
Hack, Slash, Parry and Dodge your foes in this Souls-like Action RPG. Explore the countryside in search of The Devil Fragment while fighting enemies with a multi game inspired combat system where you can launch foes into the air and then juggle them to build your combo meter for multiple buffs.
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Launch foes into the air and juggle them with relentless attacks.
Backstab and Parry enemies then land a devastating charged attack.
Build up your combo meter for buffs to change the tide of battle.

Slay foes and gather devil shards to level up.
Build into a fighting style of your choice.

Search every corner of Grimthorn for upgrades and weapons.
Find Sub-Weapons, Items and Gear to augment your abilities and fighting style to give you a edge in battle.

Fight multiple bosses with unique movesets.
Dodge overwhelmingly powerful attacks and avoid stunning barrages.
Watch unique death scenes for every moment you may fall in battle.
After facing the wrath of a enemy comeback with better knowledge and strategize your next attack.
A Unholy Comet has crashed upon the world and has broken into multiple large pieces scattering across the lands. One of the smaller fragments has impacted the countryside of Grimthorn. The Impact site has begun to spread corruption through the lands waking the dead and infecting the living turning them into devils. These corrupted impact sites from then on were known as Dead Wells.
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 42 reviews with recorded playtime.
Reviews
Themes across 42 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
Игра сломана Ещё в демо было заметно как мало уделено внимания коду и технической составляющей игры, но я надеялся что это были проблемы демо, а ведь игра была в разработке 3 года, разумеется к релизу они пофиксили все технические проблемы, да? Нет. Прикосновение к костру открывает меню через секунд 5, и пока у тебя есть это время, ты можешь бежать куда угодно и ломать игру открытием меню костра в местах где этого делать нельзя, в том числе скипая бои с боссами. Игра через какое-то время входит в режим слоумо, непонятно в честь чего, непонятно зачем, но всё вокруг вас замедлится в несколько раз. Зато вы ускоритесь и можете бегать быстрее чем лошадь. Почему и как это активировать специально я не понял, но иногда если ты прыгаешь то игра, ну, буквально меняет свою физику и ломается. Нажатие на кнопку таб откроет меню, но повторное нажатие не закроет его, тебе нужно закрыть его мышкой Инпуты комбо атак сломанные, я буквально нажимал неправильные комбо, но игра всё равно засчитывала мне те которые на самом деле я не сделал Во многих местах можно встать и смотреть сквозь текстурки и находить все секреты в игре в игре есть 7 типов ресурсов которые тебе падают и я за 2 часа игры искренне непонял зачем они нужны в принципе, если каждый враг умирает от одного комбо с кулака и ресурсы не тратятся Причем непонятно зачем в игре оружие, если кулак убивает ВСЁ, причем настолько хорошо что умереть при этом почти невозможно Лошадь это отдельный мем, я так и не понял, планировалась ли она настолько ничтожной, или это прикол разработчиков, так как они сами написали что для прохождения игры лошадь не нужна, но да, лошадь в игре действительно не нужна. Более того, перемещения на лошади медленнее чем пешком и единственное в чем она полезна - для того чтобы сломать игру ещё сильнее и перемещаться в места куда тебе по идее нельзя, но можно летающей на багах лошади Все меню сломанные, почему в меню супа есть вообще кнопка выхода из игры, выхода в сброс локации, выхода в меню. В дарксоулсах кнопка выйти, которая расположена внизу, дает выйти из костра и я не раз и не два по привычке нажимал нижнюю кнопку в меню и попадался на это Почему нажатие кнопки таб когда ты просматриваешь цвета доспехов вызывает открытие комбо листа? Почему меню эквипа оружия и меню эквипа абилок и колец это две разные кнопки, и почему это не вкладки в табе? Я же буквально не мог понять как что-то снарядить пока не посмотрел в настройках, что оказывается в игре ТРИ МЕНЮ ЭКВИПА: эквип цветов и коня на таб, эквип оружия на зажатие кнопки оружия, и эквип доп-оружия на зажатие кнопку доп-оружия, блин, серьезно, почему это не одна кнопка с красивым и адекватно сделанным меню которым было бы удобно пользоваться? Почему если я хочу посмотреть апгрейды моего оружия я должен взять его в руки, подойти к костру, подождать 5 секунд пока меню соизволит открыться, открыть меню улучшений, увидеть что оно открывает комбо, выйти из меню улучшений, выйти из костра, открыть меню комбо, посмотреть комбо, и только после этого у меня есть вся информация для принятия решения о том хочу