
BARDA: Backpack Roguelike is an inventory management game disguised as a climbing experience. Gather items, manage your backpack, fight or outsmart your way through every situation, and reach the summit of this ever-changing mountain to fulfill your grandpa’s last wish.
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Help Thȫmi reach the mountain’s summit and honor the final promise he made to his grandpa: to scatter his ashes to the wind from the highest peak of the highest mountain.

To reach the top, Thȫmi must gather tools and resources at every stop along his journey. But space is limited, and inventory management is key to overcoming the challenges ahead. With over 140 unique items of different sizes and effects, carefully organize your backpack and decide what is worth carrying to survive the climb.

As Thȫmi gathers new tools and makes his way toward the summit, he'll journey through breathtaking landscapes—from lush jungles and raging volcanoes to frozen mountain passes. Though the path is a lonely one, friendly mountain dwellers can offer valuable services and assistance along the way.

Throughout the ascent, hunger, fatigue, and madness will constantly affect both Thȫmi and the items in his backpack. Massive dragons, terrifying trolls, and sneaky goblins will stand in his way. Fortunately, combat isn't the only solution. Use your items wisely as they may be the key to your survival.

Each expedition unlocks new items, tools, and companions to aid future climbs. The journey doesn't end once your grandpa's wish has been fulfilled. No two ascents are the same, and neither is Thȫmi.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Portuguese - Brazil, Simplified Chinese
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
СМЕЛЫЕ 8/10 ПРИЯТНАЯ МУЗЫКА ГРАФИКА АТМОСФЕРНАЯ - НЕТ МИНИМАЛЬНОГО ОБУЧЕНИЯ ГЕЙМПЛЕЙ ОЧЕНЬ ЗАВИСИТ ОТ РАНДОМА МАЛО РАЗНООБРАЗИЯ
谜语人
The objective is to carry your granddad’s ashes to the top of the mountain. Each run is random and built from nodes and regions where you can sometimes choose where to go next. Nodes are marked with icons so you can see what kind of event or challenge awaits you there, including climbing, fighting, looting, and light challenges. Each node you visit is a single screen with a few points you can interact with, and it can contain different types of challenges at the same time. The main challenge is always clearly shown with its icon, and you only need to complete that one to progress, while the rest are optional. Depending on the region, simply choosing to travel to the next node can come with a drawback. You might gain fatigue, which makes you get hungry faster, or fear, which can make items unusable. Hunger increases with every new node you enter, and if you do not manage it with food, it will eventually start to damage your health. A node also contains extra loot spots marked with a small diamond, which can sometimes be easy to miss on bright backgrounds. Clicking a loot spot with the left mouse button drops a few random items that you can place in your backpack, and it is always worth checking them whenever you see them. Items are your main tools for reaching the summit. You can technically progress through challenges without them, but you will face far more penalties and risks. The only exception are optional challenges that require specific items. If you do not have what you need, you will have to skip them. For all other challenges, you can either use an item by dragging it onto the challenge or attempt it on your own by right clicking it. Items come in several types, including food. You can quickly see if something in your inventory is useful by hovering over a challenge and checking for a highlight on matching items. In general, you will find ropes and pickaxes for climbing, swords and sharp objects for fighting, and candles and lanterns for light-based challenges. Some items can be used for more than one type of challenge. Each challenge has a number above it that represents its health, or the amount you need to fully clear it. Items also have their own strength value, and your goal is to reduce the challenge health to zero in a single attempt. This does not depend only on the item, since most of them have relatively low values. Your character also adds a strength bonus, which is a random value from one to four. If you manage to clear all the health in one attempt, you receive a reward such as loot, a new challenge, or safe travel without penalties. If you are unlucky and do not fully clear the challenge in one try, which will always happen if you rely only on your character without using items, you will receive a punishment tied to that node. The most common is scratch, which reduces item durability. You can also encounter madness, which changes item effects, or illness, which lowers item strength. Any item left outside your bag will be destroyed when you travel. Beyond backpack space limitations, items also have durability that decreases with each use. Food and certain consumables are an exception since they are used up immediately. Depending on the item, it may break completely and disappear, or it may remain broken in your inventory, allowing you to repair it later if you find the right tool. You can also reach repair nodes, which are special locations. Other special nodes include markets, where you can sell items you do not need and buy new ones, rest areas, where you can use items to remove negative effects or cook them to reduce hunger, and merchants, which let you choose one perk out of three. The first perk increases your backpack size. The second gives you a strap that lets you carry one item outside your bag, ideally a large one that takes up too much space. The third offers useful badges that grant special effects, such as protection from weather conditions or a chance to reduce hunger during travel. A merchant always appears after clearing a region or defeating a boss. A small layer of meta-progress comes from random quests you receive at the start of each run. If you complete them, you gain talent points. Once you collect enough, you can unlock new items and characters that appear during runs, expand the pool of available quests, and even start each run with two random items.
DOMMAGE ! Je trouve ça vraiment dommage. J'avais beaucoup apprécié la démo, mais le jeu final n'apporte finalement pas grand-chose de plus, si ce n'est quelques améliorations dans l'arbre de compétence auquel on ne pouvez pas accéder , qui ne sont même pas nécessaires pour terminer une game , ainsi que quelques nouveaux objets. La fin est exactement la même : une fois arrivé au sommet, c'est terminé. Le jeu se boucle en environ 1 heure, voire moins pour un joueur un peu plus expérimenté. Le jeu est beaucoup trop succinct et bien trop simple pour une expérience aussi courte. J'ai vu qu'un mode "Hard" avait été ajouté, mais ce n'est pas une vraie solution. Cela n'augmente pas réellement le contenu et la durée de vie du jeu reste malheureusement ridicule. :'(
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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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