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POLYGON

POLYGON

by Unknown

★ 75%
Price Free
Avg Players 74
Reviews 36,754
Released Mar 6, 2020
ActionCompetitiveEarly AccessFPS
View on Steam ↗

What players are saying

▲ Recommended 2 hrs
---{Graphics}---
🔳 You forget what reality is
🔳 Beautiful
☑️ Stylistic
🔳 Good
🔳 Decent
🔳 Bad
🔳 Don‘t look too long at it

---{Gameplay}---
☑️ Very good
🔳 Good
🔳 It‘s just gameplay
🔳 Mehh
🔳 Watch paint dry instead
🔳 Just don't

---{Audio}---
🔳 Eargasm
☑️ Very good
🔳 Good
🔳 Not too bad
🔳 Bad
🔳 I'm now deaf

---{Audience}---
☑️ Kids
☑️ Teens
☑️ Adults


---{Requirements}---
🔳 Check if you can run paint
🔳 Low
☑️ Medium
🔳 High end
🔳 NASA computer

---{Difficulity}---
🔳 Just press 'W'
🔳 Easy
🔳 Easy to learn / Hard to master
☑️ Average (Depends on the difficulty set)
🔳 Difficult
🔳 Dark Souls

---{Grind}---
🔳 Nothing to grind
🔳 Only if u care about leaderboards/ranks
🔳 Isn't necessary to progress
☑️ Average grind level
🔳 Too much grind
🔳 You‘ll need a second life for grinding

---{Story}---
☑️ No Story
🔳 Like Playing "Candy Crush" For The Story
🔳 It's Alright
🔳 Well Written
🔳 Epic Story
🔳 It‘ll replace your life

---{Game Time}---
🔳 Very short (0 - 5 h)
🔳 Short (5 - 15 h)
🔳 Average (15 - 25 h)
🔳 Long (25 - 60 h)
🔳 Very long (60+ h)
☑️ To infinity and beyond

---{Price}---
☑️ It’s free!
🔳 Underpriced
🔳 Worth the price
🔳 If it's on sale
🔳 Could Be Cheaper
🔳 Overpriced
🔳 You could also just burn your money

---{Bugs}---
🔳 Never heard of
☑️ Minor bugs
🔳 Can get annoying
🔳 ARK: Survival Evolved
🔳 The game itself is a big terrarium for bugs


---{8/10}---
🔳1
🔳2
🔳3
🔳4
🔳5
🔳6
🔳7
☑️8
🔳9
🔳10
280 found helpful Steam ↗
▼ Not recommended 22 hrs
I like the game, but the more I see of "The future of Polygon" The more disappointed get with it. We don't want new scopes and optics, or even the ballistics change. This game has been around for a few years, there are things that should have been knocked off the list years before ballistics.

How about the ability to change guns mid game? I hate hopping on the M24 for a little bit to get into a server on a team with nothing but M24's getting destroyed in spawn. Lemme grab my SCAR mid game so i can loosen up the snipers the soldiers ratio.

How about Servers having the ability to change map? I'm sure the rest of the community would enjoy not having to A: play the same map/ B: hop out and change servers and hop that the map they want to play is up and at good ping. What about admin tools?

How about drop in and out squads? I hate dropping out of a good server because I actually have friends.

All of these quality of life changes would go a long ways for this games longevity. I'll probably continue playing this game because of its ease of access, but I cannot recommend this game as a battlefield competitor. Don't get me wrong. It's fun, out right easy and the community isn't that bad at all, We the players deserve some quality of life for supporting this game.
112 found helpful Steam ↗
▼ Not recommended 12 hrs
The simpliest of requests - Pls stop the cheaters. There is a website selling hacks for $15 and as your game has no cheating restrictions its really spoiling the game!!
105 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Weapon XP Fixed

82 days ago
Fixed an issue where Weapon XP was not being awarded; This is an experimental fix implemented on the game backend. We are continuing to monitor the situation. If you experience any issues related to this, please let us know through any available channel. We apologize for the temporary inconvenience. — Polygon Team

POLYGON 2 needs your support

83 days ago
Hello, friends.Right now I am focused on developing POLYGON // - a new version of the project with large-scale maps, vehicles, and a full-fledged destruction system.Developing a game of this level requires serious resources. I continue to work as an indie developer and handle most of the tasks myself: programming, networking, optimization, destruction systems, vehicle mechanics, and much more.But to accelerate development, bring in specialists, pay for servers, and maintain technical infrastructure, I need additional support.If you would like to help the development of POLYGON // and become part of its history - you can support the development of POLYGON //.I have also published an extended version of the development diary dedicated to the destruction system.In it, I go into much greater detail about the technical implementation, network synchronization issues, CPU optimization, and all the difficulties I faced during development. The post includes a large number of videos with tests and prototypes.In addition, the first look at the new character has already been published on Patreon. You can support the development here: https://www.patreon.com/redaster_polygonhttps://boosty.to/redaster_studioThank you for your support ❤️! It is truly very important for the development.

POLYGON 2: Dev Diary #1.1 (Updated)

87 days ago
Hello everyone :)It’s been almost two years since I announced the new installment of Polygon. Since then, I’ve maintained radio silence.Not because the project was frozen. And not because I had nothing to show.The reason is simpler: I didn’t want to present the game in a “raw” state.Polygon // is being built entirely from scratch.A new foundation. New systems. A new architecture.In the early stages, it didn’t look like a step forward, It looked like a step backward. And I didn’t want it to feel like a downgrade compared to the first game.My goal has always been to move toward a larger-scale experience, but the original Polygon had limitations that made that impossible.So I made the difficult decision to start over. No shortcuts. No legacy solutions.It was important for me to reach the point where the project no longer looks like a rough prototype, but begins to show its true direction.And I feel that moment has finally come.This is the first entry in a new development diary series, where I’ll be talking in detail about the core mechanics of Polygon //.And today, we’re starting with destruction:Destruction in Polygon // is part of the gameplay.During combat, the environment gradually changes. Familiar cover disappears. Buildings lose their shape and reveal new sightlines.This makes every situation less predictable.You don’t just move through the map. You reshape it.I wanted the environment to stop being a static backdrop.Every instance of destruction is generated procedurally. There are no pre-recorded animations and no predefined patterns.The shape of a breach depends on the impact point, force, and conditions at the moment of the explosion. Because of this, each match unfolds differently.You can create new paths where none existed before. Or deny your opponent their usual route.Destruction becomes a tactical tool — one that directly influences the battlefield. In most shooters, moving objects and physics calculations are processed on the client side, meaning on you...

Posts come from Steam's official announcements feed.

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