1 review
What's great
The classes are the best argument for role design in co-op I can point at. Nobody is optional, and the moment a driller cuts a shortcut that saves the whole team five minutes is a small collaborative masterpiece that happens several times a mission. The caves being fully diggable means no two routes are the same even on a repeated map.
What needs improvement
Thirty dollars each is a serious ask for a group, and it is the single reason two of our friends still play the cheaper stuff instead. Missions are also long enough that a casual hour does not really fit, which makes it hard to slot into a weeknight.
vs Alternatives
Everything else in our rotation is a joke generator. This is an actual game that also happens to be funny, and it is the only one where getting better together feels like the point.
