AppRecs review analysis
AppRecs rating 4.7. Trustworthiness 71 out of 100. Review manipulation risk 20 out of 100. Based on a review sample analyzed.
★★★★☆
4.7
AppRecs Rating
Ratings breakdown
5 star
77%
4 star
15%
3 star
8%
2 star
0%
1 star
0%
What to know
✓
Low review manipulation risk
20% review manipulation risk
✓
Credible reviews
71% trustworthiness score from analyzed reviews
✓
High user satisfaction
77% of sampled ratings are 5 stars
About Seven Spies
Play solo or gather your friends and take on the role of secret agents. The criminal organization Cipher has planted bombs around an embassy and it’s up to you to save it from destruction.
Players will explore the embassy to find and interrogate assets for intel on where Cipher's bombs are located and how to defuse them. Pretty straightforward, right? It would be, except for the fact that some of your friends are secretly working for Cipher!
Seven Spies brings the explosive intrigue and social deduction from board games like Mafia and Werewolf into the digital era by introducing over 25 spy gadgets (explosive pens, smoke grenades, night vision glasses, and more!), countless opportunities for bluffing and misdirection (cut the embassy's power, pull the fire alarm, or disguise yourself as another player!) and a dynamically generated map that will never be the same twice.
Will you be able to thwart (or advance!) Cipher's latest plot?
[How to Play]
Seven Spies has two modes: Cooperative and Competitive.
Cooperative Mode (1-3 Players)
Grab your partner or a few trusted friends to play against a computer-controlled CounterAgent.
You have 24 turns to defuse 3 out of the 5 Bombs planted in the embassy. Proceed with caution: The CounterAgent is lurking around trying to stymie your every move...
Competitive Mode (4-7 Players)
Each player must have their own device with an internet connection and Seven Spies installed. Gather your friends into a room or over voice/video chat and enter the same "Mission Code" to begin.
Once the mission starts, players will be briefed on their role as either an Agent or a Cipher Agent and placed in the embassy's entrance.
Every turn, each player will perform an action simultaneously. Once everyone has chosen an action, players will be notified of what happened before everyone moves on to the next turn.
Agents have 24 turns to defuse 3 out of the 5 Bombs planted in the embassy. Cipher Agents can either detonate 3 Bombs, assassinate the Agents, or stall them until no more turns remain.
Good luck, Agent.
[00 Agent Pack]
Players looking for an even deeper experience can purchase the 00 Agent Pack to:
- Unlock exclusive Items like the PP7, Remote Mine, Smoke Grenade, X-ray Contacts, and Face Mask (think Mission: Impossible style)
- Unlock a 10 Player Mode that allows for up to 10 players and 3 Cipher Agents in a single Mission
- Custom Mission Settings to tune item drops, win conditions, modifiers, and more
- Stat and Award tracking across Missions
- The ability to take a Custom Portrait with your device camera and insert yourself into the game!
Tap to Rate:
Reviews for Seven Spies
gulingx
Good game but
It’s a fun game to play and enjoy. But the animation is wasting lots of time. It was fun at first but it got so boring after. May I suggest you to set a skipping function
fantastic game player
TRIPMAN breaks the balance
TRIPMAN is too hard to handle in solo mission. With two remote mines and cipher dead drops, he could easily gets 3 explosives. And unlike ZERO who targets assets, TRIPMAN targets bombs only, if you active radar jammer, he could set off 3 remote mines in a row and wins directly. Remote mines are stashed in covers, and most rooms with bomb only have one cover, so even if you can see the stashed remote mines with the X-ray contacts, you won’t be able to disarm it, and don’t have other cover to hide in the same time. And TRIPMAN himself also hides in cover, so you also can’t kill him directly too, and that makes TRIPMAN nearly unbeatable in solo mission. Whether you only give TRIPMAN one remote mine at the start, or you should debuff the remote mine, let set off on the next turn after push the detonator, or let radar jammer could also block the signal and make detonator can’t set off the remote mine. Play against TRIPMAN in solo mission really gives a bad game experience. Need to change.