
Hardcore rogue-like dungeon crawler in VR we all have been waiting for! Realistic swordplay like never before, crawling through procedurally generated dungeons filled with foul enemies, loot and hidden secrets! Crafting, leveling & hardcore gameplay. You will die....often. What are you waiting for?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*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 was waiting for a good VR dungeon crawler for a while, unfortunately this game (in it's current state) is not it. All in all the game still feels like an rough early access title. The review might be updated if significant changes happen and I'll give it another try. Precursor --- Unlike some other negative reviews I did not have any performance issues nor problems playing with a Rift S. My Hardware looks like this, if you have similar specs then you shouldn't have any issues with performance. Ryzen 3800X GTX 1080 Rift S There's a setting room - no real menu in the main game itself - that allows you to change keybindings such as grip buttons and so on that some oculus users seem to have problems with Graphics / Atmosphere / World Building --- Don't be fooled by the store page, the game looks a lot worse. Especially in the first basement dungeon tileset. Most textures are really low resolution and non creature models for props are really boxy. The basement suffers from flat brick wall textures that make it really jarring to look at. You can also just walk through some world props (i.e. sacks of grain) as they seem to have no collision which doesn't help with immersion. Loot system --- One of the deal breakers for me, the main game loop seems to consists of explore, find recipe, craft weapon, continue. Enemies drop generic tiered resources like steal bars that are used for crafting. Weapons enemies drop can't be wielded but instead convert to this generic resource. Crafting might sound neat at first but It's useless fluff, there's no impact from the player, fill progress bar and you are done. Nothing to do with your old weapons, no kind of reward or failure for how you handle the metal while crafting. The weapons themselves seem generic beatstick upgrades with no major difference between weapons - granted I've only got to craft swords so far. There's also no interaction with the world at large, no throwing objects at your enemies, no breaking pots or bottles, can't hit enemies with the torch and so on. Combat --- There's no possibility to sneak attack enemies, if you get within a certain range they'll just rotate and engage you. While in combat enemies will move at their regular pace but the movement of the player is severly hampered, it's possible that multiple enemies engage at the same time. I get that this is a design choice so the player can't retreat, but it raises a slew of other problems. In general enemies will continue their attack animation even if you block - this allows them to go through their whole combo attack which forces you to block through it. Often enemies will then take a step back, the perfect opportunity to strike - but no, in fact you are slowed down so much you can't follow up at all. So what's the next logical choice? Stabbing! But no, the damage calculation seems to rely greatly on how far your controllers travel, poking ends up with 0 dmg most of the times. It's posible to stagger or even ragdoll enemies in combat, which is great but again often the in-combat movespeed won't let you take advantage of this: I really hope the dev will change how this system works, less movement speed loss and restricted to an area around the enemy or higher scaling (slower while near / higher while further away) would really imrpove things in my opinion. All in all the combat system felt very inconsistent, often enemies will strike at you and there's no clear indication (animation wise, physical, audio) that the enemy missed you. There is an indication when you get hit, as you can set bloody screen edges in the option - but the combat just feels very off in it's current state. What I did like in combat with armored enemies that you can actually destroy the individual pieces of armor as well as the shield the enemy is wielding. I hope the dev doesn't abandon the project and polishes and tweaks the hell out of it, but in it's current state I just can't recommend buying and I can't help to feel that this should've stayed in early access.
プレイエリアを広めに確保できているならおすすめ。 2×2m程度ならあまりおすすめできない。 理由としては、ダンジョン内では敵に視認された瞬間から移動に制限がかかること。 敵を倒すまでテレポートは機能しなくなり、スイングアームでもほとんど移動できない。 プレイヤーはナメクジ程度の速度に制限されるので戦闘の主導権は終始モンスター側にある。 カウンターのみの戦闘が嫌なら、リアルで一歩前に踏み込み、腕を振れるだけの広さが必要。 ちょっとした鍛冶要素とかダンジョンの雰囲気の方を重視する方は買ってもいいかも
This is a decent game to play. Rogue-like, easy at first then nice and hard, need to block attacks and wait for an opening to counter-strike. Works out of the box for linux-proton. The setup room is pretty good for setting up your controls and testing them out, choosing teleport options for those prone to simulator sickness. Able to set smooth movement and fast turning, no simulator sickness at least not for me, ymmv. HMD:Valve Index w/controllers SteamVRBeta:1.8.6 Proton:4.11-6 Distro:Linux Mint 19.1 Tessa Kernel:5.2.11-steamvr-generic RAM:16 GB GPU Driver:4.5 Mesa 19.2.0-devel - padoka PPA GPU:Radeon RX 580 CPU:AMD Ryzen 7 2700X Eight-Core
runs super poorly, and fore some reason they decided the you cannot move when baddies see you even though they jump and flail like madmen making you have to just sit there and wait for them to try to hit you no evading attacks or really going on the offensive just sit there and block attacks while waiting for an opening not that thatd be bad if the baddies reacted to being blocked but no the continue their over the top attacks with no pause weapons flying wildly through you but dealing no damage so you have to block the whole combo after which they often jump out of range. stabbing damage is useless so the typical counter of a thrust or lunge is out, how they can have studied swordplay for a decade and missed out on "the pointy end go's into the other guy". heres a hint ANIME ISNT REAL, you dont trade 100 blows spinning like a top in a real fight slashing opponents down a whisker at a time you open an artery or break a limb and its OVER in seconds. the combat isnt "brutal and realistic" it a tpyical mmo grind of whack dude 30+ times with correct timing to deal max damage. that'd be ok if you just show/say it and the game didnt run like poop. also crafting is a joke minecraft has a better crafting system you find a blueprint and get to do about 2 min of busy work to fill a bar to make one item with no effect on outcome. want to make more? got to find another blueprint. TLDR: game has some neat ideas and lofty goals but is put together poorly and uses grind as a stand in for skill. it wants to be the darksouls of vr but only manages to be a cutrate lords of the fallen at best.
