
Fight your way through endless waves of monsters as you enhance and refine your build through Augmentation! Discover unique weapons that change your play-style in every run. Experiment with rare synergies, evolve your gear, and see how long you can survive the escalating chaos.
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About
COLLECT UNIQUE ITEMS
Eavor has an ever-growing roster of interesting items that will augment your play-style!
Find out how many augments you can collect before you're decimated by the endless hordes...
DEFEAT UNIQUE MONSTERS
In Eavor, you'll fight against a variety of different monsters - each with unique personalities/tendancies.
Defeat as many monsters as possible to strengthen your character!
PURCHASE STRONGER WEAPONS
In between worlds, you'll be able to spend a special currency to purchase new and powerful weapons!
EXPLORE UNIQUE WORLDS
In Eavor, each map is procedurally generated and completely unique to keep each run new and exciting.
Travel accross 3 different biomes, with many more to come in future updates!
MASTER EACH WEAPON CLASS
Each weapon class offers a unique play-style, but it's up to you to find out which one fits your personality (and augments) the best!
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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
Reviews
Genuinely a good time, especially the second to second combat, reminds me a little of risk of rain with the items you can find and the overall loop. There's a couple areas that it could definitely improve, I'll give my thoughts on that part in no particular order, but if you don't want to read the TLDR is it's a fun little game with a surprising amount of polish, there's a couple things that I believe are mistakes in the way it's put together, but it's worth the entry fee in my opinion. Note: Some of these may be fixed/changed by the time you play it, this is the day of early access release as of writing. The main menu is a little obtuse, specifically the merchant I didn't understand I had to interact with him multiple times to actually get to the part where you can buy new weapons, I think maybe haveing one key to interact and one to buy the weapons, and having them both visible simultaneously would be a good idea, it took me somewhere around 3 runs to figure it out and actually start using my gears. I would have loved to see controller support (I may be wrong but when launching it said it did not support controllers), obviously that can be a bit hard to get polished but I think this would be a lot of fun on the steam deck in particular, and I would have preferred to play it there. Once in game my initial thoughts were that enemies were kind of hard to find in the map, which was also something with risk of rain so not really a big deal, no actual suggestions on this I just thought it was of note. When in a level you fight around and look for the "altar", which once found you can break at any point to summon the final wave, if you don't break it enemies will continue to spawn, and over time difficulty in the map will increase (the enemies get more numerous and some of them gain the items you have, along with their effects). Speaking of which as you kill enemies you get coins which can be spent on chests dotted around the map randomly, these net you items. Items each give you different effects and you can have many of the same item to increase the effect, in this area I would have liked to see more variety, they have somewhat interesting effects, but nothing crazy like chain lightening or opening portals to hell or anything like that, just "10% increase in crit chance when full HP", or "every third roll increases speed and distance", I think the most interesting was an axe that follows the player around and hits anyone that hits you, kind of cool but it's damage seemed negligible. Besides items and menu stuff my last gripe is the gameplay decisions around blocking and rolling, early on these are easy enough to use against enemies, but in later levels you tend to just get swarmed, I honestly never got past level 9. I think risk of rain (I only played risk of rain 2) kind of gets around this by not having as much active defenses and more passive shields and stuff, then letting you just shoot into the swarm. Where as Eavor is seemingly wanting you to be a bit more tactical with your rolling and parrying but then still sends large numbers at you, also I seemingly never dealt enough damage in later levels to really down even the little guys. I think one possible solution to this last problem would be to reduce the enemies, and only have a few smaller enemies at any given time at later levels, obviously you want to ramp up the difficulty, but swarming the player without them having many ways to defend themselves or stay away from enemies just feels a bit cheap. Another solution would be to lean into the numbers and add items that lets you deal with them, like items that summon short-lived minions when enemies are nearby or chain lightening/chain explosions, idk just an idea. To wrap up, I think it's got a lot of room for improvement, but I still enjoyed myself.
