Brothers’ War Sealed Write-Up

I went 4-0 at a Brothers’ War pre-release, and made $1.42. And you can, too, if you read this writeup!

The newest magic set releases on Arena in three two days. But I’m an impatient motherfucker, and that’s too long to wait to play with the new cards. So I decided to do something I haven’t in years:

I went to a physical pre-release in person. (I looked it up, it’s been at least 7 years!)

Generally speaking, it was a fun event, and decent use of a Saturday, but it did get me thinking about things. This article will be divided into two-ish parts: actually playing in the event, and general thoughts about the game of Magic.

The Actual Event – Sealed Brothers’ War

The event was a sealed event, which means you get 6 boosters, you crack them open, and then you build a deck. Or if you’re me, you get six boosters, pull the rares out, look at their price on TCG Player, get sad, and then try to see how many of them you can stuff into your color pie.

Anyway, onto building the deck. My deck building strategy and thoughts went something like this:

  1. Wow, these are a lot of big artifact creatures.
  2. I have no real green ramp or powerstone ramp to support any of these.
  3. Shit, that means I’m going to get thrashed if games go long.
  4. I guess I can’t let games go long. Time to break out Ol’ Faithful.

Ol’ Faithful is my limited format strategy for when I don’t have another strategy and it works surprisingly well at the start of new sets:

Just go black/red and try to stab your opponent to death before they can do anything clever.

Fritz’s Ol’ Faithful

With this incredible strategy in mind, I built my deck. The end result was this list right here. If you like visual deck lists, here it is over on AetherHub.

2 Clay Revenant
1 Disfigure
1 Gnawing Vermin
1 Soul-Guide Lantern
1 Go for the Throat
2 Scrapwork Mutt
1 Thran Power Suit
1 Thran Vigil
1 Key to the City
1 Dwarven Forge-Chanter
1 Thraxodemon
1 Mishra's Domination
1 Gixian Skullflayer
1 Junkyard Genius
1 Quietus Spike
1 Giant Cindermaw
1 Excavation Explosion
1 Gixian Puppeteer
1 Ravenous Gigamole
1 Sibling Rivalry
2 Goring Warplow
1 Mishra's Foundry
7 Swamp
8 Mountain

Ed Note: This is a recreation based off of what I remember playing. More on why that’s the case later, but I’m highly confident this is accurate. It’s missing maybe 1 card, tops.

So, the end result is aggro black/red. There’s a bit of unearth with Scrapwork Mutt, and some graveyard synergy with Thran Vigil and Clay Revenant. Most importantly, everything in this list is a 4-drop or under. (The Goring Warplow can be played un-prototyped, but 75% of the time, I’d say it came in on turn two. )

So, how did I do playing Magic for the first time at a pre-release for the first time in 7 years? In sealed, a format I don’t even play digitally?

Well, I went 4-0. I won every single match.

That said, at least half of the games in those matches were decided by these two cards:

Key to the City is pretty good. Quietus Spike is also pretty good. Together, they’re a lot more than that.

While my memory isn’t perfect, my opponents were as follows:

  • White/blue long game with life gain + Teferi Temporal Pilgrim
    2/1
  • Red/blue combat tricks/prowess/flyers
    2/1
  • Green/white ramp into stompy boys
    2/0
  • Green/white/red control into big boys
    2/1

It’s also worth noting these matches are in order. My prediction that folks would go for ramp into big things was correct. But those decks that could ramp into big stompy things did quite well, as I faced the two ramp decks when I was 2-0 and 3-0 respectively.

So, here are my thoughts on Brothers’ War sealed after a single event, in a nutshell.

  1. Ramp is good, but surprisingly hard to get. I think draft will allow for much easier power stone generation. Even actively trying to get power stones, I only had two cards in my deck that made them.
  2. There was a weirdly low amount of artifact removal. Across my 11 games, Key to the City never got removed, and Quietus Spike got removed maybe once. Creature removal, sure. Small tier burn, also sure. But there’s not a lot of hard artifact removal. Once those big prototype creatures get out, they are going to stick around.
  3. On the subject of the prototype mechanic! I think it’s very good. A 2 drop 1/1 deathtouch that can also be a 5/4 deathtouch is some serious value. Those were the only prototype cards I ran in my deck, but some of my losses were to just things like 8/8s for 8. Go For The Throat doesn’t work on artifacts.