ли я его апгрейдить или нет. Причем что ещё глупее и смешнее - если ты хочешь сделать это для другого оружия, то начинай с начала, открывай меню эквипа(напоминаю, что это не нажатие 1 клавиши, а зажатие, то есть это не мгновенный процесс), выбирай оружие, бери в руки, и снова смотри анимации супа, это же весело я искренне люблю жанр кингсфилдов, я искренне хотел чтобы dead wells вышел хорошей игрой, потому что сама идея, левелдизайн, количество любви которое вложено в анимации смертей, в разнообразие арсенала и комбо, всё это чудесно. Но техническое состояние игры такое, что в это буквально невозможно играть если у тебя есть глаза и если ты играл в какую либо видеоигру до этого и можешь с чем-то сравнить _________ The game is broken. Even in the demo, it was noticeable how little attention was paid to the code and technical aspects of the game, but I hoped those were just demo problems. After all, the game was in development for 3 years; surely, by release, they fixed all the technical issues, right? Wrong. Touching a bonfire opens the menu after about 5 seconds, and during that time, you can run anywhere and break the game by opening the bonfire menu in places where it's not allowed, including skipping boss fights. After some time, the game goes into slow-mo mode for no apparent reason or purpose, but everything around you slows down several times. However, you speed up and can run faster than a horse. I didn't understand why this happens or how to activate it intentionally, but sometimes when you jump, the game literally changes its physics and breaks. Pressing the Tab button opens the menu, but pressing it again doesn't close it; you have to close it with the mouse. The combo attack inputs are broken; I was literally pressing the wrong combos, but the game still registered ones I didn't actually perform. In many places, you can stand and look through textures, discovering all the game's secrets. The game has 7 types of resources that drop, and in 2 hours of playing, I genuinely didn't understand what they are for, if every enemy dies from one fist combo and resources aren't consumed. Moreover, it's unclear why there is even weapons in the game, if fists kill EVERYTHING, and so effectively that it's almost impossible to die while using them. The horse is a separate meme. I never figured out if it was intended to be so useless or if it's the developers' joke, as they themselves wrote that the horse is not needed to complete the game. And yes, the horse is indeed unnecessary. Furthermore, traveling on horseback is slower than on foot, and its only use is to break the game even more by allowing you to reach places you're not supposed to, thanks to a buggy flying horse. All the menus are broken. Why does the soup menu have buttons for quitting the game, resetting the location, and going to the main menu? In Souls, the bottom button exits the bonfire menu, and more than once, out of habit, I pressed the bottom button in the menu and fell for it. Why does pressing the Tab button while viewing armor colors open the combo list? Why are the weapon equipment menu and the ability/ring equipment menu two different buttons, and why aren't they tabs in the same menu? I literally couldn't figure out how to equip anything until I checked the settings and discovered that the game has THREE EQUIPMENT MENUS: equipment for colors and the horse on Tab, weapon equipment by holding the weapon button, and secondary weapon equipment by holding the secondary weapon button. Seriously, why isn't this one button with a nicely and logically designed menu that would be convenient to use? Why, if I want to check my weapon upgrades, do I have to equip it, approach a bonfire, wait 5 seconds for the menu to deign to open, open the upgrade menu, see that it opens the combo list, exit the upgrade menu, exit the bonfire, open the combo menu, check the combos, and only then do I have all the information to decide whether I want to upgrade it or not. And what's even more stupid and ridiculous – if you want to do this for another weapon, you have to start over: open the equipment menu (remember, it's not a single key press but holding a button, so it's not instant), select the weapon, equip it, and watch the soup animations again. So much fun. I genuinely love the King's Field genre. I sincerely wanted Dead Wells to be a good game because the core idea, level design, the amount of love put into the death animations, the variety of arsenal and combos – all of that is wonderful. But the technical state of the game is such that it's literally impossible to play if you have eyes and have ever played any video game before and have something to compare it to.
