
Embark on a monster-slaying adventure as a caped hero wielding his anti-fragile blade! A hack-and-slash, isometric roguelite with beautiful procedurally generated worlds, challenging bosses, creative build choices and endless gameplay!
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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**languages with full audio support
Engagement
Hours played at review time, across 22 reviews with recorded playtime.
Reviews
Granted this game was in early access so a lot of what I'm going to say here is going to potentially be fixed over time, but as of the version I played there is a LOT to be desired. First thing is the game itself claims controller support, and while it was true I was able to move around with the analog stick (for reference sake using an Xbox One controller), none of the other buttons were functional. If you're going to play this, just assume you'll be doing mouse and keyboard until they work on more solid controller support. The game itself attempts to be a roguelike, with very VERY limited features. You get four classes that give slightly different starting bonuses but otherwise there's no difference in the weapon you use or any of that. You get a sword and one special ability slot to do something like cast a lightning bolt, or spin the sword around in a circle. The ability has a cooldown and they all work off of mana. You also have a dodge roll. I should also note in the version I played the game said the skill key was K, but it was L. K was actually the dodge roll. The correct key, however, is admittingly represented if you go into the controls section of the options. Progression consists of going through very similar looking maps and fighting X amount of enemies which you can see the total amount of in advance. When you kill the enemies a portal opens and you go down to the next floor. Rarely you might stumble across a safe zone where some NPCs offer random things for gold you get from killing enemies. The game has two major issues which need to be addressed before it's really worth playing, however. The first is that from what I could tell there's no way to heal aside from RNG blessing you with a HP increase inside of a chest during a run. There's no potions of healing nor did I see a NPC that heals you to full inside of the safe zones. Ditto for mana. You're basically hoping RNG blesses you with healing at the exact right time to push forward in the game. The second issue is it didn't seem as if you ever unlocked anything for good. There's no real reason to play the game more than once. As I said none of the classes feel very different at all aside from a few minor things like one might swing the sword slightly faster. Maybe there are plans to fix these things. To add more features, etc. But for the time being in the current state of the game ...eh, give it a miss.
The game feels very clunky (bad hit boxes, sluggish dodge, very basic graphics, etc.) and there's no depth to the combat. I'm not sure why I need to register for an account before playing the game.
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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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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