Video summary
[스팀할인] 지갑털이범 스팀할인이 떴다!! 멈출수가 없다!! 오늘의 맛도리 스팀할인 최대 95%할인!! (신작포함)
Main summary
Key takeaways
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.