Video summary

[스팀할인] 지갑털이범 스팀할인이 떴다!! 멈출수가 없다!! 오늘의 맛도리 스팀할인 최대 95%할인!! (신작포함)

Main summary

Key takeaways

Gaming

Storyline / What the video covers

This video is a Steam-deal roundup (with frequent mentions of “up to 95% off”). The speaker highlights the premise and overall appeal of many games—mostly action, JRPG/SRPG, strategy, and indie “treat”-style picks—often with Steam Deck-friendly commentary.

A recurring theme is how each game’s setting and narrative hooks (cities, martial worlds, spies, wars, deliveries, etc.) lead directly into its core gameplay loop.

Gameplay highlights & key tips (by game)

Anno 1800 (city builder)

  • What stood out
    • Build a city from scratch on an empty island: roads, factories, and constant material transport.
    • Trading is deep/complex; citizens generate pressure and requests continuously.
  • Tip
    • The early tutorial can be confusing—search/learn specific layouts to avoid getting lost.
  • DLC/expansions
    • Adds hotels for tourists, airship logistics, and more.

The Wandering Sword (action)

  • Fast, flashy combat with real-time speed-up for slower encounters.
  • Branching endings driven by choices, plus many side quests.
  • Tip: Replayability comes from meaningful decision-making in quests.

Dragon … (dragon-riding RPG; subtitle unclear)

  • Vast map from the start; quests often require navigation/coverage.
  • Early skills feel repetitive, but progression changes the experience.
  • Different dragon companions/protagonists lead to different adventures.
  • Tip: Use equipment + fragments to reduce “explosive impact” stress.
  • Critique: Skill storage/optimization can be problematic.

Last Gas Station (cozy management/venture)

  • Run a convenience-store-like operation: satisfy customers and handle complaints when things go wrong.
  • Updated content adds camera/photo features to catalog vehicles visiting the shop.
  • Tip: Night wandering can cause serious trouble—stay alert.
  • Additional system: A photo-based “pride” mechanic supports village development.

Injo (life/simulation with crowds; subtitle unclear)

  • Heavy customization, including patterns on clothes via text.
  • Environment and street life look almost lifelike.
  • Gameplay frustration: Residents behave oddly, block paths, and navigation logic can feel janky.
  • Tip: Expect interruptions when interacting—pathing may be unintuitive.

Blood West (stealth/assassination)

  • Hide in shadows and assassinate spooky Wild West monsters using bow/gun.
  • Satisfying kills come from skill-tree progression plus line-of-sight/footstep awareness.
  • Critique/pressure: Stamina recovery is scarce; first-aid becomes high-stakes.
  • Tip: Choose charging vs. silent approach based on stamina and recovery options.

Deus Ex: Mankind Divided (stealth)

  • High-intensity stealth as a mechanical-body agent: sneak, disable, knock out.
  • Freedom allows runs that potentially avoid killing anyone.
  • Tip: Battery/energy management matters—powerful mech abilities drain fast.
  • Critique: The story feels like it cuts off abruptly.

Legend of the Blood Moon / Hero of the Three Kingdoms (deck-building)

  • Throw cards and fight bosses with defense/offense interactions.
  • Generals (e.g., Guan Yu, Zhang Fei, others) have distinct mechanics.
  • Tip: Plan for boss attack patterns and counter with defense cards.
  • Noted synergy: Reflected-damage-focused decks with Kang-wi can snowball outcomes.

Stardust Result Witch (turn-based SRPG)

  • Cute boat characters roam a fantasy battlefield.
  • Tactical mind games: save counter-cost cards to negate attacks.
  • Puzzle-like combat: cooperative attacks depend on positioning.
  • Full Korean voice dubbing boosts story immersion.

Glumaven (tactical “spicy” combat; roguelike-like runs)

  • Plan strategies with friends, but enemy actions can shatter your approach.
  • Uses a card deck (Dojeong card deck) with outcomes not based on dice.
  • Random village events/choices can drastically change scenario flow.
  • Tip: Resources are limited and reduced by uniqueness/stamina and by the card itself—one mistake can end a run.
  • Long dungeon runs, but strong “clear” satisfaction.

Dear Automata (action RPG)

  • Slice machine monsters; leads to a “true ending” that requires erasing save data to help other users.
  • Atmosphere is sad/melancholic; soundtrack is praised.
  • Noted style change: Camera abruptly shifts into a 2D shooting segment.

