
Enter the Diebrary! Test your reflexes and wit in this fast-paced arena roguelike, where you must fight through thousands of enemies to make it out alive. Choose upgrades and power-ups to increase your chances of survival, then vote on new twists to spice up your next run!
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About


Choose 1 of 5 main characters, each equipped with their own unique abilities and skills!
Who will help you defeat the evil hordes?
The Elph? The Cone Dog? Or the Barbarian?

With 7 primary weapons, and 12 secondary weapons - things will start to get hectic, real quick.
A wand, a spear, a bow and a boomerang will make you mow smoothly through thousands of enemies.
Test and experiment to find the perfect combination.
Enemies beware!

Early in the game you will stumble upon a caged pet.
They’re surprisingly powerful Allies in your fight with hordes of foes!
Plus, they're pretty darn cute.

Unlock boosts with the currency you gain during every run to make your Character stronger.
Temporary boosts stay with you for the run, perks unlocked in the perk store help you get farther in the game.
And if you'd like to try something new, you can always refund and shuffle your boosts as you wish!

Play the same Story in async multiplayer with your friends and vote on how the Story evolves at the end of each Chapter!
There are over 50 Plot Twists to throw in the mix, you'll find something different each run!
Story Twists
When playing together with friends, each of you can play through every Chapter solo, and then place your votes for Plot Twists at the end.
After the voting ends, a Plot Twist is chosen and takes effect for ALL players in the Story!
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 39 reviews with recorded playtime.
Reviews
To sum up in a word: Addictive. I'm gonna focus on the early experience here, since due to how Diebrary is designed, it's going to be kinda similar for most players. And I'm gonna be blunt: Not too many of us are going to enjoy the first 3 minutes of the game. Only. The first 3 minutes. After you get a few levels and upgrades to the Elph N Ranjar and the wand (because you can ONLY use these for the first run of the game - this is why I said the early game's gonna be pretty similar for all players), you'll feel a LOT better. After you hit the 6 minute mark, you're like "Oh crap, this is pretty fun." After playing the game for TEN MINUTES, I can safely suspect you'll be hooked. That's right - [b]you will probably go from "Bleh, bland" to "Feelin It" to "Yeah, I wanna play this more" across 10 minutes of gameplay.[/b] <ramble about mechanics and gameplay and stuff ahead> Every level you get 4 choices of upgrade, which I think is fairly standard for the genre (Most of my experience comes from Vampire Survivors). These upgrades can be for your weapon (The Wand, on that first run), for a Secondary Weapon or three (non-primary weapons that you pick up with a level upgrade, quite like Vampire Survivors), your Character's Active Skill (Elph's is some sort of trap - I admit to not using it or looking closely at it), or some form of I-hate-to-use-the-word-"generic"-because-it's-not-the-right-word upgrade. The thing is, these upgrades aren't (usually) just like "lol hit harder" or "Thing become better," like many upgrades in Vampire Survivors kinda felt like. [b]NEARLY. EVERY. UPGRADE. IS. MEANINGFUL.[/b] I [b]strongly[/b] encourage you to take the time to read the text for not just the four upgrades available, but any upgrades that show as following that particular upgrade. Why? Because upgrades BRANCH. Particularly for P&S Weapons and Character upgrades, taking one upgrade may lock you out of other choices, but unlock the paths towards others. The "generic" ones are look like a loop - one upgrade that branches into two choices, and then either choice leads back to a final one. Each type of "generic" upgrade follows a theme - piercing projectiles, splitting projectiles, chaining projectiles, combat pets (yay pets!), attack rate, damage, etc. [b]Many upgrades come with a weighted trade-off.[/b] You'll attack significantly faster, but your projectiles are slower (I think that was one). You shoot two projectiles instead of one, but they do a bit less damage each (I think that was another). Diebrary, much more so than other games of the genre I've seen, requests some [i]thought[/i] put into your upgrades. I say "requests" because the upgrades are weighted in your favor - they're like 70-80% good, 20-30% bad; so you can probably yolo your way through the upgrade process and still kick butt. Just not as much butt. Character, Secondary, and Primary weapons follow (usually) a 3-level tree; the first node splits into two options, then those two options split into a total of 3 options, with either one leading to one unique to its path or a shared upgrade. It makes more sense in the picture - see the fourth-from-the-last screenshot above. These are all potent, and different branches have slightly different themes. But here's the kicker. Grabbing any of those third tier upgrades will unlock a new tree of options unique to that selected upgrade. For example, on my first run, I chose a 3rd tier wand upgrade called Full Auto or something - and next level I was offered another wand upgrade that held a new 3-tier tree [i]that was unique to Full Auto.