Of course, there’s one more big one, and that’s Retro Artifacts.

I think Retro Artifacts might be the most impactful cards of the set, by a wide margin. This is in part because of the incredible value I got out of Quietus Spike and Key to the City, but I was also on the receiving end of some of them. I lost a game to Psychosis Crawler, and almost lost a second to it as well. Platinum Angel won a game I wasn’t in. Someone else won a game off Millstone of all things, and another person took a similar win with Keening Stone. I had a Chromatic Lantern dropped on me on turn three, which didn’t feel great. (See the aforementioned lack of artifact removal.)

Retro Artifacts aren’t broken, but they’re powerful. Maybe they’re more impactful in sealed than draft, where there’s only 3 packs worth compared the 6 you get in sealed. But in any case, they did a lot of work. Not just in my game, but other folks’ games as well.

So. Those are my thoughts on the set. If you don’t care about a random dude on the internet’s opinions and thoughts about Magic on the whole, you can skip this next bit. Otherwise, read on.

Selling All My Cards

I really like playing TCG’s. I think this might be evident from the fact that I have an entire YouTube channel that’s mostly Magic. Or the fact that I’m a Pokemon Professor. Or the fact that I’m writing a multi-paragraph article about attending a pre-release.

I do not like how collecting cards feels. There’s a post or two in this, and how I reached this conclusion, but it’s irrelevant for the purpose of this conversation. All you need to know is that I love playing Magic and I also have the goal of never obtaining another physical Magic card.

This presents a problem when you want to play in a physical pre-release, which costs money, and gives you cards in exchange. So upon arriving, I set out to try to find someone to buy my cards.

There wasn’t anyone interested in paying for what I’d get sight unseen, which was a bit of a bummer. They would get anything I’d opened, if they gave me the $31.88 it cost to enter. This was both kind of reasonable, and also annoying as hell. I did not want these cards. I did not want to keep them, and I did not want to throw them out.

Things got worse on the whole “Not paying for the event” goal when I actually opened my packs. While there was a chance I could open something big worth selling, I opened jack shit. The single mythic was worth $8. Everything else was a trash rare worth maybe a $1. This was across 6 packs.

However, as the event went on, and I ended up going 4-0, things got a bit better. The prizes were 1 Set Booster per win, so I ended up getting four set boosters, and selling all the cards I opened to my last opponent for $35. To recap, this was six opened draft boosters, and four unopened set boosters. Cost to enter was $31.88, and the bus was $1.70. End result: net profit of $1.42 for five hours of playing Magic.

Anyway, if anyone from WoTC is listening, here’s my terrible opinion I’d like you to hear: that’s garbage. I came second place overall in the event (because I had slightly worse tiebreakers than the other 4-0 player) and walked away $1.42 and 5 arena packs. You can do whatever you want to try to make opening booster packs exciting, but your players are only going to care about how much they can exchange those cards for other things they actually want. In my case, that was cash. In other folks’ cases, that was cards for their commander decks.

You know, the format people actually play.

Overall Thoughts and Wrap-Up

So, after doing my first event in 7 years, would I do another one? Frankly, I’m leaning towards no, even though I like Magic. If someone else invited me to play, and covered my entry fee, I might be inclined to say yes. But for someone in my position who doesn’t care about obtaining physical cards, and just wants to play the game, the 5+ hours of time it took to just BARELY cover my entry after pretty much wining the event was too much.

If I took the money I spent on playing in a physical event, and spent in on Arena, just straight, I could get 5000 gems. That’s 25 booster packs, or 3 drafts, or 2 Sealed Events and 10 packs, MINIMUM. And I could likely play those events in under two hours each, and they’d likely pay out in a way that I could actually then enter MORE events in Arena.

And it’s not like Magic works like Pokémon, where I could enter (or run) an event, and then trade my physical cards I don’t want for pack codes. You can only use one pre-release code per account, disappointingly enough.

So in conclusion: I probably wouldn’t go to another physical prerelease. Magic: Arena and Magic as a physical card game are two competing ecosystems instead of a single synergistic one, and they’re both expensive.

But I did make a $1.42.

If you’re interested in more of my terrible takes on Magic, or want watch me play, may suggest following me on Twitter? Or alternately, if that site burns to the ground in the next week, just subscribe on YouTube.