Yeah it's a bit janky and has some bugs, but this game has SOUL, a very fun and a bit silly one. It's actually incredible how it keeps surprising you with everything. It has a lot of weapons, but I don't mean reskins or anything like that, every weapon is different, with their own mechanics, combos and even upgrades that changes/adds things to the moveset, every time I found one it's a joy to see how it worked. Luckily, the weapons system is really fun thanks to the enemy variety, from normal cannon fodder to the big dangerous ones, so every encounter is interesting. Also the map design is well made, not too big to get lost and with shortcuts to backtrack, and it encourages you to find secrets everywhere. The jankyness is specially present on platforming, as sometimes collisions are weird on moving platforms, and hitboxes on bosses with a lot of projectiles can be tricky. Personally I had so much fun with everything else that it didn't affect much my experience. Overall, this is a gem, a lot of work and effort, like almost all enemies has a unique game over animation, a lot of humor with the story and the mechanics, apart from some decisions on a few bosses this is a really fun and well paced game. Totally recommended. Esp: Sí es un poco tosco y tiene algún que otro bug, pero este juego tiene ALMA, una muy divertida y un poco bizarra. Es increíble cómo no deja de sorprenderte con todo. Tiene un montón de armas, pero no me refiero a las mismas con otro modelo, cada arma es diferente con sus propia mecánicas, combos e incluso mejoras que cambian o añaden cosas al moveset, cada vez que encontraba una era pasarme un rato solo viendo cómo funcionaba. Por suerte, el sistema de armas es re divertido gracias a la variedad de enemigos, desde los simples hasta los grandes y complejos, por lo que cada combate es interesante. Además, el diseño del mapa está bien hecho, no son demasiado grandes como para perderse y tiene atajos para volver, y te anima a encontrar secretos por todas partes. Los fallos técnicos se notan especialmente en el plataformeo, ya que a veces las colisiones son raras en las plataformas que se mueven, y los hitboxes de los bosses con muchos proyectiles pueden ser complicadas de entender. Personalmente me lo pasé tan bien con todo lo demás que no afectó mucho a mi experiencia. En general es una joya, se nota mucho trabajo y esfuerzo, casi todos los enemigos tienen una animación de game over única, hay mucho humor en la historia y las mecánicas, y, salvo algunas decisiones con un par de jefes, es un juego tremendo y con un buen ritmo. Totalmente recomendado.
(This review went through a few edits. I'm now over 5 hours into this game and I f**king love it) So far so good! With upsides and downsides though. [b]Upsides:[/b] [*]Kingsfield/Shadow Tower-like jank! YES!!! Sign me up. [*]Modernized gameplay. So gameplay feels better (to me) than Lunacid, for comparison. Weapons and combat has combo systems, different types of attacks/meelee swings. You can scan your environment for items/interactions and I love all these additions and design ideas brought up into the Kingslike genre. [*]Running/dashing feels alright! Movement in general feels good too! Dead Wells is fast-paced for a Kingslike, pretty refreshing! [*]Music and combat is pretty janky, so it gets pretty hilarious at moments. It's fun! [*]Maps design is GREAT! This is where the game really shines. I love the art and the secrets of this game, exploration is rewarding in Dead Wells! There are some awesome map reveals where the game really starts to pick up and make you realize its true size, those are the moments I seek in these types of games and they are truly well executed here! [*]Choices of builds: Zerker (2 handed bastard sword), knight (sword and shield), mage (spells) or gunsman (yay! Shadow Tower Abyss gameplay!) [*]The more I play, the more I feel this game grow on me. This game, despite its flaws, has really great ideas and a LOT of love put into it. I think its worth getting since its inexpensive, if you're into this type of games (Lunacid, Kingsfield, Shadow Tower, etc), especially now that the dev has announced working on improvement patches on it! Excited to see these improvements in the future! [*]❤Soup Pot weapon❤ [b]Downsides:[/b] [*]Bugs. At moments, even though I had a full stamina bar, my attacks were locked. No idea why or how. After spamming block and attack, ends up unlocking, but pretty annoying. [*]Sound. For "retro feels" reasons, I'm guessing, the cut-scenes and SOME of the sounds go through a bit-crusher effect, as if you were playing through a Commodore Amiga. Doesn't make much sense since everything else is PSX referenced, and even less sense when only SOME of the sound is bit-crushed. It gets annoying quickly because it makes everything really high-pitched and distorted. I would not play this game with earphones. So my suggestion to the dev(s); either make this effect togglable, or tone it WAY the ♥♥♥♥ down, because this game isn't going for Commodore Amiga feels. If you wanna go for low-fi, maybe just make the audio low-res like PSX used to have limitations for sound, but lay off the bitcrushing. It's gonna drive me nuts in the long run. For sure. [*]U.I. needs help. Glad that UI is only like 10-20% of the game's experience, but yikes. Layout should be easier to understand/navigate. [*]Map progress. There are some areas that are way bigger than others that require switches to be pressed to open a gate. Those are longer