Silent Hill HD CollectionSilent Hill HD CollectionSilent Hill: Shattered MemoriesSilent Hill: Shattered Memories
Silent Hill: The Short MessageSilent Hill: The Short MessageSilicon DreamsSilicon Dreams
SimCity (2013)SimCity (2013)SimCity BuilditSimCity Buildit
SomaSomaSong of HorrorSong of Horror
Spider-Man: Edge of TimeSpider-Man: Edge of TimeSpider-Man: Shattered DimensionsSpider-Man: Shattered Dimensions
Star Trek ResurgenceStar Trek ResurgenceStar Trek TrexelsStar Trek Trexels
Star Trek Voyager: Across The UnknownStar Trek Voyager: Across The UnknownStar Trek: InfiniteStar Trek: Infinite
Star Wars Battlefront IIStar Wars Battlefront IIStar Wars Jedi Fallen OrderStar Wars Jedi Fallen Order
Star Wars SquadronsStar Wars SquadronsStellarisStellaris
Stellaris mod: New HorizonsStellaris mod: New HorizonsStill Wakes The DeepStill Wakes The Deep
Stranded DeepStranded DeepStrayStray
Surviving MarsSurviving MarsSurviving The AftermathSurviving The Aftermath
TacomaTacomaThe Amazing Spider-ManThe Amazing Spider-Man
The Amazing Spider-Man 2The Amazing Spider-Man 2The Callisto ProtocolThe Callisto Protocol
The Elder Scrolls V: SkyrimThe Elder Scrolls V: SkyrimThe Elder Scrolls V: Skyrim DLCThe Elder Scrolls V: Skyrim DLC
The Evil WithinThe Evil WithinThe Evil Within 2The Evil Within 2
The Forgotten CityThe Forgotten CityThe Last GuardianThe Last Guardian
The Last of UsThe Last of UsThe Last of Us Part IIThe Last of Us Part II
The Outer WorldsThe Outer WorldsThe SaboteurThe Saboteur
The Sinking CityThe Sinking CityThe SwapperThe Swapper
The Twilight Zone VRThe Twilight Zone VRThe Witcher 3 expansionsThe Witcher 3 expansions
The Witcher 3: Wild HuntThe Witcher 3: Wild HuntThis Bed We MadeThis Bed We Made
This War of MineThis War of MineThis War of Mine: the Little OnesThis War of Mine: the Little Ones
Tomb Raider (2013)Tomb Raider (2013)Tormented SoulsTormented Souls
Tormented Souls 2Tormented Souls 2Total War: AttilaTotal War: Attila
Total War: Rome IITotal War: Rome IITotal War: Shogun 2Total War: Shogun 2
Total War: Shogun 2: Fall of the SamuraiTotal War: Shogun 2: Fall of the SamuraiTrineTrine
Tropico 5Tropico 5U-BoatU-Boat
Ultimate General: Civil WarUltimate General: Civil WarUncharted 3: Drake's DeceptionUncharted 3: Drake's Deception
Under The WavesUnder The WavesUntil DawnUntil Dawn
VirginiaVirginiaVisageVisage
What Remains of Edith FinchWhat Remains of Edith Finch 

Contribute Comment

avatar


We'll incarnate your avatar from the services below.
PlayStation Network Steam Xbox LIVE Facebook MySpace Pinterest Twitter YouTube deviantART LiveJournal



biuquote
  • Comment
  • Preview


Grid Clock Widget
12      60
11      55
10      50
09      45
08      40
07      35
06      30
05      25
04      20
03      15
02      10
01      05
Grid Clock provided by trowaSoft.

A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

Check out my YouTube content at YouTube.com/MegaBearsFan.

Follow me on Twitter at: twitter.com/MegaBearsFan

Patreon

If you enjoy my content, please consider Supporting me on Patreon:
Patreon.com/MegaBearsFan

FTC guidelines require me to disclose that as an Amazon Associate, I earn from qualifying purchases made by clicking on Amazon product links on this site. All Amazon Associate links are for products relevant to the given blog post, and are usually posted because I recommend the product.

Without Gravity

And check out my colleague, David Pax's novel Without Gravity on his website!

Featured Post

Exploring strange new ludic genres of Star Trek (on Patreon)Exploring strange new ludic genres of Star Trek (on Patreon)09/08/2025 2 years ago, after playing both Star Trek: Resurgence and Star Trek: Infinite, I started thinking about how the ludic genres of "point-and-click"-style adventure games and grand strategy games are both very good ludic genres for the Star Trek IP. I had originally planned on creating a short, 20-30 minute video talking about...

Random Post

Brainstorming new approaches to victories in CivilizationBrainstorming new approaches to victories in Civilization07/05/2016 Recently, I brainstormed the possibility of redesigning Beyond Earth's winstates in order to support cooperative victories. With Civilization VI having been announced last month, I want to take some time to look at some different ways to approach victories in the mainstream Civilization games. Since Civilization III, there have...

Month List

Recent Comments

Comment RSS