Triangle Strategy (SRPG)

  • Story branches heavily through the “Scales of Belief” voting system.
  • Tip: Battles punish frontal assault—mix skills and defend/hide/position carefully.
  • HD-2D visuals and HD-2D dot lighting are praised.

007 First Light (spy action adventure)

  • On-foot blockbuster-style spy adventure.
  • Weapon scarcity drives close-quarters “pick up weapons” combat.
  • Tip: Use a silenced pistol plus darkness/line-of-sight evasion for stealth tension.
  • Focus is on subduing and disappearing rather than constant gunfights.

Tactics Ogre Reborn (SRPG)

  • Civil war on Valeria Island; Dainim’s decisions reshape multiple lives.
  • Terrain elevation, skill combos, and sleep tactics matter.
  • Tip: Manage the turn-buff system (random spawns) each turn.
  • Time mechanic: “Wheel of Fortune” rewinds time to fix mistakes.
  • Full dialogue voice acting strengthens political-drama immersion.

Super Robot Wars Y (SRPG)

  • Custom BGM + flashy special attacks emphasize the mecha spectacle.
  • Hidden dialogue varies based on robot pilot choices.
  • Critique: Base game misses popular robots/weapons; paid add-ons were controversial.
  • Swarm enemy moments can stall combat flow.

Sannabi (cyberpunk 2D action adventure)

  • Rope-and-wire action between skyscrapers, using recoil to change direction.
  • Story: hacker Geum Mari searching for truth; father/daughter themes mirror core motifs.
  • Strong foreshadowing and an emotional ending.
  • Soundtrack matches the tone closely.

Transport Fever 2 (transport/logistics sim)

  • Starts with expensive maintenance and debt; often begins with older carriage transport.
  • High learning curve via trial-and-error route planning.
  • Tip: Use Steam Workshop/marketplace guides/buildings, then build your own network.
  • Extra: City decoration/custom modes using user content.

Him (Heroic Saga; wording unclear)

  • A “fixer” character handles shady requests; underworld network changes based on location (e.g., LA vs “Cos”).
  • Combat is fun when transitioning between action and turn-based states by stunning monsters.
  • Critique: Turn-order UI sizing/placement can make timing confusing.

Deep … (Deepnaise; real-time action with fortress + magic)

  • Combine professions/races to craft unique characters.
  • Critique: Tiny screen, no map; navigation relies on direction indicators.
  • Tip: Explore skill compatibility to find your combat style and ultimate combos.
  • Interface is clunky, but step-by-step learning feels satisfying.

Dwarf Auto Chess (roguelike auto-battler)

  • Goblins/workers switch between classes (wizard/rogue); fights occur when you equip items.
  • Tip: Shop items reshuffle each run; equipment descriptions are unclear, so you often test effects firsthand.
  • Critique: Late game can converge into repetitive winning routes.

Live Live (omnibus JRPG across eras)

  • Seven protagonists across primitive-to-future settings; tone shifts significantly per era.
  • Turn mechanic: moving across split battlefield fills enemy attack gauge gradually.
  • Tip: Aim skills by exploiting wall gaps/positioning.
  • Dot-lighting modern visuals + high-energy boss music.

Death Stranding: Director’s Cut (delivery action)

  • Delivery-focused gameplay with heavy boxes across harsh terrain.
  • Early travel is slow and tense; manual walking is central.
  • Tip: The game emphasizes cooperation—paving routes with others and helping each other is a major payoff.

Hunting Nightsobulin Syndicate (card/commentary system; roguelike-like)

  • Low barrier, relatively easy difficulty; loops card combos in a turn structure.
  • Tip: Robot area attacks can clear enemies instantly.
  • Critique: Combos aren’t very fun; relic variety is limited; after the ending, there’s little left to do.

Biped (chaotic cooperative puzzle adventure)

  • Two joysticks control each leg separately; best played with a controller.
  • Rope-bound spinning sections demand near-perfect partner control.
  • Tip: Treat coordination mistakes (like accidentally throwing your partner into lava) as part of the learning curve.
  • Treasure collection and outfit customization for alien robots.

Chivalry 2 (64-player PvP medieval brawl)

  • Massive melee chaos: weapons fly; standing still is dangerous.
  • Blocking and counters through clean openings feel great.
  • Tip: Choose a class/job and weapon with unique abilities that match your playstyle.
  • A “shout key” / battle-cry moment adds roleplay intensity.