runs where, if you're only holding 1 potion (and no Soup Pot), you'll eventually have to run back to a campfire, restore and level up, only to realize that the progress has reset. Perhaps it was because I went to the hub where I can travel to different parts of the maps (never explored it before so I went to check it out), but anyways, once I came back, all the switches had been reset. Which is a little frustrating. The treasure chests were all reset to unopened too, so I doubled all the loot of the map, which feels like something very exploitable. [*]It's messy. There's a bunch of stuff shown on screen that I do not understand at all. Top right corner shows a bunch of numbers and icons, they go up and down -- what are they? Heck if I know. Absolutely clueless. I have a bunch of stats I can upgrade, it makes other stats go up too. What does it do? I dunno. There should be a reference sheet for this available in the leveling up menu, explaining what each stats affect/do. I don't understand what "Flows" are and I don't know how to upgrade my attack points (if I even can). Picking up new items can sometimes lead up to confusion solely from the text pop up that is sometimes a headache to read through and try to understand. I think there's balancing to do on how much information is given and at what pace. I'm not sure where to go if I want to re-read on something I picked up, because some of it seems to change the gameplay, but I dunno what. [*]General polishing needed. The state of the game doesn't feel final at all. Short example: Health bar is RED, Stamina bar is GREEN. Health pickups are GREEN and stamina pickups are RED. Why? Simple fix would do the trick! Dev's really got something good going. I really really hope they look into these issues to make the game even better. I like this game, but I don't LOVE it in its current state. I believe this game could be a 10/10 with enough post-release care! Don't give up yet, dev!!!
UI/menu is a bit of a mess, and the maps are low quality, not really about the art style which I do like, but seeing seams on the ground.
So first off, I would like to apologize to the developer, as my previous revirew contained erroneous information that was outdated. With that said, the game is well worth the money. The gameplay is fluid and responsive, the music is endearing and captivating (we even get musical soup as our bonfires) and the overall art design is a visual feast to explore in terms of aesthetic and colour palette. The combat works as a mix of kings field/shadow tower and DMC. You build up a style meter, of which you can select 3 varieties (of which I've found Impact to be the most viable early on, regardless of your weapon) and dodge, parry and counter enemy attacks as you do. The combat isn't overly hard, but it's not easy, either. If you get overconfident, you will quickly find yourself outnumbered and out maneuvered in many instance. There are lots of sneaky enemies and they have a variety of moves to keep you on your toes. Best to try and deal with 1-3 at a time if you can. The only real downside, is the writing, but honestly, I don't think it was trying to be anything profound. There is a weapon that has its main attack listed as "random bull5h1t go!" like the meme. So I think the game is meant to be a little tongue and cheeky/on the nose with its text. I will say, the first boss having music that is nearly identical to the demon souls theme, albeit with a few missing notes and a key change felt jarring to me, but that was the only track so far I've heard. The rest is all original music, and you even get a unique jingle for each type of item you find, so that's cool.
I have played a few different type of kingsfield likes and this is the first one that im not really wanting to continue. The aesthetic and beginning gameplay seem fun but it doesnt really feel like this game is done cooking quite yet. It needs some bug fixes and some smoothing over with the UI and tutorials before id be willing to give it another go.
Crazy audio and weird bugs overall maybe i'll grab it again later after some big patch happens to fix it because i see the potential but not in its current state, also after i turned it off it kept putting a strain on my pc only a reset could fix
I can't recommend this game at the moment, as the combat does not feel very good to me at all. Way too janky, combo's feel almost like they string together at random, and i'll stand there clicking my mouse to death while my character does nothing, even when i have a ton of stamina. I can see the potential though...
Shadow Tower Abyss if it was released on Nintendo 64 and had air juggle mechanic and world's most jank horse for some reason. P.S. Apparently you can change a horse's skin into a skateboard or a random guy on his fours. It makes much more sense now. Also dev keeps tweaking the save system, so maybe wait a little before its polished.
Cool mix of dungeon crawler, souls-like and slasher. There is some issues with GUI and combo input feels off for me, but it's still fun to find new weapons with many combos to play with without a need to upgrade to +10 like in souls like - upgrade here just unlock a new combo and gladly character skills does not affect damage as well. It's one of most creative indie souls-like and just need a bit of polishing which could be done with patches without reworking whole game.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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