
Join three hungry Kobolds (and several Trenchcoats) in a hand-drawn, classical dungeon-crawling adventure to be Great Heroes - but mostly to find Shiny Things and Eat Good Food!
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About
Trenchcoat Adventurer is a dungeon-crawling roleplaying game with a whimsical heart and a beautiful, hand-drawn CrayonVision aesthetic.
Three Kobolds find themselves drawn to the allure of Adventuring after overhearing how successful adventurers get to eat the best food and have the shiniest shiny things. Cunningly disguised in a trenchcoat, this towered trio find their way though an ever-deepening dungeon in the hunt for shinies and tasties!
Unbeknownst to them, the "beginner dungeon" that they wandered into breaks through into a much deeper, darker place full of real peril... with the training wheels off and the worst equipment they could find, can our Trenchcoated heroes go from wannabes to true heroic adventurers?
Explore a hand-crafted Dungeoneering experience through the eyes of Kobolds and rendered in beautiful CrayonVision!
Utilise the equipment you want... and eat the equipment you don't! With cast-iron stomachs, Kobolds can eat anything to keep their strength up
Classic Dungeon Crawling with grid-based movement, turn-based combat and RPG elements! Level up your Kobolds to turn them from zero to hero!
A Hand-Authored Dungeon experience through Six Chapters, with randomised loot to keep things fresh and interesting!
Over 300 different items to collect! From Equipment to Keys to Potions and Trinkets, all can found throughout the dungeon or bought from enterprising Goblin Merchants!
Everything hand-made! No AI generated ANYTHING!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
10/10 kobold game, 10/10 rouge like. buy and supprt these people for a FUNNY reference filled game!!
Truly a fun little game. I adore the handdrawn art style and the cute story. The mechanics are surprisingly deep and you do have to balance things, even on easy mode.
Played and finished the game on Fierce and Feisty setting on my other family shared account. 25.3 hours of playtime as of typing this. The game is cute and charming. I do hope they add in the extra chapters they mentioned and i want to see more of the art style and their humor.
I fed my kobolds a broken bottle and they loved it, am I evil?? also incredible game
a good game, only down sides i can think of right now is theres still plenty bugs and there is no wiki of any kind to help the idiots like me
(Gifted to me by my wife upon her hearing my manly squee while watching GHostLPs streaming it tonight.) Come for the adorable kobolds in a trenchcoat, stay for the legitimately well-balanced dungeon crawler. The most fun I've had in a dungeon crawler in years! A lot of care and love has gone into every element of the experience, from the brilliant narration through to cleverly thought out item descriptions and an endearing art style that marries it all together. Doesn't take itself too seriously, but still feels like as solid a dungeon crawler as Eye of the Beholder or Legend of Grimrock. The integration of the hunger mechanic adds a genuine layer of depth to every movement in the dungeon without seeming like an arbitrary slog.
it's an fun game about kobolds going on an adenturer in a Trenchcoat, simple old school style game that mix with turn-based movement, short yes but simple to follow the story and some good jokes too
相当不错的地牢回合制冒险游戏,操作和战斗很容易上手,而且游戏本体的内容量还是比较丰富的,你可以在普通难度下正常体验内容,也可以调整难度设定寻求一点挑战。 当然我是奔着三只可爱的狗头人主角以及剧情来的哈哈,故事背景和画风也是相当可爱暖心——另外也夸赞一下制作团队一直在稳定更新内容和修复bug。 希望能有更多人看到和支持这款游戏~yip:3
It's so good. I admit, I'd come to this gamw from a strange place as I'd grown tired of most video games. There was a dearth of variety from the late '80s to the early '00s—the golden era of video games—that I miss. The landscape now is "An open-world action-adventure with a bad understanding of RPG elements, a fetish for number go up, and an obsession with gacha RNG, where a human wanders around and murders everything!" Sometimes with affixes like -Souslike, -Roguelike, or both. This verisimilitude has even ruined indies. It's an affliction. So when I'm on the hunt for a new game? I'm looking for something unusual. I don't mind if a game plumbs the genre graveyard—in this case, that of tile-based, first-person SSI D&D dungeon crawlers—so long as something is done with it. And that something shouldn't be the bloody creatively bankrupt melange of affixes we slog through now. No -Soulslike, thank you! You can stuff your -Roguelike where the sun doesn't shine! This is the plague of rot that's made modern gaming so unwell. It ruined Mina the Hollower for me. It could've been an excellent game, but it's actually painfully generic and staid beneath its -Soulslike and -Roguelike affixes. I won't deny that it has a beautiful aesthetic, but the passion just isn't there. It wasn't their goal to be interesting, rather it was to utilise existing gamedev tropes in a polished, workmanlike way. Why am I talking about Mina so much in a review of thia game? It's a necessary preface. It's something I think about a lot. I think it's a very neurotypical desire to want to play exactly the same game, over-and-over, without variation. The assumption ia that neurodivergence likes repetittion, a point that I'm thankful to modern science for dispelling. In fact, traditional dopaminergic systems value repetition so much more. I was always confused about that, but it was more a of a warped observation regarding the depth of a special interest. If one can't understand the incredible variety in the