Authors Note: I have a lot of other thoughts about the state of physical Magic events, but they’re complex, and after consultation, I’ve opted to remove them from this writeup. They may come back in a separate writeup. They may vanish into the air. I hope it’s not the second one.

Marvel Snap and Dark Patterns

Marvel Snap has its fair share of dark patterns and skeezy progression design. Let’s talk about them for a bit.

Welcome back! It’s time for part two of Marvel Snap Week! Did anyone who worked on the game see part 1 and think “Wow, that review is positive,” or “He’s an illiterate hack, but at least he appreciates the game?” Well now it’s time to get rid of those nice feelings.

Mobile games are unique in that they’re the only platform where the games are usually “Free,” but have the potential to end up costing you more than a full ticket to Disney Land. As a result, the only sane approach is to enter with caution. They’re the only games I engage with while actively looking for a reason to NOT play them.

When a game is “Free,” you should always keep in mind panel 2 of XKCD #870.

Just replace “typeset” with “Spent hundreds of thousands of dollars to develop and put on the app store.”

To be honest, Marvel Snap isn’t that bad. It wouldn’t rank anywhere in my list of worst video game business models. But not being at the bottom of the barrel shouldn’t be the standard for this stuff. So let’s talk about Marvel Snap’s prices, the concept of dark patterns of design, and how the bar for mobile games is so unbelievably low that something like Marvel Snap seems “Fine.”

Let’s start with pricing. Marvel Snap currently sells two objects. Battlepasses, and Gold. Battlepasses work like most battlepasses in games do, but they can only be bought with real money for about $8. Complete quests that unlock over time to earn battlepass experience points. Level up the battlepass to get additional resources. It’s a fairly standard design, even if it does reinforce a lot of the dark patterns we’ll be talking about later. If you pay the $8 you get some gold, extra resources, and special card styles and avatars.

Now let’s talk about gold, and how Marvel Snap’s progression and collection works, because it’s a bit more insidious.

Marvel Snap has a very unique design for its progression system, one that I’ve actually never seen used before. Instead of opening booster packs to get cards, or pulling from boxes, or having a wildcard system, Marvel Snap has a single value for your collection level.

Your collection level increases as you acquire new cards, and level up your cards. As you travel along the collection level track, there’s a variety of rewards, and some of those rewards are mystery cards. What the game doesn’t really ever tell you, though, is that those mystery cards aren’t random. Instead, they’re random from a pool, and removed once you get them. So as your collection level goes from 1-216, you’ll unlock cards from pool 1. And once you reach 216, you’ll have unlocked them all, and you’ll move onto pool 2. This part is reasonable.

What’s not is how the tracker changes.

As you travel down the collection level, the amount of levels you need to unlock a new card starts to shift. First it’s every 4 levels. Then every 8 levels. I’m currently collection level 358 and I unlock a new card every 12 levels.

This means that even if you play the game the same amount every day, you’re going to start making progress far, far slower. This is because gaining card level comes from upgrading cards, which requires two resources: boosters and credits. And while technically boosters are a limiting reagent, you can get them fairly easily by playing games. Credits are limited by daily quests.

Guess what they sell in the cash shop for gold?

So if two players play, and one spends money, and the other doesn’t, the one spending money will progress their collection faster. This, combined with the fact that your progression is designed to get slower over time, feels scummy. They claim, “You can’t pay to win.” And technically, that’s true. But you absolutely can pay to speed up your collection progress.

Oh, also. The game sells alt-art styles for cards at between $10-$20 in fake in game money. Yes, the expensive art alt styles are 1200 gold. And yes, the closest purchase in gold to buy those styles is $20. So it counts as $20. Skim is a real trick.

Man, I’ve written like a page, and I haven’t even gotten to the game’s dark patterns. There’s nothing super egregious here, but they use a lot of the standard stuff. Daily quests force you to play daily. Limited-time battlepasses make you grind. The aforementioned bullshit where the in-game currency that you purchase is always just a bit more than the expensive item’s cost, so that there’s always some leftovers.

All of this sucks, because Marvel Snap is actually quite fun to play. And that’s what we’ll be talking about tomorrow.

Marvel Snap Week or The Joy of Digital Card Games on Release

Welcome to Marvel Snap Week.

You may be wondering if this is sponsored content. Or maybe if (like the last time I devoted a week to simping for a single brand) this is an elaborate attempt to get free shit.

