
Dawn of the Mexica is a turn-based roguelike that blends accurate history and mythical fantasy. It features complex combat mechanics, tactics and skills, yet also brings you an easy to use interface. Fight your way through the procedurally generated scenarios and stop the fall of the Fifth Sun!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain**languages with full audio support
Engagement
Hours played at review time, across 32 reviews with recorded playtime.
Reviews
If you like Sil, Infra Arcana, and/or Tome4 you'll probably like this. On top of delicious tactical combat (and really cool mechanics) the Dev has provided a top-notch UI/tileset with a well-researched setting to boot. Cannot recommend this enough for anyone who likes roguelikes or a neglected setting/mythology.
A deeply tactical and challenging roguelike that leads you through the Aztec underworld to the realms of the gods. * Fascinating mythology and stone-age combat aesthetic * Multiple viable combat and survival strategies. * Highly lethal combat system that may be frustrating for the casual gamer. Most deaths past the very beginning will occur from incapacitating crits (and sometimes critical fumbles); successful strategies will revolve around mitigating risk and/or playing rocket tag with certain enemies so they can't fight back. Unlike many other games, hit points or health is a very poor measure of character survivability - in comparison with defensive skills, armor, etc. Control of distance, visibility, light levels, and cover are very important. Personally, I like it; but not for everyone. * Fairly linear game world, with one optional offshoot (to my knowledge anyway, have gotten far but not completed the game). HOWEVER there is ultimately a wide variety of terrain types within that line. Every single game level provides a new and unique challenge (sometimes in the form of new enemy types rather than new terrain). Cope with freezing cold areas, sweltering heat, rivers filled with deadly salamanders, crushing earthquakes, ferocious winds that batter you against razor-edged rocks, giant owls with incapacitating cries. * UI somewhat awkward and inconvenient - multiple key strokes needed to light or extinguish a torch or swap weapons around; buff spells may have a short duration and need to be manually refreshed on a frequent basis.
My first character ended up almost dying of thirst in a cave, but was saved from that fate by getting surrounded by jade bugs and bats, who impaled my abdomen, broke my leg, and inflicted upon me Fist of the North Star levels of bleeding. I had failed to pay attention to my surroundings, and thus I had stumbled into my own grave. My second character didn't even get that far, but met a Conquistador somewhere in the opening forest. He decapitated me with one hit. My third character got lost in an underground maze and beaten to death by screaming cultists. 10/10 Would epically fail to find the misplaced sun again.
There are three things that make this game not really my style: 1) Lack of clarity, especially in the math. No way to know whether a club is better than a spear. No way to know whether 3 points in 1H is better than 2points 1H 2points shield. Imo there can be no meaningful difference between a skill that gives you dmg increase and a skill that gives you defense increase if you don't know the math behind it. Even the most notable mechanic in the game, guard/meditate actions, has no clear effect without knowing the math. 2) Lack of food/doom clock, it's a "rest until fully healed" game without many consumables. 3) General lack of QoL: autoexplore/run, common actions like lighting your torch taking multiple precise keypresses.
A very well-researched Mesoamerican roguelike that delves into a setting rarely explored in gaming mediums. The combat descriptions are quite nice, and there are a variety of different skills and classes to unlock. It's quite enjoyable to try some utility skills to round out your character, things like swimming, liquid identification, and others can all be of service. The main negative is that deaths can be nearly instantaneous. This makes for a game of planning, of thinking, "Hey, I'm a caster, maybe some perception will keep me from getting mauled around the next corner." However, as the game is approachable for new runs, this isn't much of an issue (though there are times when I'm wondering how to improve). It's a whole lot better than TOME 4's instadeaths 15+ hours into the campaign. I'd say go for it. Support the small but growing roguelike developers on Steam. Dawn of the Mexica is not only a blast right now, but it has even more potential.
So far very much liking what i see. IT's a VERY unforgiving roguelike with unlockable classes. I LOVE IT! Controls are nice!
---{Graphics}--- ☐You forget what reality is ☐ Beautiful ☐ Good ☐ Decent ✔️ Bad ☐ Don‘t look too long at it ☐ MS-DOS ---{Gameplay}--- ☐ Very good ✔️ Good ☐ It‘s just gameplay ☐ Mehh ☐ Watch paint dry instead ☐ Just don't ---{Audio}--- ☐ Eargasm ☐ Very good ☐ Good ✔️ Not too bad ☐ Bad ☐ I'm now deaf ---{Audience}--- ☐ Kids ☐ Teens ✔️Adults ☐ All ---{PC Requirements}--- ☐ Check if you can run paint ✔️Potato ☐ Decent ☐Fast ☐ Rich boi ☐ Ask NASA if they have a spare computer ---{Difficulity}--- ☐ Just press 'W' ☐ Easy ☐ Significant brain usage ✔️ Easy to learn / Hard to master ☐ Difficult ☐ Dark Souls ---{Game Time}--- ☐ Long enough for a cup of coffee ☐ Short ☐ Average ✔️ Long ☐ To infinity and beyond ---{Price}--- ☐ It’s free! ✔️ Worth the price! ☐ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money ---{Bugs}--- ☐ Never heard of ☐Minor bugs ✔️ Can get annoying ☐ ARK: Survival Evolved ☐ The game itself is a big terrarium for bugs Posted 23 November.
I've just started this and made it through the first map. I'm liking it so far. I've played a lot of Rogue-likes over the years. Dawn of the Mexica is very true to the roots of the genre, with turn-based moves, focus on the main character, and of course perma-death. The shift to the Mexica mythos makes it new and compelling. Try it out if you like old school Rogue-likes.
Perdi a mi amigo cuando un cocodrilo le atacó por la espalda y lo destrozó. Acabe con el cocodrilo, le quité el arma a mi amigo, ya que el no la iba a utilizar más. Me adentré en un templo donde ataque a un sectario con el arco mientras dormía. Un poco más adelante encontré a otro sectario durmiendo, pero como estaba oscuro no podia ver nada con el arco, asi que me acerqué a él poco a poco para aplastarlo con mi garrote. Cuando me acerqué, se levantó rapidamente amputandome la pierda derecha por la altura de la rodilla con una daga con una fuerza sobrehumana. Se estaba haciendo el dormido...No podia moverme ni atacar y me desangré.
It's a thumbs up. I like the UI, the music, the tiles, the atmosphere, all very well done. However, I have some observations. A firefly with a reasonable level in casting spells and fire- and light spells will - still - get stunned every two or three turnes and will have spells misfire added to that: which makes him an apprentice at best. And how many levels reading are needed to be able to read a spell found in the beginning of the game? The same goes for examining the potions. It makes the 'luck-factor' feel a bit imbalanced at times. Its surprising and fun to unlock new classes (no spoiler) but a little info or hints(?) on the how to's wouldn't hurt. And stats of spells? Healing using bandages can be cumbersome too, with the inventory screen closing after every single use... And there is an option to reload the last character but how about an option to reload the last character just before setting off in the wild? A 'quick' start enabling the skipping of visiting every room in the village and determining the loadout? Just as an option? Having said all this; the game has personality. I like its 'weirdness'. After Caves of Qud and Cogmind it's my next favourite to be. It is a game that makes me want to come back to it, no matter its flaws.
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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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