depth of it, it must seem repetitive. "All they do is look at sharks all day, how repetitive!" Look. Let me tell you about sharks. A man namrd Dr. Fish made a better underwater turbine by carefully analysing the nature of shark scales. No, I'm not making that up. And my special interest isn't even sharks. I just get depth. Two of my special interests are psychology and game design. I've noticed that neurotypicals will mirror their own nature onto that which they don't understand. This is how the nonsense hypothesis of the alpha wolf came about—neurotypicals love hierarchy and obeying big, dumb, aggressive people. This was projected onto wolves, but actually the wolves were just trying to escape from a wolf psychopath. Any neurodivergent could've told them that. But again, neurotypicals observe less and project more, it's their nature. Why is any of this relevant? Gimme a minute! What a neurotypical wants is more repetition, but further refined. Greater spectacle, more gore, the resomolutions of the lumenites! "Fidelity! Fidelity! Fidelity!" is their Ballmer-esque cant/chant. And so, we get the resomolutions, and they'd likely be out buying fancy new 8090s about now if it weren't for the AI boom putting a kibosh on that. Even now, they want a new Xbox, a new PlayStation, just to eke out a dripfeed of increased fidelity, unwilling to admit we've.hit that ceiling already. This, of course, fails to acknowledge two important points. And those are that: 1.) neurodivergent people exist; and 2.) neurodivergent children exist. Sure, sit a neurotypical kid in front of Fortnite or Call of Duty and you're fine. But that doesn't necessarily hold true for a neurodivergent kid. To the contrary, I'd say they'll feel bored. I have noticed, in trawling the Internet, that youngling neurodivergents—call them Gen Alpha, if you must—are turning their attention to the golden age of gaming. Not out of any obsession for "retro," no, not at all, it's merely because the golden age of games was bizarrely neurodivergent. These weren't games made for people who'd grow up to repetitively strim their lawns, noisily, just for a social dopamine hit. But sometime around late '05-ish, the seventh generation... I think it was? The 360 and PS3? Was that the seventh? It seems a bit arbitrary so I can never be certain. Anyway, around then, there was a shift to a neurotypical audoence of adults and things haven't really changed much since. Oh, sure, resomolutions, gore, and spectacle, but the underlying experiences have barely changed at all. It was that era that set the rulebook for modern gamedev. I mean, do recall that it was 2006 that wrote the future of microtransactions with horse armour in Oblivion. These days I find I'll voraciously leap upon aught that isn't described as "open-world," or "action-adventure!" Aught that eschews the treasonous (you heard me—well, read me) suffixes of -Soulslike and -Roguelike. As I said, a special interest I have is that of game design, but I'd temper the descriptor by adding that only genuinely interesting games catch my eye enough to warrant a deep-dive. I like thoughtfully designed games, where someone came to the table woth genuine passion about an idea they'd had. A Kobold Story is one of these. It takes the aforementioned SSI dungeon crawler and retrofits it for neurodivergent youths. Which is also appealing to neurodivergent mes. The thing is? I can see neurodivergent kids finding this—and they will—and being utterly delighted by it. No one makes SSI-style dungeon crawlers anymore. I think the last decent one was Grimrock 2? Anyway, the uniquely fun presentation and the ability to customise so, so much about the difficulty will make this an accessible game that neurodivergent children will love—and one they can come back to aa they grow, tweaking that difficulty. In this way? It'll be a game that the neurodivergent kids who play it will remember. It'll be a cornerstone of their gaming story. And I think that that's a massive win. And as I said, since it isn't a game that obsesses over the stereotypical gamedev tropes? It's a grand old time for neurodivergent me, too. As a further note that applies to myself and other neurodivergents who've been in (or worse, are in) the situations I've been in? Abuse trauma means that witnessing a human beating a creature into a bloody pulp is likely to play on deep-seated horrors. I'm more likely to relate to that which is getting beaten to said pulp, I'm likely to see the human as a monster. Another point regarding those games of yore is the lack of sensationalist gore. Sorry, unintentional rhyme. So... the lack of humans beating critters to a bloody pulp is a net gain for any neurodivergent who's had that done to them. Empathy is valued. I mean, neurodivergent kids relate more strongly to non-human characters anyway, but... it's always a positive when a game features non-human protagonists in a bloodless game for a whole host of reasons. So this, again, is another massive win. Others will mention that the art is adorable (which it is), that the game is interesting (which it sincerely is), and/or that kobolds are rad (which they are, I just freakin' love kobolds), but... I felt the need to go a bit more in-depth about why this one's a winner. If you have a neurodivergent child, do try the demo with them.
Very charming game. Great art, flavor text, sounds. Even as someone who doesn't play dungeon crawlers a lot, I had a lot of fun with this game from both the presentation and gameplay.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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