Tales of Graces After Remaster (JRPG remaster)

  • Tearful story arc: loss, rejection, misfortune.
  • Comedy skits triggered by movement.
  • Tip: Combat isn’t just leveling—switch between two battle styles.
  • A starting shop boost helps prevent early sticking points.

Dying Light (survival)

  • Rooftop traversal against zombies; grappling hook later massively improves freedom.
  • Critique: 3D motion sickness can be an issue.
  • Critique: Protagonist feels generic, reducing story immersion.

Gestalt: Steam & Cinder (side-scrolling action platformer)

  • Steam-city exploration; stamina/roll-based rhythm combat.
  • Critique: Enemy patterns can force repetitive rolling/stabbing rhythm.
  • Critique: Excessive dialogue and limited Korean support can complicate later content understanding.
  • Repair battles can feel too easy/quick.

Crawl Tactics (turn-based tactics)

  • Tactical options: burn grass, electrify wet enemies, push foes off cliffs.
  • Tip: Pause and switch to quest mode to build structures and develop a village.
  • Outcomes depend on unit facing and directional/terrain subtleties.
  • Supports long-term replay via job resets.

Sticks of Darkness (stealth goblin questing)

  • Sneak through dark shadows; use invisibility/clones/fakes to avoid detection.
  • Critique/pressure: Getting hit once can end you quickly.
  • Tip: Speedrun/clean clears without kills/capture unlock better emblems and skill points.

Assassin’s Creed Syndicate (stealth action in industrial London)

  • Alternate control between Jay (older brother) and Evie (younger sister).
  • Rope launcher traversal is fast; industrial London atmosphere is praised.
  • Tip: Use different skill sets per sibling to take over alleyways.
  • Critique: Story feels imbalanced despite twin leads.

Assassin’s Creed Mirage (classic-style assassination)

  • Pickpocket/stealth planning in Dagdad-like city streets.
  • Tip: Smoke grenade + escape is crucial when detected; use hawk scouting even if inconvenient.
  • Multiple tools (daggers/poison/jaeshin dagger) support situational takedowns.

From Glory 29 (defense roguelike; alien planet base)

  • Cozy base on an alien planet; repel swarms of aliens.
  • Tip: Constantly mine resources, produce troops, and calculate electricity + population for expansion.
  • Upgrades yield new weapons/skills; repairs + cannons strengthen support.

Watch Dogs 2 (open-world hacking)

  • Freely roam San Francisco; smartphone hacking enables creative play.
  • Tip: Remote-hack police cars to cause collisions instead of relying on gunfights.
  • Critique: Stealth can be hindered by visual glitches and odd enemy behavior.
  • Critique: Main story felt short; parkour remains a highlight.

Dragon Quest I & II HD-2D remake

  • Classic JRPG with relentless encounters; HD-2D looks great but doesn’t stop grinding.
  • Tip: Monsters/people react differently depending on time of day—wander thoroughly.
  • Easy mode is available for combat assistance.

Octopath Traveler (JRPG)

  • Eight protagonists with separate stories; sometimes chapters pass without interaction.
  • Tip: Choose chapter order freely and start from preferred points, but some progression (purple boxes) is tied to specific characters.
  • True ending requires leveling all characters through repetitive hunting.

Far Cry 5 (FPS; rural resistance)

  • Recruit animal mercenaries and tune guns/vehicles to match your approach.
  • Critique: “Nuclear-level” ending feels sudden and undermines earlier efforts.
  • Critique: Even during offline activities, kidnapping triggers after a threshold.

The Legend of the Holy Sword: Vision of the Demon Flower

  • Begins with a disturbing village sacrifice premise involving “good children.”
  • Combat uses spirit power blasting + wide-field movement; fast class changes via swapping spirit vessels.
  • Critique: Dungeons/monsters become repetitive late-game.

Little Nightmares (horror escape)

  • Control Six as it escapes a monster-filled ship.
  • High-tension chase sequences (janitor/twin chefs) have instant-death timing risks.
  • Critique: Ambiguous platforms and repeated deaths create fatigue.
  • Despite control sluggishness, the atmosphere is compelling.

Tool Hazard: Mad Dog Train (shooting)

  • Narrow train survival: teddy bears become monsters.
  • Tip: Fast magazine insertion and immediate reload are crucial during rush moments.
  • Critique: Maps are repetitive, and enemy route familiarity can reduce variety.
  • Strong impact feedback.

Gamers / sources featured

  • No one is explicitly named. The video mentions “Soon-i’s video” for the shopping link, but the channel/author isn’t clearly identified beyond that.

Original video