So I’m writing this after watching and following the development over time. Partly to help get you to 10 reviews, but also because this feels like the first iteration of what could eventually become the core/base game. I’ve played games like this for almost 40 years now. I understand what feels fun, what keeps people replaying games, and what people eventually get tired of. Replayability is usually customization. [hr][/hr] INITIAL FEEDBACK * Music is good. * Graphics are good. * Controller support feels like a no-brainer. I really hope you add it. * Add option to mute audio when game in background * Add option to control how much screen shakes when you hit things (super annoying right now) * Add tooltips when opening a chest, we should not be expected to memorize what icons do. * There are no tooltips when you select a new weapon. No idea what one has what ability. They all look good but its unfinished and needs to give feedback to what it even does. * Manually clicking everything is going to get old fast. Consider optional auto attack + auto aim at closest target. Special attacks could stay manual if people want, but honestly why not let players automate things however they personally find fun? Then YOU throw harder enemies/mechanics at them that force them to temporarily switch back into manual control when needed. * Increase coin pickup range by like 2x. Coins are fun to collect, but not when I have to walk way out of my path for every single one. Loot should feel like a dopamine rush after killing enemies, not a cleanup chore. * Why do my coins disappear after porting to the next area? That feels terrible and makes no sense. Does the portal pick my pockets? Balance coin gain around keeping them instead, because losing them just feels bad. * There aren’t enough monsters, and everything feels too slow, even if this is supposed to be the “slow starting” phase. It feels like fighting in mud. Speed the monsters up too so it stays balanced. One-on-one combat in slow motion while auto attacking just isn’t very engaging. * Add archetypes/classes players can choose from. Start simple: ranged, magic, melee. * Add a permanent skill tree for each archetype. * Add gems that can be socketed into weapons for permanent or temporary augments/special abilities. * Add more abilities that can actually be modified/augmented by those gems. * Not every enemy needs to be a major threat. Right now it feels like every enemy is treated like a mini boss, which is why there are so few. Turn those into rare enemies and add 2–10x more weaker enemies that can be blown up with satisfying AoE attacks. Fodder enemies are FUN. Running circles around one tanky enemy at a time for 15 minutes isn’t. * Make areas larger to support the faster movement/combat speed. * Love the dash mechanic. Are there plans for upgrades like double dash or triple dash? * Are there plans for actual gear beyond weapons? Armor, accessories, build-defining items, etc.? Maybe even builds that evolve beyond just auto attack + special? [hr][/hr] IMAGINE THIS You pick the Archer archetype. You enable auto attack with auto aim, but keep one special attack manual. You’re firing arrows everywhere, mowing down enemies. Then you find an attack speed upgrade. Everything starts flowing faster. More fodder enemies appear. Coins are flying everywhere. You’re dodging attacks from rare enemies while trying not to get overrun. You sprint to a chest and find a multi-projectile gem. You socket it into your bow and suddenly you fire 3 arrows at 70% damage each. Now waves of enemies are falling around you. Enemy density doubles again. You’re getting overwhelmed. Suddenly a super rare piercing gem drops. Now all your arrows pierce targets (if your weapon has the sockets for it). Then imagine adding an explosion-on-hit gem too. Every arrow detonates enemies while piercing through crowds. That kind of layered build progression is insanely replayable even with a relatively simple system. Give players customization and experimentation and they’ll keep coming back. They’ll think about new builds while not even playing. They won’t just forget the game after one run. Make the endgame endless. Expand crafting. Expand gearing. Expand build variety. Expand gameplay systems around those mechanics. [hr][/hr] ((((ITERATE)))) [hr][/hr] I want to see this become better and better. Thanks for reading.
This is a really fun starting foundation for a cool little roguelike that feels very inspired by Risk of Rain and other such titles. The base that is here is a lot of fun, and should only get better over time with more content and variety added from a developer who is clearly very passionate about the project. The price they are asking is more than fair and I look forward to seeing how the game grows over time. Combat feels really fun and the weapons variety is already a pretty strong point. Enemies are interesting and unique for the genre and overall the presentation is stellar. I'd love to see more content added, especially with regards to the items and level types, as well as some sort of long term hook to keep you playing beyond a handful of hours, but as this is the first version of an Early Access release, and I had a blast playing it already, I'd absolutely recommend this title. Also worth noting I had absolutely no issues running this on linux under proton, just for anyone in the same boat wondering.
Game is pretty fun. Would like to see more content or things to do.
Played the game earlier this evening, I love it! Congratulations for releasing your game, this is such a good work! There is a lot of good ideas and the game is over all very satisfying. Here some notes I took about things I liked and things that, imo, could be better : - Loading screens have no feedbacks, when you press escape, windows think that the game might have crashed and trigger the "no responding" thing - I noticed that roll dashes are randomly sped up. Press W and A while dashing and you'll see I guess. - My take is that it can be a huge turn off to not have controller support for a game like this and I know I will not be the only one saying this. Controller is poorly supported, I think it's a must have! - There is no level up feedback, and I'm not sure about the buff I get leveling up. - I think I will break my mouse clicking like that for attacks, please can I hold this godamn button ? I know there is a lot of combo and this will need some rework about this but I would love to hold the click to keep attacking. - Awesome fights, rolls are cool and really satisfying feedbacks. - Progression is slow. You might play a good 20 minutes of a little bit boring level exploration to get enough leaves and actual power to have fun. - While I'm talking about levels, why not making them bigger depending on the progression? I feel like levels at the start are a bit to big and kinda annoying to explore. - This Akiesto mf is a nightmare and gives me anxiety (I love it) - To keep enemies spawning, don't break the altar to early. It's a good way to keep enemies spawning and farm gold - Oh wait what do you mean I lose my gold after the portal??? Nooo... This is really frustrating, I managed to kill pretty tough enemies to have it, this is punishing and for me the worst thing about the game. Let me buy the chests of the next level or give me a way to spend all this gold between levels please :(( - I managed to kill several enemies in one shot and this was very cool, I loved it. And voila! This is my honest impression of the game, I hope it helps the game being even better than it's already is, really good work gg!
