
Fight against numerous mutated creatures across this desolate land. Unlock characters, items, and learn of the world’s history. Dive into this action packed sidescrolling, rogue-lite experience. Fight, die, try again.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 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
[h3]Ancient - Legacy of Rai... Azul![/h3] [b]tl;dr for players of Risk of Rain 1: Imagine RoR had a sequel in a dark fantasy world. Give it a try, you will like it[/b] There is nothing wrong with taking a game you like, even love, give it a small personal note and hopefully succeed in creating an equally great or even addictive game. Ancient - LoA clearly took some very heavy inspiration from Risk of Rain 1, one of the most enjoyable 2d-roguelites I have ever played, and gave it a dark medieval fantasy vibe. So, calling it a copycat would be unfair since it already came up with some neat ideas on its own, despite having some very obvious similarities. --- Similar to Risk of Rain, you'll start with only one available character. Fear not, it takes only three deaths to unlock the next one. I think it didn't take me longer than five minutes to actually get to that point. You have four skills at your disposal, one primary and three secondary skills, like in RoR, and every character has its own distinct playstyle. You start with some sort of Hybrid, capable of using melee and ranged, but you'll unlock a caster shortly after. These two play like night and day, which is a great plus on the replayability side. In the end, you can have six of them. Gameplay consists of killing monsters, collecting Azul, the mystical energy and currency, finding boons and combining them to create powerful builds, able to mow through hordes of enemies. Every stage has a boss that has to be summoned via a portal. Meanwhile, a great amount of enemies spawns to make your fragile life even more dangerous. Kill the boss, kill everybody else and move on into the next stages. Time is of the essence though. Like in RoR, you have to watch a timer. Here however is a big difference between master and pupil. Instead of simply spawning tougher, more dangerous enemies with random abilities you'll have the chance, or rather, can't avoid the fact that a mutation might occur. These will last for the rest of your run, unless you find something to cleanse it. These mutations can be very tough, even annoying if I'm being honest since they often affect every monster on the screen. Bleeding, poisoning, enemies have more hp, armor, chill on attacks. The list goes on and on. Finding the right path between being quick and still collecting enough boons and ressources is key to your success. I was badly annoyed after my first runs since I couldn't make anything work good enough to at least get past the third boss. Reasons were that I always want to pick everything, which is a big mistake. Knowing which boon does what helps tremendously and will ensure that you'll use synergies. There is a handy ingame journal that explains every collectible and also adds some nice lore to it. [h3]Hit or Miss?[/h3] What bothers me a bit are the enemy designs and attack patterns, at least in some cases. Projectiles are often far more homing than missiles and don't get me even started on the flying enemies. There is a difference between being hard to kill and just being an annoyance to the player. Sometimes it does feel unfair since killing them rarely requires skill but rather using "thank god I somehow managed to hit them"-style. In the end though, I'm enjoying my time with Ancient. Even the soundtrack is decent, something you can't expect from a game that cheap. Also, the content offered for that price is amazing. I love the pixel art and the way some bosses and abilities look like as well as the tiny sprinkles of lore that you're slowly unfolding during your runs. It is a good, very close cousin of Risk of Rain that offers many hours of great roguelite action and can be bought risk-free. [code][i]If you like reviews about indie games and want some soundtrack recommendations, consider joining [url=https://steamcommunity.com/groups/indiestructible] INDIEstructible [/url] and follow [url=https://store.steampowered.com/curator/41972991/]my curations[/url].
