
Venture forth in this puzzle-combat dungeon explorer. Blinded and trapped inside a dungeon tower, every sound you make illuminates your path to freedom. Danger lurks around every corner: trapdoors, chambers filled with toxic fumes, and halls patrolled by crusader knights are only the beginning.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Traditional Chinese, Portuguese - Brazil*languages with full audio support
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
[h1]PROS;[/h1] + A linear RPG yet it isn’t. A straight arrow till it’s not. Think of EchoBlade as [url=https://steamcommunity.com/id/DeadeGuard98/recommended/426310/]Perception[/url] meets a watered down Skyrim. Which translates to running around wildly with a sword in hand declaring “en garde” to your captor guards. Gradually setting off more and more deadly traps. All of which underpin the primary objective; which is to scour for keys scattered across the dungeons to unlock the main gate to sweet freedom! While you do have a sick blade and trusty crossbow, nothing beats triggering the echolocation with every single movement. Which complement the latter firearm well, seeing as it landing a bolt will emit a wide pulse. Stealth is another alternative and you can perform sneak kills but where’s the fun in that!? After all, the skill tree exists for a reason- where you can pep up your sightless protagonist, though no other equipment customization to speak of. It can take you up to 3 hours for your first blind run (not there yet?) and that’s including the usage of its fast travel feature~ https://steamcommunity.com/sharedfiles/filedetails/?id=2803220058 + One could argue there isn’t much to actually look at, and the whole gameplay gimmick is a resourceful subterfuge to skimp on the details. And they’d be partially right… But this minimalism is precisely how it was able to make waves and appear ravishing in doing so. Watching each flow of movement is almost meditative like stepping on water! Sure, the enemies could so with more variety, but having them yield different weapons was swell individuality enough for me~ + The score wasn’t as present as I would have hoped for, having probably a one-track-mind described simply as “ruddy mysterious” throughout. But it compensated for that and got into the swing of things by beckoning your hearing with its attentive sound effects. The scampering and squeaking of a rat. The suits of armor grating on concrete. Other mechanisms clinking, whooshing to best the unsuspecting escapee. But above all, the clanging of your sword when it hits every hard surface imaginable~ [h1]CONS;[/h1] - As it turns out, being unable to see wasn’t the worst part of being blind. It’s the knowing feeling that you’re gawking at the same few recycled assets and traps that is! Aside from the rare, one-off levels brandishing a new mechanic or obstacle to work around. Most of the levels will begin to seem monotonous in design and repetitive in objective after the sixth or seventh level out of thirty plus in total. By then, it’s just the placements and structure of the dungeon that get mixed up… https://steamcommunity.com/sharedfiles/filedetails/?id=2803222702 - I’m a sucker for a story with at least a bit of effort put in! But here, there was nothing of that sort- you have the premise of a dungeon break and that’s literally it… Like, a flashy mechanic can only carry the game so far before the realizing the others aspects have to pull their weight. No motivations are shed, no reasons are explained as to why you had ended up there. Same goes for the named faces or dare I say empty helmets you come across. Apart from being of some service to you, and even then, that’d be pushing it. They were otherwise unmemorable and could just as well pass off as one character altogether. In fact, I wouldn’t be surprised if they all share the same voice actor either~ - There were a couple of additional issues that contributed to the game having rough edges. The first and most incriminatory was how the fast travel operated and already cleared dungeons have to be replayed. That