Sadly, no and no. Marvel Snap Week is just the result of Marvel Snap being interesting. I don’t think Marvel Snap or Ben Brode is going to give me a hug for writing any of this. For starters, in the scale of influencers, “I’m just a little guy.” Secondly, one of these writeups is going to say some rude things about their progression model.

I’ve instituted Marvel Snap Week mostly because the game made me want to write about a bunch of things, and so now I am going to do that. Starting with…

The Joy of Digital Card Games on Release

In many ways, I think digital card games are best when they first release. I’m talking about games like Hearthstone and Runeterra, but non-digital native games like Magic: The Gathering Arena can also fit this pattern.

There’s a bunch of reasons that digital card games are best at the start. The company running the game hasn’t peeled back its upper lip to reveal a set of fangs uniquely designed to latch onto your wallet. Instead, just like Dracula, they’re graciously inviting you into their home, and right now they want you to feel welcome. The knobs for the value extraction machine are, for the moment, in the hands of the actual design team and not the C-suite.

The other reason digital card games are best at the start is that this first set is the longest the design team will likely ever have to make a set. Someone once said of music that you have 12 years to make your first album, and 12 months to make your second, and I think that’s true here. No other set is going to have that luxury.

In addition, though, first sets tend to have the most clang. If you haven’t heard the term before, it’s an industry term used to refer to the equivalent of “tasty mouthfeel” but for games. Clang is the dropshadow on every card in MTG. It’s the little cloud of dust and thunk when you pull a card from your hand to smack down in Hearthstone. It’s the special animations and voice lines for the rarer cards, and the carefully made background boards.

That’s clang, and it’s on full display currently in Marvel Snap. Virtually every card has some sort of custom animation thing going on. Ant Man is real tiny when you first play him. It’s the slashing and chomping of Carnage as he eats your other cards, and the missiles launched by Deathlok. It’s the jets firing out of a Sentinel, and Captain America’s shield bouncing from edge to edge of your phone.

And if it wasn’t clear from the last paragraph, Marvel Snap is currently brimming with it. As live service games go on, though, they slowly walk the path to becoming dead non-service games. Clang tends to vanish. Why bother creating voice lines and animations for a card that won’t be played? Why bother making a million clever details that might not be noticed, or if they are, are complained about for “Slowing down gameplay?”

Maybe it’s just so the graphic designers have something to do on Fridays. Maybe it’s so people who review games can write about it.

Maybe it’s because the people who make games like this have a deep and abiding love of these properties and stories. And more than embodying them in mechanics, they want to show them in every little detail. They want to personify not only the characters that get feature length movies, but also the little weird ones that hide in the edges.

Maybe there’s something to be said for what you can do with a modern mythos of characters, built over the last 90 years by hundreds of individuals, each adding their own takes to an incredibly creative tapestry. A tapestry that exists despite the constraints of things like the comics code authority, and its current ownership by Disney.

But it’s probably the graphic designers on Friday one.

Rubber Bandits

Rubber Bandits’ one good game mode, Heist, can’t carry the weight of the other seven.

I don’t like Rubber Bandits very much. I don’t recommend it. Before I get into reviewing Rubber Bandits, though, I want to talk about party games in general a bit. I’ve written about this here, but I’ll go into some more detail on why I do not trust the party game genre.

Doing virtually anything with friends can be a good time, or at least a good memory, assuming everyone makes it out unharmed. I spent a lot of time in college playing Magic, and I remember it somewhat fondly. I also remember the time I convinced folks to follow my example and run a lap outside around an area near our dorm with almost no clothes on and no shoes after a winter storm.

While freezing my feet off wasn’t the best idea I’ve ever had, it was definitely memorable. Playing around and doing ridiculous things is just like that. The value isn’t from doing dumb shit, it’s from doing dumb shit with friends. Something can be dumb, questionably made, and only mildly amusing and still be a good time.

Which brings me to Rubber Bandits.

Rubber Bandits is an up-to-4 player party game, with 8 competitive game modes, and 1 cooperative arcade mode. The game modes all share the same controls. You can jump, you can move with WASD or the controller, you can pick items up, throw them, and “use” them. The use function varies from item to item. Using a grenade pulls the pin, using a pistol shoots the gun, and using a chair beats someone over the head with it (just like in real life).