[/i]. The 3rd-tier upgrade tooltips will (poorly) explain this, but it'll catch a lot of folks off-guard, I think. Either way, like I said - every choice is meaningful. That Full Auto tree, for example, was all about Piercing projectiles. I then got some points in a "generic" loop that focused on Splitting projectiles, and very quickly I was clearing an entire pie-shaped section of the screen per wand blast. it was AWESOME. Anyhow, enough about upgrades - they're meaningful, they're awesome, and they lend themselves well to at least a little mid-run advanced planning. When you complete your run, which will probably be easy, because these upgrades are pretty hardcore, you'll be introduced to The Thing That Will Set Diebrary Apart. The Plot Twist system. See, Diebrary calls your first run a "story," which is kind of a weird word to use. But then you finish it, and you get to select one of 6 (out of a total of I think 50-something) Plot Twists. These plot twists will alter the next game, and all following games run in the same "story," in a significant and gameplay-altering way. From what I've seen, some sound mostly/entirely good, some are kinda neutral, some are a pure pain in the butt with no discernible benefit (alas), and many are just kinda... weird. Like, one of them makes you farm experience. As in, you PLANT the experience IN THE F***ING GROUND, and it GROWS INTO AN EXPERIENCE PLANT a little later that you harvest for a lot more experience than it was originally worth. WEIRD. But NEAT. Anyhow. This game is based on repeating runs within the same story while accruing more and more of these Plot Twists until, I guess, either you break the game or the game breaks you. I can see either. But there's more. These stories? Unless you choose to play one "Solo" (there's a dropdown when you create one), they're asynchronously multiplayer. You can make a public story, wherein ANYONE can play your story, and each person who does, at the end of their run, gets to vote on one of the available Plot Twists. And once the voting period is over, the winning Twist is selected and the story iterates into the next chapter, where it all repeats again. Or, if you don't wanna play public like that, you can play a private story, where you share a story with a few of your friends, complete with the voting mechanic. The trolling potential seems significant. Finally, you earn currency as you play Diebrary, in the form of Scraps, Scrolls, and Tomes. Scraps seem to drop from anything, and I got a handful of scrolls every boss kill. Tomes, however, are awarded whenever the voting period of a chapter that you participated in is complete (pretty sure this includes Solo stories - the game mini-tutorials imply that Solo stories basically just have a voting time period of "nada", so whatever you select "wins" and the chapter concludes). You use Scraps, Scrolls, and Tomes to unlock bonuses, characters, secondary weapons, and plot twist options in the "Perks & Unlocks" screen, which you can access during character selection. These are very Vampire Survivor-esque - increasing costs for multiple ranks of the bevy of options laid out before you. But you can also Refund (most) of your purchases if you don't like what you ended up having bought, so you never feel like you can choose a "wrong" upgrade. </mechanics ramble> Sorry, that was kinda long. But this game has me excited. It's a blast, and the Plot Twist system promises to make it a unique entry in the genre that I really hope explodes in popularity (partly because we'll see more and more bogusly-huge public stories). It has some downfalls, but overall, I was impressed with the quality of product that I got for five bucks. Give it a shot.
There's something there with each weapon having 3 evolutions that each have unique branching trees for giving something to discover with successive runs, however every other part of the game is lacking. It feels like the devs got so focused on making this system cool and trying to do something different with the story system that they lost all sight of what makes other survivor games good. I'll break down some of my major criticisms: Characters - At no point was I excited about unlocking any of them. I have no favorite, and none of them are exciting to go back to. The decision before a run should be 'what kind of build do I want to do and what character has an interesting way of facilitating that?' Instead in this game it just comes down to picking the only one that is generally useful because it has a dodge roll ability. The rest of them are either incredibly lackluster or even detrimental to make use of their skills. The newest character that switches between sun and moon is just terribly designed. Choose a mode that makes you take double damage or choose a mode that makes you gain less XP? I'd rather choose to not play it. Yes, it has upgrades that lessen the downsides and give slight upsides but they aren't that good, aren't that interesting, and I'd rather spend my level ups on any other weapon/aspect of my character. Which brings me to the next bit.. Leveling Choice - While I like some of the decisions here, chiefly that if one upgrade is going to be an option it always displays the alternative choice it locks you out of if there is one, overall it is a very shallow system. Each weapon has a three row branching tree, so you have an initial upgrade that branches into two choices, and then 3 at the bottom row that branch from the previous 2. Then based on the bottom one you chose, the weapon evolves and gains a 2nd tree of the same size and shape. This amounts to 6 level ups spent on it, and then a bunch of trees that have about 4 or so nodes in them. The problem is the amount of levels you get in a game does not really give you any interesting choice or builds here. You generally get to max out one weapon, maybe get another one decently progressed if it has come up enough, and then just have some generic good stuff with a couple stronger boss abilities. So every run feels equally shallow in choices whilst being easily comparable in power level. You just don't get enough levels, and the game's main feature makes this even worse. Story Book - I saw in another review the developers responded that they only expected people to have a few twists added to their run, and was absolutely baffled. The game is so mind-numbingly easy and boring that I think most players will make the same assumption that adding more twists is the intended (and frankly it is the only way) to increase difficulty. So as the lack of difficulty wears on you, you will continue stacking twists, and the game even encourages this by making the main meta reward based off how many twists you have in