
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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About
Stats
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
Expensive, poorly optimized game. Go with Vengeful Rites or Karnage Chronicles instead.
as much as i want to like this game i cant. i also dont understand the good reviews. starting off ill tell you my playthrough issues. first i try grabbing things and its with the trigger, im on oculus and thats a no no. so i change it in steam bindings and put teleport to a button. next i fumble around the wall options, which are just a couple relating to hud and movement. then i go into the next room and put a backpack on. then im in another room(everything looks the same here man) and pick up stuff (grip to grab, grip agian to drop) grip toggle seems to be a bad sign of things to come for me. it shows that they dont have alot of vr experience, at least on oculus. then we get to grab the weapon, and it stays in my hand? i cant drop it. i find a torch and i drop it, but then it floats around me in a cirlce, i thought it was going to speak to me like the brooms in a disney movie? so im confused. there are these pages i pick up that spew nonsense in my ears, i cant tell if im talking or if its some dead guy. worse is i cant do anything with the blacksmith room or the small training room. so start 1st level and the enemys hitboxes are showing in red, some glitch, they come and fade away, wierd. then i put my torch in my backpack, which cuases it to dissapear, so i guess you cant store stuff that way, you have to pull the bag out and fumble with the akward boxes. at this point im thinking of refunding lol next i notice that the enemys are moving at slow mo.... like theyre crawling(ahhh thats where the name came from) also NO COLLISIONS, this was the dealbreaker. there are no combat collisions, so the enemys sword just travels through your blocks. also thats all combat is, blocking and striking. no deeper than that. very basic stuff here. so i go deeper and see more of the same enemys and do the same things, with the same looking rooms, pick up a few iron ingots..... with the tip of my sword. thats when i get to level 2 and fight smarter, but largely the same goblins. at that point im done. its boring me, the bugs are everywhere, and im not enjoying it. for 25 bucks i expect some kind of fun. i cant reccomend this at all. especially if combat is done and the collision stuff was done on purposed. if thats the case then i have no need to return to this game.
+ Decent controls + Interesting dungeon crawler + Visuals aren't bad. + Roguelike - Expensive for Content. - Not really good. - Too dark - Sometimes bad hit detection 2/5 This is a difficult one, because It's not bad, it's just also not great. And with the price what it is along with a few flaws, like how dark it gets, and the hit detection making you get hit by things a lot. I just can't recommend it. [Quote] If you liked this review Make sure to [url=https://store.steampowered.com/curator/33220185-VR-Games-and-Tools/]Click here[/url] and give a follow for more reviews of good, bad and decent VR titles. And [url=https://steamcommunity.com/groups/HonestVR/]Click here[/url] if you want to request reviews on other VR titles. [/Quote]
Absolutely terrible game. You only use the teleport (maybe you can chabnge later but no way to at beginning). If you go too close to a wall, you teleport inside it and then you are stuck... unplayable...
Good graphics, but I was immediately put off by the fact that turning is disabled by default. I had to fumble around the area with the crappy teleport movement (who actually uses this?), and crane my neck, and eventually found the Settings room. Why this wasn't an option menu I cannot comprehend, but once I got smooth turning and locomotion, I decided to give it a chance. Went through some nice narration, and started going through identical rooms with goblins. Goblins that take about 50 swings to kill. I understand the game wants you to figure stuff out for yourself, but unless I was missing something, the combat was just agonizingly slow. Not to mention, once you get into combat, you can no longer walk around. Truly baffling decision. I killed about 4 goblins, finally died to a Goblin Guard with armor (so my hits did basically nothing) and decided to get a refund. I love roguelikes, and I love VR. I hate bullet (or sword in this case) sponge enemies. Especially in VR, RPG-style you-do-X-damage per swing no matter what mechanics don't really fit, and definitely ruin the immersion for me. I think the damage did vary based on the velocity of your swing, but it was pretty hard to tell. I did the ole sword-wiggle attack at a goblin and ended up flinging him across the room, which was fun, but then he got back up. Overall, excellent idea, poor execution.
