
Assemble a party, explore the dungeon, fight your way through hordes of monsters, and defeat the Demon Lord in this brutal dungeon crawler. Are you up to the challenge?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Ukrainian
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
The big failure of this game comes down to two things: Extreme lack of depth, and complete dependence upon RNG. The audio is fitting, if repetitive, and the visuals are great, but once again repetitive (Between each floor there is just a colour-palette change). I grabbed this game as part of a bundle with another game as I like Dungeon-RPG games like Wizardry. But this game? It sucks. The average wizardry-like DungeonRPG in the 80s had more depth than this. There are no items, there's no real tactical prep in combat. Enemies often do one-shot damage on every floor unless you've just been mindlessly grinding for a while. Combat often feels like a complete gamble. There's no formation system so your spellcasters got piled-on right away. I had a solid 30 minutes where I wanted a bishop so I could do any kind of healing for my party mid-combat. Here's how it went: 1st bishop: Lives a solid 10 minutes, but learns 3 non-healing spells and then dies because the random stat level-ups never upped his health. 2nd bishop: learned Light Heal, raised his strength 3 times and never raised his skillpoints so he could only cast once in an entire combat encounter. Died a few minutes in. 3rd through 6th Bishop all died in their very first combat encounter as the enemies would pile on the weakest part of your group. Floor 1 butchers can hit twice per enemy for more damage than a Bishop gets as their max-HP even on lucky stat rolls. Your own damage is way too random too. There are attacks and spells that un-ironically do 1-40 damage as their spread. Your character can land 10 perfect hits but contribute close to nothing because it was all single-digit damage numbers. The reliance on your characters randomly discovering new skills is tedious at best, whilst the enemies seem to have close to no limits. Dark Mage enemies can cast Light Arrows, which I don't think any class available to you could do, given the contradiction. The UI is...atrocious. The lack of map is fine, I get that it wants you to map for yourself, though an actual in-game tool to do that would have been nice and more immersive. If you don't remember what level your skills are, you can't see that during combat. You're new and don't remember the party composition you already have? you can't see that whilst picking new potential party members. Pressing escape doesn't pull up a menu, it just rests the party with a chance to be instantly ambushed. You can't adjust volume sliders or anything once you're already in-game. It's a complete mess. Overall, the game's playtime is 10 times longer than it should be because of not just bad design but also extremely basic design. It is simply a slog of trying to get your party to a state of competency and constantly being set back when trying to do so. There's no tactics involved, there's no formation system, no coherency to levelling and getting characters where you want them to be (See: Bishops who always get strength level-ups and never unlock healing magic...). Perhaps I'm asking a lot of a cheap game, but a bit more depth and less RNG focus would have made this a great game, given that its visuals and music, especially for combat with enemy spritework, is amazing, if sparse. It's a 4/10 sadistic piece of software, and that 4 is purely from how good the soundtrack is. Save yourself some money, just buy the soundtrack.
Definetly a niche game, for sickos who like to map their dungeons by hand (or using apps like Grid Cartographer). But if you're one of those sickos, this is a great take on the dungeon-crawling formula - it's Wizardry-inspired, but not derivative in any way, also taking inspirations from the SaGa games. Difficult and sometimes frustrating, but extremely atmospheric.
I enjoyed mapping out the dungeons, but there's an extreme lack of polish. The invisible doors are cute but become frustrating. The combat system is abysmal and ruins any potential the game had - you end up by just figuring out what types of attacks the enemies are weak to and repeatedly using those against them.
Класна гра як для жанру "старої школи" і + покрові бої з монстрами, з якими треба продумувати ваші ходи дій, щоб команда могла вижити і після перемоги над групою ворогів (група ворогів до речі може обмежетися не 1 раз) підняти рівні своїм персонажам, щоб просунутися по сюжету і здолати Демона-Лорда Леінада. Після перемогою над ним можна пройти історію Леінада, коли його здолаєш в основній грі. Непогана дандж-гра із атмосферою та як представнику жанру Темного фентезі. Особисто мені сподобалось битися із групою ворогів під класну бойову музику. Рекомендую.