I have two important notes about these controls. First, characters control in a sort of wibbly wobbly way. I’ve had weapons I’ve picked up seemingly clip behind my character making them impossible to swing. There’s a jello-like feel to movement. Second, the game has a VERY heavy auto-aim system for projectile weapons. If you roughly point at another player and try to shoot them, you will likely hit. Not because you lined it up well, but because the auto-aim just works like that.

The result is a “combat system” that is fairly unsatisfying to actually fight with. Long range attacks are almost automatic hits, and short range attacks are a wobbly unfortunate melee. I’m not saying that a system of weird and wonky controls can’t be fun, but it doesn’t work here because the combat is so unwieldy. Now that we’ve covered controls, let’s talk about game modes.

First, you have the “Just Beat People Up” ones. These are Brawl, Team Brawl, Dodge Bomb and Snack Panic, and Carnage. Then you have Pork Pursuit (Hold the object) and Bomb Panic (Don’t be left holding the object). Finally, you have Heist and the co-operative game mode. The co-operative game mode isn’t very fun or interesting. It’s effectively just a reskinned version of the Heist game mode with extra NPC’s. Points are awarded after each round, and the first player to 21 points is the winner. Scoring is a bit weird, but I believe it’s 5 for a win, 3 for second place, 1 for third, and none for fourth.

Of these game modes, Heist is the only one that does something I haven’t seen before. If you’ve played Mario Party, Pummel Party, or honestly any mini-game based party game, you’ve already played something similar.

Heist is the only game mode with any sort of interesting tension. All players are dropped into the map. The map has a set of valuables to steal, and an exit. The exit only opens once all valuables are picked up. The goal is to get as much loot as you can, and then escape.

It’s a fun idea. Heist is the best Rubber Bandits gets. Most of the maps have some sort of switch or activatable object that changes up the play area. Grabbing all the money and running usually doesn’t work, because another player will just drop the floor out from under you. So even once you get the cash, you need to incapacitate your fellow players long enough to make your escape.

Even at its, best, though, it doesn’t always work. Some maps only have a single gem instead of multiple pieces of loot, so only one player gets any points. Some maps are just kind of janky and unfun to play, like the map where almost everything is dark. Other maps have the start of a good idea (the map where you need to mine down with pickaxes) but don’t really execute on it.

I’ve already made it clear I don’t recommend this game. Now I want to quickly run across the border from the land of opinion into the unoccupied territory of speculation. So if you want, you can stop reading this article here. Rubber Bandits is $5 for a copy, and it’s available on PC and Console.

The Land of Blatant Speculation

Anyway, now that we’re safely located in speculation, I want to share a theory I have about Rubber Bandits and how it ended up this way. There are a lot of little things that to me suggest Rubber Bandits was developed as a different experience, and that the 7 game modes that suck were sort of tacked on after the fact to fill space.

The first one is the camera. Rubber Bandits uses a locked camera that keeps all players in frame, instead of just focusing on your character. This would be fine for couch co-op or versus, but in internet multiplayer it’s pretty awful. In addition, because the camera has to always keep everyone in frame, it cuts down on a lot of the design space available for creating maps. Everything always has to face the player, there’s virtually no space to hide behind anything, and maps are a sort of “3D but only in one direction” affair.

This brings me to the second point about the game and Heist. When I was reading Steam reviews to find justification for my own opinions about the game for investigative purposes, one review stood out. Actually, it was one genre of reviews: a group of players who enjoyed an earlier demo the game had, but were disappointed by the full product. From what I could glean, that demo only offered Heist, but also offered an alternative scoring system. Remember when I mentioned different placements give amounts of points? Well, in the demo, apparently points were awarded based on how much money you escaped with, not your placement. To me, that feels like it would shift things up quite a bit in terms of both where the player pressure is, and where the player reward is.

I don’t have any evidence for this theory, but given the game’s whole theme around stealing money, jailbreaking, and robbery, it all makes me feel like Heist was a primary game mode. But then Heist got sidelined when the other modes were added. If that’s the case, I think it’s a bit of a bummer. Heist isn’t some world shaking innovation, but at least it’s interesting and different. Every other game mode available is something I’ve played before in a different game, and burying Heist under all the crap is just unfortunate.

Sector’s Edge

Sector’s Edge is a fascinating combo of Battlefield and Minecraft, even if the beta still has some rough spots.