Needs more polish before considered complete, I couldn't play anymore after my one session. Great base for a game, but it has too many wrinkles
I'm unfortunately having to refund this I'll briefly summarize below. This is based on the current offering at the current price and my opinion MAY change later as more updates, features and bug fixes are rolled out. basically, there are good things that I like about this game, bad things I dont, and ugly things that are unacceptable; i'll be reviewing it like that. Good things: =Pseudo-random dungeon design. -Basically the game is assembled in blocks; these blocks are randomly pieced together in such a way as to ensure a long distance from the start and finish AND non linear directions/dead ends, making dungeoneering a skill, not a given. =Enemies of varying toughness that require different strategy to defeat. -The first level is easy enough, although if you are careless you can easily die and the enemies have varying moves that are somewhat random, consisting of a random opener and random follow up attacks; the opener seems to be one of a handful and the follow ups seem much more plentiful. Neutral things: ="Crafting" -I appreciate what the creator is trying to do, truly. The gamer culture is instant gratification; I come from a time where your loot -was hard wrought. Unfortunately, there is very little point to the system itself. The system simply exists as a time buffer/eyecandy. -Unlike normal rpg games where you find a mint condition, well oiled, laser sharpened death machine in a 200 year old dust laden -chest, this game requires you to find the blueprint for the weapon and craft it yourself. -Yes, this is cool, but it would be cooler if it did anything; If you could perhaps craft the perfect blade, or maybe a crappy blade if -you mess up; maybe reforging an existing weapon to give it better stats or something, or recycling old blades. nope, no such -thought. =Hardcore & Leveling -This game is indeed not an easy game. this is because enemies quickly become health sponges that deal massive damage. If -you neglect leveling your character in the "training" room, you will never get more health and you'll never get more damage -bonuses. However, statistics are predetermined. There is no magic or stealth that I can tell. Simply strength and "skill". Have not -gotten far enough to comment on it. Bad things: =Random maps from a limited pool sucks, especially in the later longer layers. -I love games that have random maps so long as there are multiple variations but sometimes the maps are funky. Take Daggerfall -for instance. Love the game to pieces... but a dungeon, EVEN WITH A MAP, was a nightmare to navigate. You would pass the -exact same stairs or room multiple times, and eventually you get deja' vu. This game doesn't even give you a map, so you're on -your own to navigate the game. This really sucks hard. -The interaction in the levels is nill, so basically everything is eye candy, with the same blotches of brown, generic swords, and -buckets. If you're lucky, you'll find a "loot" item lying around. this "loot" is used for required upgrades in weapons and shields and such. =Combat "Lock", Weightless Weapons, Stupid High Strength Threshold You will be forced to stand and fight an enemy, no matter how little sense the fighting ground is. Stairs for example cause the -enemy to swing under your feet or at them, and above is just as bad. And to get more than paltry damage, you have to practically -swing your arm out of the socket. No responsiveness beyond a little vibration to hitting or blocking enemies, beyond sounds and -sparks, and occasionally a staggering enemy; This is in stark contrast to the many other things which have physics based -interactions, while combat is it's own thing entirely. How people compare this to dark souls is beyond me. Take it from a hardcore -Dark Souls fan - they are nothing alike. Not even superficially. = Inventory and Items -If you need to grab something, you have to put your sword in inventory. This is not cool, i really would rather put it on my hip than -have to pull out my backpack and put it in a slot. Already have full slots? good luck trying to drop your weapon. Can't recycle the -weapons that I can tell, so they just go on the ground or in the garbage so to speak. -as far as variety it seems you simply get a bigger beat stick. No real stats other than "skill" and "strength" and related multipliers. -Most games give you an inventory belt for quick storage, but this game does not. Ugly things: =Hit detection and blocking is off. -The game relies heavily on hitting and avoiding being hit, and if these interactions fail the game has a unacceptable bug. This is -the main event of the game, and it's buggy. =My third weapon manufactured could neither be stored in inventory (couldnt drop my swords by pressing grip+trigger for -whatever reason even though it worked earlier) and WAS HELD SIDEWAYS! (FALCHION SWORD) =You can become hopelessly lost in dungeons beyond any sane level. -dont like it? tough ♥♥♥♥. this is hardcore, remember? =This is developed by one guy. -And the history of these games ever being fixed or updated is beyond bad. So I would be very careful in expecting updates -beyond the most simple of things. There was a game I bought much like this called "Fadeholm" with many of the same type of -problems - single developer oversights, bad gameplay execution, and bugs. I have returned many VR games because of this -reason; I do try to give the benefit of the