
Fight your way through hordes of monsters, and try to reach the fabled treasure at the bottom of the dungeon of Faveg in this brutal Roguelike RPG. Can you train a party strong enough?
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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
Engagement
Hours played at review time, across 28 reviews with recorded playtime.
Reviews
Utterly ridiculous difficulty curve. You're expected to be nearly omniscient as to the threat level of each floor, grind exactly as much as possible, and then advance. Your success hinges on getting advanced classes, but you aren't told the conditions of how to unlock one, so it's entirely possible your class choices lock you out of powering up. MP costs are so huge that you're more or less punished for using your abilities, but your basic attacks are weak and never get better, and all the tactical choices are tied into the abilities anyways. Oh yeah, and status effects never stick. Good luck doing something as simple as poisoning an enemy. God forbid you use anything other than brute force. Then again, the giant MP costs on status spells should be a good indicator to avoid them. I guess if you're the kind of person that likes bashing their head into a wall until the wall breaks, this might be fun for you. If you were expecting a deep battle system like me, what with all the classes the game claims to offer, well, learn from my mistakes.
Super fun crawler! You need to face a minimum number of encounters before being allowed to test your luck and tactics against a Boss and then descending a floor. In between encounters you can cast spells and use skills. Your party is fully healed and restores full Mana after defeating a Boss. These designs provide a fast pace play loop and plenty to think about between turns and encounters. On level up, you are offered three class choices and a single re-roll per character, combining classes, skills and stats increase is a tasty puzzle on its own. Runs are short (even if you get to the final Boss) and while there are no unlocks, you get to discover secret classes that require specific class combinations (The menu offers a full list that slowly fills up as you crawl). Only negative is the lack of key binding options and mouse support, the rest is just a delicious brain storming about tactical planning and character builds with zero legwork. A really nice pick for crawler fans imho.
Nah. Not a fan of the UI. Not mouse support. Having to hit a button every time I'm told what the damage is is annoying. Just have some floating numbers like almost every other game. There was no meta-progress I could find. You pretty much need a healer or tank otherwise a character dies easily on the first floor (which you can't always get because classes are random). The font hurts my eyes. Just not feelin' this one.
Short pointless runs where you get little control on whats actually going to happen each time.
A fun roguelike RPG built around a pretty interesting leveling system which offers many interesting choices each run. The amount of possible skill combinations is pretty staggering, though some are noticeably stronger than others. It's really fun to theorize a strong build and then try to make the best imitation of it the RNG lets you. Although if you know what you're doing you can eventually force a build you like through smart rerolling, at the risk of it maybe coming together too late. Overall an interesting little RPG!
Just like the demo promised, a bite-sized roguelike experience that will eat your time away without you realizing. While the menuing can seem a little bit overwhelming at first, the simple nature of the game makes it surprisingly easy to pick up! Really pleasant surprise, definetly recommended 👍!!
A lot of classes, a lot of enemies, and a lot of skills, for 5$. Cool little indie roguelike with fun character building.
[h1]Played On Steam Deck[/h1] [b]Depths of Faveg[/b] caught my eye with its retro, roguelike charm, but after about an hour (and two crashes), I found myself struggling to stay interested. The core idea is actually pretty neat—you pick three different classes for your party, which then can gain skills for 2 additional classes each (3x3, 9 classes), and you eventually mix and match them for tactical depth. But here's the catch: the skill costs felt way off-balance. Apart from basic healing, which was reasonably affordable, most abilities had super-high SP costs. This meant my battles devolved quickly into repetitive rounds of basic attacks, saving up precious SP purely for emergency heals. Mid-game class upgrades felt particularly weird, too. I'd choose an upgrade and suddenly watch my health bar shrink visually, even though I knew my actual HP had gone up. Scaling the health bar properly instead of just adding flat numbers might've solved this confusing quirk. Then there's the boss difficulty spike—the final boss was significantly stronger than the first, but again, instead of feeling tactical, it turned into a tedious marathon of basic hits, punctuated by the occasional necessary heal. Ultimately, I felt like I was going through the motions rather than enjoying strategic, meaningful combat. [b]Depths of Faveg[/b] has potential, but right now the balance issues, repetitive gameplay, and technical crashes make it tough to recommend. As much as I wanted to love its style and concepts, my experience just wasn’t fun. I'd give it a 4 out of 10 and requested a refund.
The game is good. But the necessity to find and unlock class combinations feels like an artificial time extension, the game is already hard enough. Also battle text is too slow.
Pretty fun game, definitely recommended for five bucks. I was looking for this sort of turn-based, combat only dungeon crawler and the simple yet surprisingly deep mechanic of combining classes feels pretty fun. Some of the UI design feels a bit clunky, but I really hope the game does well enough for its dev to continue making games.
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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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