the run. The big problem here, though, is that the twists range from completely irrelevant to absolutely awful to play with and damning to your story if you choose one that turns out to be way worse than you anticipated, forcing you to start from scratch. This headline feature just sucks, I don't want to engage with it and seeing as the asynchronous multiplayer is entirely based around it, it is equally pointless. You can skip the twists if you don't like any of the options, but seeing as you can only add them after a run and (as I'm about to discuss) run out of meta progression without grinding twists, skipping the twist amounts to having wasted your time having even done the run. Meta Progression - It kind of just sucks. You fill out 80% of it within a few super easy runs (making the game even easier), and then are locked out of the last few options unless you engage in stacking twists or grinding like crazy. The options are somehow less interesting than Vampire Survivor's basic meta upgrades, with a section that is greyed out with no explanation of if it's just not in the game or there is some hidden thing you need to do to unlock it. One of the options is particularly egregious, which is the option to speed up the game because they clearly must have recognized the base speed is way too slow and dull. Can you please just balance the game around being fun and well paced? It's far too easy to make it so fast you may as well be playing an idle game since there is no way you can actually respond to danger if you somehow come close to losing, and by default it is painfully slow. So you have to scale it yourself to what level you want but none of them feel good because the game is just boring and when you hit the point of wanting it to just go faster so you can get your meta progress and spend less time playing it... why bother playing the game? Gameplay - My final point goes back to just failing to learn from the genre. Survivor games are generally very accessible and can almost all be played with controller and have options to enable auto targeting/aiming or allow you to do manual. There is no controller support and everything has to be manually aimed and clicked. I play intense action games and RTS games like Starcraft, but I don't play these survivor games to have to click like crazy or do bow charge attacks or whatever. These are supposed to be lower effort but still tactical and challenging. This game just isn't any of those. Oh, and before I forget - you might be swayed by seeing the cute pets. Don't be, they're the low effort option but they are visually and mechanically absent. You can get a bunch of buffs to the pets abilities but it's random which pets you get, they have long cooldowns by default, and they are incredibly pointless. There's not much going on visually, they didn't seem very powerful unbuffed (I admittedly never even bothered to do a pet run because they just seem super lame), and frankly I think they're in the game just to sell it as having a 'cute' build. Conclusion - This is the first survivor game I regretted my purchase for, even at $4.99. I loved Project Winter and bought into this because it's the same studio. I won't make that mistake again, this is just painfully unaware of the market and feels like it should be Early Access rather than a full release. I've finished all the content that isn't grinding the twists in less than 5 hours. It isn't done, it isn't fun, and you should look towards the much more promising alternative survivor games coming out in the next couple months. If the developers read this - I understand how some ideas led to many of these problems and appreciate the attempt at many of them. I even think many of my criticisms can be fixed and there is something there to be salvaged. However, this should not have hit release like this. Other survivor games have 10+ hours at EA release, let alone full release. This isn't there and a lot of it feels like it needs a lot more time in the oven with a lot more feedback. I would like to no longer regret buying this at some point. I would also be open to having a discussion about my thoughts on the game, I do have game dev experience.
Like an easy, samey, not very visually pleasing Vampire Survivors.
I've played a ton of survivor games, and this wasn't it. Nothing made me want to do another run. Doesn't help its really easy
[b][i]For people who enjoy roguelike bullet hell with similar gameplay to Vampire Survivors. It's a fast-paced action-packed game where you destroy various monsters, beasts and demons, increase your level and choose your skills.[/i][/b] Gameplay: https://youtu.be/glVZj2ufnVY Diebrary is a game to check out. As you progress, you can unlock five characters with each character having their special skills, traits, and stats You don't have to start from scratch after every death. You can earn and build up powerful abilities to strengthen their character. [u]You can read other reviews and subscribe to our curators. Welcome![/u] [url=http://store.steampowered.com/curator/25737869/] 5 minutes of game [/url]
scam, and the devs also put this game on internet you can play it for free.
slow, feels like a flash game that was released 15+ years ago
Easy refund. Bad design, boring gameplay, Halls of Torment much better
If your into Roguelite Tower Defence games such as Spirit Hunters or Brotato, then check out this one. Diebrary is worth the low price, and great replay value. So why not Enjoy, I know I am. Blockhead APPROVED!!! [url=https://youtu.be/Q5wlWMU2_Yg] Gameplay VOD [/url] [url=https://store.steampowered.com/curator/28820007] Recommendations [/url] [url=https://www.youtube.com/@kreatorb] YouTube [/url] [url=https://twitter.com/iPlayKreatorB] Twitter [/url] [url=https://www.tiktok.com/@iplaykreatorb] TikTok [/url] [url=https://www.twitch.tv/iplaykreatorb] Twitch [/url] [url=https://kick.com/kreatorb] Kick [/url]
Cool game, if you like Brotato or Vampire Survivors you will enjoy playing this one!
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