A pretty good effort, and, as others have said, it's a decent Risk of Rain clone at great in terms of price, but it definitely needs some pretty serious design rework and some major balance adjustments. This is not a game that respects your time at all, and some questionably frustrating design choices leave you more often than not feeling very unsatisfied at the end of a run. Flying enemies in particular are purpose-built to ruin your day, and some of characters are nearly totally unequipped to deal with them. The world mutator system system is highly arbitrary, and the resource economy in this game is garbage. Theoretically you need to, at times, choose between more equipment (to kill quicker and survive more things) VS spending some of it on pruning and subduing the overall mutator load, but the rate at which you earn resources is so insanely slow, and the prices of everything are so insanely expensive, that it never feels worthwhile spending resources on temporary reprieves, as the mutation levels increase exponentially anyway, and that money feels wasted. Time spent trying to save up more resources is time where more and more mutators are stacking, and some mutators increase the rate and frequency of further mutations. A few of the wrong ones rolling and your run can be tanked very quickly in an unsatisfying way. There's a bunch to like here. Some classes like the Mercenary are fun to play and have great ability design/scaling, but others are garbage, and this game needs some serious rebalancing. Playing this generally just makes you want to play other roguelites that respect your time more and challenge you with cleverly and thoughtfully designed difficulty, rather than arbitrary garbage.
For $5, you are getting a surprising little roguelite heavily inspired by the original Risk of Rain. It honestly feels like a fantasy version of Risk of Rain, which is pretty great. If you loved Risk of Rain 1, do yourself a favor and check this one out.
Very bizarre control setup, yes you can rebind keys but you cant bind it on your mouse? why? why cant i rebind the base attack on my mouse... the control scheme makes this game very hard to be played, and if using a controller you dont even get an controller overlay that changes the buttons from E to X .. I will see if the game gets an update and an option to actually change keybinds to keyboard AND MOUSE, otherwise i cant recommend it, who on earth thought its a good idea to put your base attack on space bar ? and jump on W , who wants to destroy all their muscle memory to learn that? XD
I don't evaluate games nomaly but oh boy this is a Great game! I'm sad that no one did a review since it's launch so here i am. I can't get enought of this game: I played 6 hours staight from my first play. Did like 15-20 runs until i get to the last boss and then... i sort of took the wrong door and went NG+. Hahaha! Tomorrow i'm gonna get him and unlock a character! This game is heavily inspired by Risk of Rain 1, If you are nostalgic about the old Risk of Rain then download this game right now! It's as if Risk of Rain 2 never went 3D... and it's great! Best 4€ i've ever spend... this game is my game of 2022!
As people have said, it's a fantasy Risk of Rain 1 clone. So let's talk differences. 1. You find free items in boxes, not every one has to be bought. That leads to easier stacking, even though there isn't (or I haven't found it) an artifact of Command or anything that'd let you choose your build outright, you can still choose which items to buy on the stage and between levels. Speaking of which, 2. there is a shop between levels, where you can spend your azuldust(main currency) or buy the gems you can use to buy and upgrade very strong items/artifacts. Or you can spend currency to lower the difficulty that's slowly ramping up. Which leads me to... 3. Ramping up difficulty works differently. Every few minutes, monsters gain mutations that buff their stats or nerf yours (like being slowed on hit). These mutations also have a rarity, like items do. You can cleanse a random mutation or reset the timer in the shop or randomly on the levels. 4. The rest - items describe how they stack and exactly what they do, which is amazing. Can't think of anything else right now. Oh, yeah, the controls are rebindable, even for controllers! As for the cons - The game is a bit clunky and unpolished compared to RoR. There is only one progression of levels, only one boss per level...less content overall. That being said, I'm really loving the game. If you liked RoR 1, give it a try, it's cheap and simple. I'd be happy to see more content and some polish!
Pretty fun. Very similar to Risk of Rain, but with a fantasy setting. If you enjoy Risk of Rain, you should have a good time with this one.
Похожа на risk of the rain, но с упором на магию)
The controls feel stiff and limiting. Bad enough for me to not play more than 30 mins. Asking for a refund once steam support is done crashing.
Great game. Fast to pick up, a bit tough to master. But man, when you stack those buffs just right, it is soooo satisfying to just mow 'em down with 25 stacks of bleed, burn, and freeze. beginner tips: -set to easy while you learn--you have to actually click it in settings (not just highlight it like I did). I accidentally played eight rounds on normal, and got murdered. -Read the journal, it tells you the unlock criteria for stuff and the what the stuff does. -Hover the mouse over an item in your HUD to see what it does in-game. Also, if you get the chance to read the flavor text in the journal, its a good for a laugh.
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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