means, busting out the same sorry prisoners again, listening to them rant like it’s their first time having laid eyes on you and tackling the scathing platforming sections all over. All of this is made worse by how reaching the end of one area would automatically load the next one. And with how easy it is to get lost; you can be sure to kiss your time goodbye having to redo all of what I just wrote especially for the forked paths. Secondly, the impact from the traps is so severe that getting struck by them is a faithful reenactment of a seizure. Finally, the shoddy AI quality with outrageously bipolar behaviors. One moment, they’re overly cautious to the point of sidestepping in Tekken. The next, they’re subdued and you just go in for the kill. Provided they didn’t already kill themselves from falling victim to many a trap! Or my favorite, they graduate into full on paladins and you’re the corrupt darkness in their eyes~ [h1]BUGS;[/h1] x Sometimes guards holding the keys will die in an awkward pose. And keys can’t be collected without much finagling! x The spiked boulder trap has an unusual hitbox where just passing and barely grazing will hurt. Stacking damage until death. x Enemies can go past high ground, treating the difference in altitude like they’re level surfaces. x Dialogue of dead trickster still plays even after killing him. x A minority of enemies can’t see you despite staring right at them. x Sound bites and taunts play like a broken record as they enemy can’t reach you. x Dying will allow you to see that the player character is only a pair of arms. x Crates will float on top of one another but still stack. x Enemies were able to hurt me through the wall. x Some of the traps cut through surfaces. [h1]NITPICKS;[/h1] ~ The health and stamina bar are way too inconspicuous; tiny and faded. ~ The falling rock spots make no sense besides an artistic effect and an unnecessary visual aid. ~ Can’t make small talk with NPCs. As dialogue can’t be retriggered unless you replay that level. ~ Equipping the crossbow will have enemies automatically change styles and outmaneuvering you. ~ Enemies go out in poses that can best be described as a “YEET” or the boxing match scene where everyone suddenly trips in Scary Movie 4. ~ You can stun lock the enemy to death and vice versa…! ~ Option to toggle sprint! ~ Subtitles have a habit of cutting off midsentence. [h1]VERDICT:[/h1] https://steamcommunity.com/sharedfiles/filedetails/?id=2803224607 “If you like blindly exploring for both good & bad. If you love booby-trapped dungeons sure to let you really have it once or twice… Then EchoBlade’s your knight in shining armor to show you the way~ [h1]3 / 5[/h1] [code]Credit goes to [b]Sunset Arctic Games[/b] for the dungeon key AND game key![/code] [code]Don't forget to follow my curator [url=https://store.steampowered.com/curator/37670120/] DaRevieweD[/url] for more games!![/code]
[h1]全体:エコーロケーションオンリーという面白い題材を完全に活かせていないただの地味なFPS[/h1] 盲目の剣士が音によるエコーロケーションだけで地形や敵を把握し脱出を図る…という要素だけ抜き出すとすごく面白くなりえそうなゲームを微妙な調理力でダメにしたダルめのFPS。 [u]・エコーロケーションによる緊張感とは言うが実体は…[/u] ストアページや動画でも触れているエコーロケーションによる地形・敵把握が大事そうな雰囲気。 に対し、実際は発生した音による把握能力が高すぎるせいでぶっちゃけ歩くときの歩行音だけで周りが十分見える。 つまり視界が悪いだけだこれ! [u]・そもそもエコーロケーションじゃない[/u] エコーロケーションとは音の反響で地形や物の位置を把握する能力を指す。 つまり音が反射した場所を脳内で組み立てることで地形や物の位置を間接的に把握するということである。 しかしこのゲームでは一度音が鳴るとしばらくその辺が発光し、3秒くらい見えたままになる。 敵がぬるぬる動いているのもめっちゃ見える。 …エコーロケーションじゃねえじゃん! [u]ゲームのつくりはちょっとダルめだが特にいうこともない虚無[/u] ゲームとしてはやたら暗いダンジョンを歩く→鍵を見つける→出会った敵は全て抹殺する→鍵を使ってエリアクリアを繰り返すだけ。 死ぬほど暗い視界と合わさり一瞬にして迷うこと間違いなし! [h1]総評:出来のあまりよくない一発ネタにしては値段高し[/h1] 例えばエコーロケーション方面を真面目に作り、音を鳴らしたタイミングちょうどのときの分しか敵やトラップの位置が把握出来ないようにする、敵は視界を頼りにしているから照明を壊してこっちが有利な環境に出来る…といった素人改善策がいくらでも浮かぶ。