I generally like Sector’s Edge. I think I should probably make that point early, because I’m going to be complaining about it a fair amount. But overall, I enjoy the game, and recommend it.

Sector’s Edge is a free to play FPS with fully destructible terrain, and building. On the sliding scale of FPS’s, it plays much closer to something like Call of Duty or Battlefield than Halo or TF2. What this means is that time to kill is low, and getting one-tapped is pretty common.

Let’s also talk about the F2P element real quick as well. I’ve played 10 hours, and as far as I can tell, money only buys you cosmetics. There’s no way to buy more powerful guns in the cash shop.

There’s also a point-based loadout system. The game gives you a bunch of starting loadouts, but you can also build your own. Loadouts consist of weapons, armor mods, throwable items, and your digging tool. These can all be customized with various attachments, and even the digging tool can be upgraded or downgraded to change the number of available points. Sector’s Edge has some of the worst grenades I’ve ever encountered in a video game, but all the other weapons I’ve tried have felt pretty good, so I’m going to call it even.

Okay, now that we’ve covered both of those, let’s talk about the biggest difference between Sector’s Edge and other shooters. The fully destructible terrain and ability to build. Every Sector’s edge map is effectively made up of Minecraft-style blocks, and players can also place blocks.

Believe it or not, not only did the stairs and hole not exist at the start of the game, there used to be an ENTIRE BUILDING.

You can build by placing blocks one at a time, or by putting them down in configurable structures that can be designed in sort of home base area called the Ship.

This means that maps will start out nice and pristine, and depending on how things progress, they will end as combination sunken crater and modern art installation. In one of the most memorable games I’ve played, an entire section of the map ended up being so destroyed that there was a literal air-gap between attackers and defenders, with both sides trying to build across, but also not let the other team cross.

One big difference between Sector’s Edge and Minecraft is that you can’t build floating structures connected to nothing. If a building ends up connected to nothing, it comes down hard, usually leaving an impact crater. These moments are surprisingly smooth (even if the audio can go a bit nuts) and fun to watch. But it does bring me to my biggest problem with Sector’s Edge.

Now you see me.

Not all of the game’s maps are set up in a way that takes advantage of the destructible terrain, or is even fair to both teams. As an example, I’d offer the desert map. It’s a large flat map, with two bunches of smaller houses on opposite sides. If the game mode is capture the flag, one team’s flag starts atop a small house within a cluster of chokepoints, and the other team’s starts in the middle of the desert, with no cover or obvious defenses.

Additionally, because the map’s so flat, and the “houses” are packed with an incredibly hard to destroy material, digging and destruction feels pointless. And while you can tunnel a bit, it often doesn’t help.

Now you don’t.

This is my biggest issue with Sector’s Edge as it is right now. Some maps feel incredibly fun and interesting, and some are boring slogs where individual contribution feels meaningless, and whichever team is better at not running into the meat grinder wins.

I still have some other small issues, which these are the sorts of things that might change in a beta. Let’s go through them real quick.

First, there’s almost no indication you’re being shot except for your health decreasing. Second, the game has a movement system that allows sprinting and then crouching to slide. But since you can’t hit both keys at once, you can’t really use the slide without rebinding keys. Third, and this is just a personal dislike, I wish there was more support options like droppable ammo-boxes available. I get why they made this choice (probably to discourage snipers that never interact), but right now when you run out of ammo, you’re pretty much useless.

Ignoring all of those, though, there’s one really big thing that the game needs: some sort of squad system. The game’s 12 v 12 pacing is pretty chaotic. When I play with friends, I’d like to be able to actually play with them. Right now, it feels like we’re just playing parallel on the same map. And when I’m playing with 11 randos, I’d like to be able to find my friends, squad up, and be able to work with them. To be clear, I’m not asking for the ability to respawn on them or anything. I just want to be able to pick out specific teammates whose location and status are highlighted on the map.

I recognize that I have a lot of complaints here, but I want to stress I still like the game. The main reason I have these complaints is because I played it for 8 hours straight yesterday. It feels like a good game. There are things about it I like (most of the guns, the destructibility) and things I don’t (some maps, grenades being uncookable and on a microwave timer), but overall I enjoyed Sector’s Edge and recommend playing it.

If this got you interested, you can find it here on Steam.