
Experience the freedom normally only found in a tabletop RPG. Empowered with magic, you will create your own story, and experience real consequences from the decisions you make. Will you be the world’s savior... or its destroyer? The choice is yours.
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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 40 reviews with recorded playtime.
Reviews
Themes across 40 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
I like what they're trying to do here, Archmage Rises is looking for the level of open-ended emergence to be found in the finest of sandboxes. And that's totally my jam. That said, it's a mishmash of scrapped and reimplemented systems right now. I looked at footage from what they had two years ago. It honestly looked deeper and more interesting than what I played now. You used to be able to freely explore hexes on the overmap. You used to have to choose which spell is most appropriate to defeat which enemy in combat because there were multiple avenues of attack (physical / magic) and visible elemental resistances on everything - not anymore. There used to be branching spell progression (albeit, not much), not anymore. And so on, they've taken a lot of this back to the drawing board. I like that they're putting that much work into Archmage Rises, but I don't like it when depth is left on the cutting room floor. I'm a big proponent of the, "Games are a series of interesting decisions" approach to game design. And these half-implemented systems would appear to me to have most of those decisions already made for the player: [list][*]I get that we're a gifted aspiring Archmage, but why is there zero consequence to casting spells? No fatigue or other cost outside of a few spells on the overmap and you can just nap those off (or not and roll saving throw vs heart attack - yes, I'm serious). For the most part, using magic is all upside for no downside, every opportunity to cast a spell is a chance to raise your spell school experience. But how much more interesting of a decision it would be if magic use had a downside, or at least was capped to a rising ceiling of aptitude, a rocky and perilous road to magical mastery. [*]In combat, I Mage hand anyone with a charging attack to interrupt them, otherwise do as much damage to the most dangerous enemy. That's not an interesting decision because it's all reaction and no decision. I have a bunch of spells but I don't need any but a few favorites, there's no circumstance that requires I think on my feet in combat. The way they handle protection is pretty bland, they just lump all your armor into one pool that gets whittled down and at that point you run. These aren't interesting decisions. [*]Elder Scrolls-style skill progression is another example of all up to no down. I go to town I exhaust all conversation options because it takes zero in-game time to do and I gain persuasion skill doing it. That's not an interesting decision because it's all gain for no risk or downside. Wandering a dungeon and watching my perception go up feels unearned because I didn't [i]do[/i] anything but enter the room, it didn't cost time, it didn't cost energy, etc. Again, all gain, no risk, no downside, and thus a non-decision. [*]I'm given quests to find materials and ask the townies where it is and get vague instructions. (Nowhere in the game does it even tell us 1 hex = 1 mile, and frankly I'm still not sure that's true.) I get close to the materials and cast the spell that detects materials and find nothing. These aren't interesting decisions because this isn't a game, this is random wandering around. And when I finally stumble on the hex to harvest, I am given a menu where I can choose between the best spell I have for the job or inferior means, not a real choice at all. [*]I have to hold down alt to see the click spots in dungeon. And sometimes it dismisses skill increases I want to see. That's not an interesting decision, that's not even a game mechanic, it's just annoying thing that impacts gameplay flow. [*]I hire a ship for a week. I stay on land for a few hours and the captain gives me a glowstone and tells me to call them again. I use the glowstone and they charge me again to hire the ship. Captain, I already paid you, what's going on here? Oh, I can sell the glowstone and maybe make the captain mad? That's more of an interesting decision than most things on this list. But what if I want to give the glowstone back or have it keep track of how long it's been rented? I can't. Because this is an unfinished system, like all of the above. [/list] That's not to say that there's zero interesting decisions. Because in a game this open, where you can go anywhere and work for anyone, you have a pretty huge amount of decisions available. A few of them are bound to be alright. But given how little care has been spared at balancing the core mechanic, it feels a bit in a broken-clock-is-right-twice-a-day sort of good balance. It's also kind of buggy. Quests I've taken won't show on the log. I've got three skill books, I've read one, and sometimes I can get another book to show up as a reading option and sometimes I don't. Text dialogue sometimes has variable triggers in it that have been masked wrong. Etc. Clearly this game has a lot of duct tape holding it together. I've seen much worse early access games, but it's rough. But you might notice I'm still recommending. I really respect what they're trying to do here. Being able to ask any NPC any question? That's pretty big, and [i]usually[/i] works. Having thousands of NPCs going around doing stuff, living lives, adhering to schedules? Also very impressive. Emergent procedural content on nearly every level like a glorious narrative engine onion? I wish every game had that. And besides, I tend to recommend on the scale of, "Would someone likely get as many hours of enjoyment out of this game as they spent dollars?" Sure, I'd say you could find 12 hours of fun here. That said, I really wish they'd put more emphasis on improving the quality of the decisions given to the players in the core mechanics. Maybe it's just a half-finished mess right now. I'll have the opportunity to come back in 1.0 and revise this review accordingly.
I just want to say this game it is amazing, the dev clearly has a vision and I can see the passion even with my limited hours. As for you Dev please continue this project the game and idea behind it is incredible but take whatever time you need.
This game has a ton of potential, but is pretty much abandonware at this point. I login from time to time to see what changed and frankly I have no clue what are they doing. I could probably vibe code more over a weekend than they did last year and I would still have less bugs.
Interesting game, but too many bugs to recommend it at it's state. Items unbalanced, most of the that features that game hints at are not inplamented, spells are not balanced and most of them are useless. I would say game is completion is 20%. Will keep an eye on it as it really seem something I would enjoy if it ever finished.
Very good for what there is now. it's not finished yet, but the bones are good.
One of the games that are close to my dream game. Happy to see it evolve!
I have very rarely had a response which approaches contempt for an attempt at designing a game, but this is such an occasion.
THe gameplay's simple and nice, but traversing the open world map could be better, I think. Also there's the matter of roads between cities..
Real
Was looking for a new D&Desque experience, sadly, this is not it. The game lacks any real depth and the encounters are far too difficult. I wouldn't recommend this purchase, this will not be a game I will invest any time in.
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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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