
The inventory management roguelike! Collect rare items, organize your backpack, and vanquish your foes!
Modeled estimate, not a reported figure. How we estimate →
Media
About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 48 reviews with recorded playtime.
Reviews
Themes across 48 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 100% the game, which can be done in about 35–60 hours. The game is enjoyable and can be played for prolonged periods of time, at least at first. Unfortunately, combat does get old and flaws start showing, major among them the game feeling unfinished. Due to that, getting all the achievements will get a bit tedious. If I had to compare it to other games, this would be a mix of Slay the Spire and Moonlighter. The best thing about the game and what will keep you coming back is the combat. There are five playable characters with a very distinctive play-style. You will start playing as Purse, which is a pretty basic character with easy to get into mechanics. As you play, you will start unlocking other characters. Tote is sadly the most underwhelming of them all. They tried to give it a unique play-style, which didn't work out, and this character tremendously struggles to be decent at anything. Satchel has some of the strongest and most enjoyable builds in the game, be it you charming all enemies and turning them to your side, or just putting out insane amounts of damage. Pochette relies on her pets, and this mechanic has been well done. There are multiple ways to play her, be it you making each of your pets be a force of nature, obliterating enemies, or you sacrificing them and triggering certain effects, everything works. Last, but not least, CR-8, you will unlock very late into the game in story mode. There is a lot of RNG involved in unlocking it, which can suck. This character has a unique play-style, and he can actually put out a decent amount of damage. However, it feels very unfinished. You can do great things with this one. It transforms your energy into charges, and you can automate everything which is done using several different parts, but it all just feels very bare-bones. More parts were needed. The game has some great and very fitting music. However, the track is very limited and after a couple dozen hours, you might just prefer having it muted. When you get back from dungeoneering, you will be in a town where you can build, decorate, research new items and talk to the NPCs who can give you missions. Overall, this is the weakest part of the game. This is where you can very clearly feel the game needs more work. After getting enough buildings which give you the resources you use to research, I feel like I was at that spot after around 25 hours, there will be nothing to do anymore, it is missing late-game. You can build houses to increase the population, but this is only used for destroying ruins around the map and, if i remember correctly, it was needed once for the story. Besides that, this is just an empty number with no purpose whatsoever. The only serious bug I encountered was in the end-credits scene, after defeating the final boss of the game. The game soft-locks you at the end of them. You can't quit them or do anything, you will be forced to either alt-F4 or close the game in the task manager. Fortunately, it won't impact your saved game. Next time entering it, you will be back in town where the story will continue normally as if you had just returned from the final dungeon. Achievements shouldn't cause you too much trouble, there is nothing overly difficult. Most of them you should get just by playing and doing everything. A few of them are tied to certain combos in combat and can have a degree of RNG to them, but especially after unlocking more items, nothing should really present an issue as long as you are aware of what they want you to do. The only one I would actively watch out for is "Haggler", where you have to give a Tasty Fly to a merchant. This is an item which will randomly drop, so make sure you give it to him at the first opportunity. Overall, it was a very fun, but flawed game which could've been so much more had more work been put into it. In its current state, I would give it a 6.5/10.
this is a hard game to review. on one hand the idea is solid and this game set the standard for most of the "backpack battler" games that came after. unfortunately the devs abandoned this game, leaving it unfinished. just a little more polish, a little more modability, and this game would be flawless. even if left unfinished. lets talk about the gameplay loop. pro's: its easy to understand. its easy for new players to feel like they are making meaningful choices. its complex enough for veteran players to sink their teeth into. the challenges make masochists feel welcome. the challenges can make the game easier. its modder community the cons: dear lord the bugs. its very short, and endless ramps way too quickly. it is highly r.n.g based. some of the ideas arent that flushed out. you level incredibly slowly, which makes building difficult without RNJesus on your side. no seeding. the gameplay loop can get very tedious after a while devs abandoned the game. some of the cons can be fixed with mods, but even then you gotta plan for the build you want with mods. and the story mode doesnt support mods. all in all its worth the cash if you wanna see what a backpack battler could be like. the game is still fun dont get me wrong. i just wish the devs would come back and show those crappy clones what areal backpack battler is like. no pay to play mechanics or pay to win, no head to head idler battles. genuine strategy and roguelite progression.
[i]Very[/i], and I mean [b]very[/b], rough around the edges, but the game has a lot of content and I kept wanting to play "one more run."
Fun game, however it has been abandoned in an unfinished state. It is hard to do anything unique because by the time you get these interesting items it is too late to really change your whole build. The campaign is also way too slow.
The potential of the game hurts me. I played it since early access and the 1.0 release was a long awaited major downgrade in quality which made me stop playing for a long time. Recently came back to the game to finish the story at least once and get all achievements. It showed me what I loved about this game but also the unpolished, abandoned and buggy state the game was left in. In my opinion besides perhaps learning a bit of the mechanics, the story mode is worse than quickplay and honestly it feels added on for the sake of having a story mode more than anything else. Progression is slow, town building clunky and generally obscure. Constantlty making you go into all kinds of buildings scrolling though lists to find what you might be able to research a bit further or talking to every npc to find the one that hes research available.
I really like this game, it's great, it's cute, the mods are great, but it's mostly unfinished, which is not disclosed anywhere. Not worth the $20(us), get it on sale or in a bundle.
Cool game and all but the whole deckbuilding was getting too much for me and I couldn't get a grasp on the game and it wasn't for me.
才刚玩没多久我就已经能感觉到后面要有多肝了,想玩更多种类的武器就要局外研究,要研究就要完成各种冒险任务或者局内拿小垃圾占背包格子影响局内体验,然后解锁的东西多了之后想玩某个流派又要看脸了,因为我没发现有ban武器的功能,或许是没解锁,无所谓了。我是因为玩了类似玩法的游戏才慕名而来的,不能说大失所望,只能说不适合我。
Gameplay loop is fun but it's riddled with so many bugs and balancing issues that it can ruin the mid-late game experience. Unfortunately, the game appears to have been abandoned.
Yes, I recommend it; but at the same time, only on sale. So I'm not going to give it an outright yes. It's fun, but needs better balancing, because when I go through story mode, I get a lot of the same cruddy single use items (breaks after x amount of uses) and not a lot of strong or upgrades for my items. I have barely seen any variety in any of my runs either. Even all my rare+ items are just magic related. I can also get through a run decently fine with basic stuff, and then reach an enemy group that just brick walls me, like a demi boss that summons creatures with 20+ hp, or poison enemies sitting behind a tank that just doesn't account any armor or benefits I have to stop all other attacks. Not particularly fun to spend time to just not be able to progress at all. ALSO, pathways being taken away when exp and money is already at a negative is just not cool, at least make it so the path you didn't choose in the dungeon just gets a little bit harder instead of just not being able to interact with it.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Languages: English, German, Czech, Dutch, Polish, Portuguese - Brazil, Romanian, Russian, Simplified Chinese, Spanish - Latin America, Turkish, Japanese +6 more
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| The Wind Road | $3.6M | 6.8K | 69% | $29.99 |
| Orcs Must Die! Deathtrap | $3.6M | 4.6K | 71% | $29.99 |
| Grey Goo | $3.6M | 4.3K | 68% | $29.99 |
| The Front | $3.6M | 10.7K | 67% | $9.99 |
| Shieldwall | $3.6M | 7.3K | 87% | $17.99 |
| Blood Bowl 3 | $3.6M | 5.6K | 50% | $29.99 |