doubt by spending my money, but seeing lazy mistakes is where I start refunding things. -This is nothing personal. I really do hope this gets better, but i'm seeing a common thread between the legions of other games i've -had problems with, and when a weapon is unusable/unplayable that is required to progress, there's no possible way you cant just -see something like that. Unless i'm entirely wrong and weapons are random too, this weapon is planned and unusable. =This is far from a true roguelike dungeoncrawler. -There is no excuse to have roguelike in the name. Roguelikes have much more variety in items and player classes usually, and -many more complex statistics. If anyone has even played the original "Rogue, while weapons progress linearly and skills do, -there's tons of magic potions, staves, scrolls, enemies and secrets and other interesting tidbits. This game is nothing like that or any other game '-called a roguelike. It's linear, boring and uninspired. =There are really stupid bugs. -to summarize, there are hands who's grip remain locked and cannot unlock, texture errors, items which are oriented incorrectly in -the hand and one that took a long time to build but was lost indefinitely and unable to store in inventory like other weapons, -enemy physics falls and hit detection. There's probably more, this is just one hour. At the end of the day I cannot possibly fund this overpriced and underdeveloped game. I had hoped this would be fun, but It is not. I will reconsider buying this at a different time when things have been more developed.
A technically flawed but otherwise engaging VR rogue-like dungeon crawler This game has a fairly simple game loop of descending into the dungeons, killing and looting then returning with your loot to level up your character and craft new gear. Its incredibly simple but its super fun and makes me want to go back time and time again to get just one more weapon recipe or one more level of the dungeon. I've played this game far more than many other VR titles that don't seem to hold my attention like this one does. I played this with Valve Index and a 2080ti card so performance wasn't a problem. The graphics are a little simple so it would be nice if there was a way to bump up the detail for higher end systems. The index controllers mostly worked okay but you can squeeze the controllers to grab or drop items. In the heat of combat I tended to tense up a bit which would trigger the controllers accidentally, resulting in dropping or sheathing my weapons. Note that to play this game at its best you need a fair bit of space to swing the controllers. The enemy will stay out of range mostly and lunge it for an attack. Having a long reach is definitely an advantage but be careful of punching objects around you in the real world! The combat is pretty good, that is to say its better than a lot of janky VR combat systems out there. It does its best to detect collisions so you can see the enemies weapon and move to block it, but sometimes they will damage you One of my big disappointments is with the sound design. The developer could have done a lot more with ambient sounds in the dungeon. The notes you find have voice-overs that are very well done and the music is pretty good but only plays when fighting or crafting. I played this with free-locomotion mode, with movement set to the slowest. I am susceptible to motion sickness but with these settings the game has hit on the right combination of moving between rooms then being stationary for a fight before moving on again. The one time I went back to the early levels and facerolled through the enemies I got a bit sick because I was moving so much without breaks. This game has many, many technical glitches. Sadly I found myself winning most of the harder fights by glitching out the enemy. They will occaisionally glitch out on the environment by themselves and even lose their weapons. I found the belt to be too high and too many times I accidentally sheathed my weapon while fighting due to the attachment points. Picking up items can be difficult because your belt is in the way. At one point I had too many shields and there is no way to drop them or destroy them. I exited the game and when I restarted one of the shields was on a wall hook in the armory. I had been in that room many times without noticing wall hooks! Its things like this that could use a bit more explaining. Overall, a surprisingly good game from a relatively unknown developer. I'm not sure if it is worth the full price given the amount of bugs and lack of polish, but if you can pick it up cheap it may well give you a few good hours in VR.
Love this game. The fighting is fun, and I feel like I actually get rewarded for fighting strategically. The game loop of descending levels and finding new scrolls for swords/shields to craft and master drives me to keep playing.
This game seems to be in the right track, but needs some fixes. The fighting mechanics are interesting, the strong you move hard you hit the enemy (VERY IMPORTANT TO KNOW THE FIRST TIME YOU ENGAGE AN ENEMY). The graphics and animations of the enemies are nice. The graphics and detail on the levels, and other things like potions, seems like low graphics. One thing that should be added is that the turn allow more options (like 45°). Also, options could be in the first room, so can´t be missed.
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Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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