A challenging old-school dungeon crawler that rewards note-taking and experimentation. Demon Lord Reincarnation is a traditional dungeon-crawler in the fantasy genre. The player must defeat the reincarnation of the titular Demon Lord with a party of adventurers recruited in the dungeon. Along the way, the player will need to carefully map their exploration through the dungeon, participate in turn-based tactical battles, and replace any unfortunate adventurers that should perish during the journey. The gameplay mechanics of Demon Lord Reincarnation are relatively simple and straightforward. The player explores the Demon Lord's dungeon, recruiting adventurers who participate in turn-based battles and make use of unique skills to gain tactical advantages. Winning battles awards experience points which are used to increase the statistics of the individual party members, which will eventually make them powerful enough to challenge the Demon Lord. There isn't anything particularly novel about these mechanics, but they create a fun, streamlined experience that make it easy to jump into the game without needing to spend too much time deliberating on tactics or party customization. For those that like experimentation and discovery, there is a reasonable amount of hidden mechanics related to combat that can give curious players a significant tactical edge. Each floor of the dungeon is navigated in the first-person, though scarce details and labyrinthine corridors necessitate the use of mapping out one's exploration using tools outside the game, like pencil on graph paper. This adds an additional element of interactivity, that is equal parts zen and exciting. Though this sounds contradictory, it's undeniably enjoyable in a way that many contemporary dungeon crawlers aren't able to capture. There isn't much to say about aesthetics. The music and sound design are serviceable, and the first-person environments aren't very visually interesting. Noteworthy, however, are the character and enemy portraits - these gorgeous sprites paint pictures of both heroic adventurers and terrifying creatures that stimulate the imagination in spite of their basic 2-bit color. Demon Lord Reincarnation pays homage to the dungeon crawlers of old while being a respectable bite-sized entry in the genre that stands on its own. I would recommend the game to both fans of old-school crawlers and anyone who has wanted to give one a try.
I bought this game when it first came out. Like the day it came out. And only decided to finish it a year and a half later. There are other reviews that put it in a better perspective then me, but simply this game is bad. I follow the developer on Twitter so I know they're doing their best, but still man.. I was really excited for this game only to be heavily disappointed. Positives: The music is nice, and the characters/artwork is all very badass. That's about it. The combat system is horrid with the random numbers being thrown at you in the format of a random AO3 fanfiction. The power creep IS INSANE. Let me repeat, INSANE. The monsters one shot absolutely everything until you get lucky enough to be able to grind to be stronger than them; which the "grinding" is you spamming escape to heal, and pressing the same to buttons repeatedly to skip the previously before mentioned combat system. I PROMISE YOU, that if you couldn't escape every fight with 100% certainty, the game would be impossible. Story is lack luster which is fine, I understood what they were going for with the old challenging arcade games but there's also no depth to the exploration which is a big plot point for RPGs. You are forced to create a map of the real world to know where you are going--but omg, the game is so boring I just looked up a map. I cannot be bothered. There are many more things to diss about the game, but I wanted to leave this review as a strong personal thing because I HAVE been following development. I understand it's someones first game. But I was so miserableeeee. Ok. That's it. Sorry.
Battle music goes ridiculously hard 10/10
Цікава гра, повертає спогади про класику жанру. Проте, на жаль, українська локалізація відверто погана й потребує дуже ретельного редагування та значного переписування з нуля.
It's like wizardry without any of the details and minimap. You fight and such but no idea what anything does because there is no details menu. "You find a suspicious stick, do you want to equip it?", i guess it raised a stat. No mouse support, just arrow keys, enter and backspace. No button mapping. One of the opening flashes was to read the manual located in the game file. No thanks. If i need to read a hidden manual to operate a videogame in 2024 ...
地下4Fに到達したので追加 なんやかんやダラダラやってます。結構単調でシンドイのですが…。 地下4Fからキャラ入れ替えのため地上へ行くのだけど遠い…。 キャラのスキルが弱くて悲しい。 治療系のスキルがへぼすぎて泣ける。 地下1階をマッピングしての感想。 没入感を重視してオートマッピングを実装していないそうですが、没入感に貢献していないと思う。 方眼紙マッピングを推奨してるようですが、方眼紙がないのでopenofficeでマッピングしてるのですが、 アプリ間を行ったり来たりして没入感がそがれます。 また、翻訳が悪く没入感を削がれます。これは日本語に同音異義語が多いせいと、没入感を重視しない場合は問題にならないレベルの誤訳で意味はつかめます。 ただ、没入感を重視して何かを実装しないくらいなら、翻訳の精度が気になります。 又は、第一言語のみにしたほうが誠実だと思います。 その他没入感がそがれる点としては、戦闘メッセージが気になります。スライムに貼り倒されたり、ゴブリンのアッパーカットはちょっとやる気を削がれますね。ネタゲーならそれも良いかと思いますが…。 銭湯はシビアですが基本100%逃げれるようなので難易度は高くないです。 勝てる相手とだけ闘いましょう。死んだり全滅するとそれまでの努力がパーになるので そのため時間さえかければある程度強くなると思います。 私には没入感を言い訳にして実装をサボってるだけに感じられた。 没入感を云々するには雑過ぎると思う。 マッピングにうんざりしたので地下1階でお終いにするつもりです。
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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