There is a lot of really good gameplay here for fans of Risk of Rain, Nuclear Throne, and the like. Runs are very challenging, but you do have some semblance of control over the pace of them by ignoring the Altars in every stage before you've collected every upgrade. Speaking of which, said upgrades won't do much individually, but they stack, and wow do they make a difference when they do. Honestly I really like how the upgrades are handled here. No leveling, no cards, just pay to open chests and get the loot. It scratches a very classic itch. I love being able to purchase a weapon for the next run, but sort of wish it was more Hades-esque where either those weapons stayed unlocked or at the very least I could pay to use them again with the gold I collected in the previous run (IE not wiping gold until the player re-enters the starting portal). Still, for sticklers of classic roguelike rulesets where you're not actually allowed character growth between runs, this should scratch that itch. Overall, Eavor is a great example of what the Godot engine is capable of, and Queble has developed a really unique art pipeline to help show it off. His videos on it are well worth checking out! I'd say this has potential to be a really fun, classic top-down roguelite and I'm looking forward to seeing how it grows.
This game is still in very early stages of development, but it has a ton of potential and Queble is the GOAT of gamedevs.
Hi Joseph, First of all: congratulations on releasing your first game. That is a big step, and it is clear that a lot of interesting ideas went into “Eavor”. In my opinion, the core idea has a lot of potential. The weapons, combat mechanics, and power-ups could create a very motivating gameplay loop. I also like that the game does not explain everything immediately. The player has to discover, learn, and experiment. That fits this type of game very well. For me, the most important point is this: The game needs to create a stronger emotional connection with the player. Right now, in several of my runs, the beginning felt too dependent on luck and not balanced enough. Because of that, frustration can appear before the game has a chance to show its strengths. 1. The beginning and balance are currently the biggest issue I had several runs where the start depended very heavily on the first weapon. Specific examples from my experience: With a weak starting weapon like the wooden club, I was already defeated in level 1 by a medium-strength enemy like the lizard creature, even though the difficulty was only around 5%. In another run, I had a good weapon, the scythe, but already had to fight two owls in level 1 and did not survive that either. I only once had the chance to buy a special weapon, but I did not understand how I had earned that opportunity. The weapon I bought also did not feel especially powerful or rewarding afterwards. The problem is not that the game is difficult. Difficulty can absolutely fit this type of game. The problem is that the player is punished too early, before they have developed a positive feeling for the game. At the beginning, the player should quickly feel: “I understand the game.” “I can defeat the first enemies.” “I am getting stronger.” “I want to try another run.” Right now, that feeling sometimes turns into frustration too early. 2. The game needs a stronger emotional rhythm For me, this is the core point. “Eavor” should move the player through different emotions: success curiosity feeling powerful increasing danger fear of losing progress relief after surviving a difficult fight motivation to start the next run This emotional shift is essential. The player needs to feel strong first. After that, the game can become dangerous. At the moment, the danger appears very early, but the feeling of power and reward is not strong enough yet. 3. Enemy structure and gameplay rhythm I think the game would work better if the first enemies were slightly weaker, but appeared in better-structured phases or waves. The focus should be less on: early individual enemies that punish the player too hard And more on: a clear build-up early success moments increasing intensity real danger later in the run This would pull the player into the run much more effectively. 4. Power-ups and long-term motivation The power-ups are one of the most interesting foundations of the game. For long-term motivation, they should feel more like a build system. After a run, the player should think: “That combination was interesting.” “Next time I want to try a different variation.” “Maybe I can create a really strong combination.” If power-ups become more combinable and more noticeable, they could create a lot of replay value. The important point is: randomness is fine, but the player should still understand why they are becoming stronger and which decisions have an impact. 5. Additional points These points are also important, but for me they are currently secondary compared to balance, emotion, and gameplay rhythm: unify the visual style use music more strongly to create tension make power-ups more visible and noticeable make important objects like chests and the altar stand out more improve the display of weapon, block, and combo options Especially for the combos, an indicator close to the player would be helpful. Right now, the information is too small and too far away, even though it is important during combat. Priority Essential Improve the beginning and combat balance The player needs earlier success moments and should not be frustrated in level 1 because of unlucky starting conditions. Strengthen the emotional gameplay rhythm The game needs a better shift between feeling powerful and feeling in danger. Rework the enemy structure Less early punishment, more controlled build-up of intensity. Important for long-term motivation Expand power-up combinations Builds and combinations could become the main reason to start new runs again and again. Important, but secondary for now Improve visuals, sound, UI, combo display, chests, and the altar. Conclusion Joseph, I really think “Eavor” has potential. For a first released game, it is a strong foundation. But for the game to really work, the beginning needs to feel fairer and more emotionally rewarding. The player should first be pulled into the game, feel stronger, and then gradually become afraid of losing their progress. That shift between success and danger is, in my opinion, the most important lever for improving “Eavor”.
Definitely a lot of potential, great sound and graphics; Hopefully controls and gameplay will progressively get polished during EA. Best of luck to Queble
Eavor is still in Early Access and has a lot of room to grow. My current sticking point is that the early game feels far too slow (both in character movement and enemy spawns). It also seems like a big miss to only have partial controller support. Regardless, this could be a fun game to pickup on Steam Deck once it has a bit more polish!
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