So I was waiting for them to release their free locomotion patch and they delivered in pretty short order so props on them for that… On the other hand, the game itself is in a pretty rough state. I’ll admit I didn’t make it far enough into the dungeon to reach the next tileset, it was all cellar, but I’ll get to why that is. Despite that, within a couple floors I was running into some pretty obvious repetition in rooms, even on the same floor, which made navigating a bit of a tossup. Not that there’s much to navigate, the rooms are all pretty empty with the exception of an enemy here and there. So the dungeon generation is pretty bad and repetitive, but at least you have the combat right? Well unfortunately it’s… well… A lot of people would argue they should use something similar to Blade and Sorcery/Gorn with their physics based combat, and while I can appreciate that, it does mean that you lose out on a lot of traditional gameplay mechanics and generally it’s hard to make high quality AI that put up a proper fight in that situation. That said, this combat doesn’t deliver. Generally the enemy will sit at exactly the range you can’t hit them, than do a prescripted attack routine (the same ones in the same orders) and when they are recovering after the routine you can hit them. It’s boring. So the combat is boring, but I said I didn’t make it that far; so clearly there is an issue here, right? So I got to floor… 4 I think? And sure enough the enemies spiked in level. Their combat was still boring but now they had a ton of armor pieces to knock off, did more damage and had more health. Clearly the developers intention here is that now I die, level up, and start all over again. I get that you want to entice replayability but just putting a stat wall is uninspired. Making the game genuinely difficult would have been really enjoyable but dealing with big bags of health that I can only attack when it’s “my turn” due to the combat system is really unpleasant. I feel bad reviewing it with such short time played, but given the low quality of the experience it was pretty necessary.
Has a lot potential to be good. I hope they continue to make improvements! There seems to be a lot of graphical bugs that need to be worked out. Combat is fun from what I played of it. I can see it being fun to 'get gud' at it. Explore. Fight. Craft. -- seems to be the gameplay loop. Exploring is a very important chunk of the cycle. The main issue I have and the reason why I'm returning it is that movement is terrible in the game -- as of now. I hate teleport and the locomotion is touch sensitive, not press and hold sensitive -- holding down lets you move a little faster. Same with camera snap, it's touch sensitive and if you touch and hold, your camera will just keep spamming turn. Any little touch of the trackpad will cause you to do something you might not want. Even encountered a bug where the camera just started turning and kept turning without input and it didn't stop until i press the camera turn again. Very disorientating. With these movement options, exploring is very frustrating. I hope they continue to polish this game. It's going back on my wishlist because It really does have potential if they continue to polish the game. I want to keep an eye out for updates! (HTC Vive user)
I recommend this game, but understand going into it, that this game is not finished. Very literally, after going down a number of floors the game just stops, throwing you into a jarring black void with a text scroll and voice over telling you the remainder of the story. On the game's official discord, the dev noted it was meant to have several more floors and two more bosses, but the game didn't get enough following or interest so they just.... didn't. The gameplay that IS there is enjoyable, definitely. Took me 21 hours to complete, and I could still yet go back and try the hardcore mode. The fighting, while finicky, is enjoyable, the gear smithing is unique and a nice touch (although material drop rate is a bit annoying), and the bosses are all unique and many quite difficult. There's very little information in the form of guides or wikis or anything out right now about the game which forces the player to actually solve the puzzles and figure things out themselves. Which can be frustrating when, say, the game bugs out and generates a floor without a boss on it (happened several times in my playing), or when a boss clips through a wall never to be seen again and you have to leave and run that floor again. It's fun, essentially. Unfinished, but fun. I'd say worth the money.
Let the trailer not fool you, I am still at the beggining of the game, but the combat is not as satysfying or interesting as the trailer makes it look. Aside from that this game is a solid buy if you want an interesting RPG VR combat game. The main driver I am recomending this game by is the devs. They are listening to feedback and adding very heavy improvements to the game with each update. At the time of writing of this review the game went from unplayable on Valve Index to one of the smoothest experiences for that device, they added convience allowing you to reduce time spent tediously changing stuff from your backpack, to putting stuff simply on the belt and exploring, improving the game flow. Looking forward to playing this game more, and seeing what the devs cook up ;)
This game looks like it was made 4 years ago. The graphics are sub par as well as the gameplay and environments. If you enjoy walking through crates, not being able to interact with the environment, and getting stuck or walking though walls, this game is for you. I bought this and got a refund.
les combat sont vraiment mal foutu, resté sur place a la rencontre d'un mob est vraiment désagréable
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