Steam · Action · Adventure

Once Human

Once Human Review: Open World Survival With Loose Combat. Starry Studio builds a strange post-apocalyptic sandbox with neat base building, but sluggish enemy recovery and loose gunplay hold the fights back.

Vance · Jul 10, 2024 · 18 hours on PC via Steam

Handling and Dodging Under Pressure

Your hands tell you what kind of game you are playing within ten seconds of touching the WASD keys. In Once Human, character movement has weight, but not always the good kind. Turning your survivor on a dime feels slightly drifted, and your sprint takes a beat to register after firing a weapon. When you tap the dodge key, the evasive roll covers decent ground, yet the animation lock at the tail end leaves you standing still just long enough for an attacking claw to catch your shoulder.

Full English voice acting and text interface are in the client, which makes following early mission alerts simple without squinting at subtitles mid-fight. The basic controls map cleanly to standard mouse and keyboard survival layouts. Even so, the transition between aiming down sights and snapping back into third-person melee feels sticky. If an infected ghoul closes the distance while your shotgun is empty, switching to a blade takes just a half-second too long to save your skin.

Testing third-person movement and weapon ready times against wandering infected.
Testing third-person movement and weapon ready times against wandering infected.

Passive Targets and Gun Customization

The enemy roster looks disturbing, but too many early monsters move like wooden training dummies. They stand in open fields, stare as you line up headshots, and stumble forward on long telegraphs that give you way too much time to step out of harm's way. Dimensional bosses pack bigger health pools and slap down wider hazard zones, but their active hitboxes rarely demand the tight evasion timing I look for in an action game. You mostly walk in a circle, hold left-click, and wait for their health bar to melt.

Crafting firearms is the part of combat that actually works well. The game spreads around one hundred gun blueprints across seven distinct categories, letting you bolt on scopes, muzzle parts, and perk modules. Slapping a fresh barrel on a rifle sharpens the spread noticeably. Finding new schematics gives you a genuine reason to clear out abandoned factories, even if the critters guarding the loot bins rarely put up a lethal fight.

Lining up shots against mutated wanderers who rarely react to early incoming fire.
Lining up shots against mutated wanderers who rarely react to early incoming fire.

Territory Building and Stardust Sickness

Between skirmishes, you manage your body against an infected world. Contaminated soil and dirty water expose you to Stardust, chewing directly into your Sanity meter. When that bar drops, your max HP shrinks with it. Carrying clean rations turns into an active chore rather than a background timer, and picking through dirty ruins requires actual caution before you take a swig from a found canteen.

When you need a place to reset your Sanity, you drop a Territory Core and start slapping down walls. The building grid snaps together quickly, letting you throw together anything from a cramped wooden storage shed to a sprawling home with a garage and patio. The best design decision here is mobility. If your current plot runs out of nearby ore or sits too far from your current quest markers, you can pack up the entire homestead and relocate it instantly to fresh ground.

Constructing a fortified perimeter base using the relocatable Territory Core system.
Constructing a fortified perimeter base using the relocatable Territory Core system.

Menu Clutter and Free Content

Getting past the combat and building means dealing with an absurd barrage of menus. Starry Studio packed the interface with multiple tabs for journey progress, season events, daily claims, and milestone rewards, each with its own blinking red notification dot. You spend minutes after every play session just clicking through sub-screens to clear icons off your display. It feels like navigating a phone game UI stretched across an ultrawide monitor, and it completely shatters whatever eerie atmosphere the wasteland tries to establish.

On the bright side, the free-to-play setup does not lock your gear behind cash walls. You craft your weapons, harvest your timber, and explore the map without hitting paid energy gates or forced wallet traps. Monetization sits squarely on cosmetics. That hands-off approach makes the messy UI easier to tolerate, even when you have to close three separate pop-ups just to look at your inventory.

Sorting through nested reward panels and gear menus back at the workbench.
Sorting through nested reward panels and gear menus back at the workbench.

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Comments 12

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timberJul 14, 09:19 PM

Did anyone else notice how the notification pulse on the menus actually looks slick for a free title? Had my screen flashing nonstop whenever i logged in to claim territory build rewards. Just curious how the frames hold up for everyone else when menus get that crowded.

timberJul 12, 04:23 AM

I noticed the lighting and sound design are actually good for a free game. But does the dodge have proper i-frames? I kept getting hit even after dodging. The animation seemed stiff.

Rory PJul 11, 08:49 AM

So the enemies are slow AND your character has moments of sticky input? Sounds like a relationship I had. Maybe it's just the launch jank?

lanternJul 10, 09:27 PM

Have you checked the control bindings yet? I mapped dodge to a thumb button on my controller and it cut down the input stickiness. What blueprint are you using?

Rory PJul 11, 08:49 AM

@lanternSo the enemies are slow AND your character has moments of sticky input? Sounds like a relationship I had. Maybe it's just the launch jank?

cjh91Jul 11, 01:33 PM

Y'all complainin about the combat but I've been shreddin with a full auto SMG build. Maybe youre not using the blueprint system right.

Matty KJul 11, 03:47 PM

@cjh91Reckon you've got it, mate! I saw someone melt a boss using a tuned pistol blueprint. Might be a build issue on the review's side.

VanceJul 12, 02:57 PM

@Matty KI tested several builds including high fire rate SMGs. The enemy reaction delay is consistent across all weapons. It's not a build issue, it's the way the game handles hit feedback. The dodge recovery also has a fixed animation lock that can't be cancelled.

frodos left shoeJul 11, 07:38 PM

Base building is legit but the world feels too big for the combat. Still, can't complain for free I guess. Would rather pay for a game that feels less dodgy though.

hjw06Jul 11, 11:32 PM

tbh the menu notifications drove me crazy lol. too many tabs. uninstalled pretty quick.

timberJul 12, 04:23 AM

I noticed the lighting and sound design are actually good for a free game. But does the dodge have proper i-frames? I kept getting hit even after dodging. The animation seemed stiff.

l33t_strpureJul 12, 10:55 AM

Total letdown. The sticky controls are unbearable. Uninstalled it after an hour.

ola_ollieJul 12, 12:15 PM

@l33t_strpureAw, that's rough. I get the frustration. But once you unlock the base relocation the game opens up. Maybe give it another shot? Or not. No pressure.

Nate BJul 12, 02:00 PM

yo this game is so sick rn. i been playing all night. the base building is addictive. who cares about the dodge timings just shoot em more lol. 10/10.

timberJul 14, 09:19 PM

Did anyone else notice how the notification pulse on the menus actually looks slick for a free title? Had my screen flashing nonstop whenever i logged in to claim territory build rewards. Just curious how the frames hold up for everyone else when menus get that crowded.