[h1] Genre [/h1] Ein First Person Dungeon Crawler RPG [h1] Story [/h1] Eine wirkliche Story gibt es nicht. Wir spielen einen Ritter der gefangen in einer Zelle sitzt und gerade befreit wird. Nun müssen wir einen Weg aus dem Dungeon finden [h1] Gameplay [/h1] Das Gameplay ist relativ einzigartig bzw. die Sichtweise unseres Charakters. Wir scheinen Blind zu sein oder zumindest Halbwegs Blind, denn wir sehen nur umrisse. Bleiben wir stehen ist alles dunkel. Feinde & Fallen werden Rot dargestellt und Licht & Bewegungsquellen wie z.B. Fackel oder Ratten werden Weiß dargestellt. Der Dungeon ist in mehrere kleinere Level aufgeteilt. Unser Hauptziel ist es 12 Schlüssel zu finden um das Haupttor zu öffnen. Bewaffnet sind wir mit einem Schwert & einer Armbrust. Das kämpfen fühlt sich an wie bei TES IV: Oblivion & sieht auch so aus. Die Atmosphäre ist durch die Sichtweise des Charakters gut gelungen und man weiß manchmal nicht genau ob man gerade verfolgt wird oder ob eine Falle zuschlägt. Es gibt auch Boss Gegner aber diese sind auch nur einfache Ritter wie Normale Feinde auch und benehmen sich auch so. Zwischendurch müssen wir auch kleinere Rätsel lösen, diese sind aber eher simpel gehalten. Man bekommt auch Erfahrungspunkte und kann diese dann in verschiedene Passive Skills investieren. Ab Stufe 15 hatte ich aber leider einen Bug der mich nicht mehr aufstiegen ließ. Man muss auch leider sagen das eines der Achievements scheinbar nicht zu bekommen ist [h1] Achievements [/h1] Es gibt insgesamt 12 Erfolge. An sich sind alle simpel, man muss lediglich alle Bosse besiegen, das Spiel beenden & 2 NPCs aus ihren Zellen befreien. Problem ist das man zwar 2 befreien kann aber nur einer gibt einen Erfolg. Sowas sollte sofort entweder behoben oder entfernt werden [h1] Pro/Contra [/h1] + Nette Gameplay Idee mit der Sichtweise (Blinder Charakter) + Nette Abwechslung in den Dungeons (Kämpfen, Fallen ausweichen, Rätsel lösen) + Gute Atmosphäre + Musik ist OK + Achievements - 1 Erfolg ist nicht zu bekommen (sowas sollte sofort gefixt werden oder man sollte das betroffene Achievement ganz entfernen) - Ein paar Bugs (1 Falle war Unsichtbar, Gegner laufen manchmal vom Boden aus seitlich auf Gegenstände wie Tische oder Treppen) - Ab Stufe 15 habe ich kein Level Up mehr bekommen [h1] Fazit [/h1] Ein Spiel mit einer recht guten Idee. Unser Charakter ist Blind und somit eingeschränkt in der Sichtweise, sowas hat man vorher nicht gesehen also ich zumindest noch nicht. Das kämpfen erinnert sofort an TES IV: Oblivion, was ja nichts schlechtes ist, denn ich mochte das Gameplay dort sehr gerne. Aber leider gibt es eben auch einige Bugs die zwar jetzt nicht Gamebreaking sind aber schon nervig sein können wie z.B. das man plötzlich nicht mehr auflevelt. Auch sehr ärgerlich ist es wenn Achievements nicht Funktionieren, sowas macht mich echt sauer. Aber ich will dem Spiel auch keinen Daumen nach unten geben weil es an sich schon eine coole Idee ist und es scheinbar von entweder nur einem Entwickler oder einem sehr kleinen Team erstellt wurde und dafür ist es schon gut gemacht. Ich unterstütze sehr gerne Indie Game Entwickler aber bitte fixt das eine Achievements bitte 👑 Powered by HoI 4 Deu Curators group in German / English 👑⠀⠀⠀[list][*][url=https://store.steampowered.com/curator/30388691/] Follow Main group [/url][*] [url=https://store.steampowered.com/curator/40282064/] Follow Second group [/url][*] [url=https://store.steampowered.com/curator/44688798/] Follow third group [/url][/list]
Your basically batman, only medieval and you actually kill people. 10/10 would kill the NPCs again.
Wow, really great fun sneaking through stone corridors looking for the way out of the dungeon. The lack of light, and having to rely on echo location from your footsteps is great. However, i will say that the lack of light is a health and safety nightmare, especially with how many circular saws and spikes there are on the ground. The guards are also less than polite and seem very unwelcoming. If I make it out alive, i will give a more inciteful review, but am having a great time dying in the darkened dungeon already.
EchoBlade is a fun dungeon crawler that takes melee combat inspiration from Elder Scrolls. The game consists of many levels that require you to navigate the many twists and turns of the dungeon tower while solving puzzles and fending off guards preventing you from making your jailbreak. Having your playable character use echolocation is a unique concept that is executed really well, adding an extra layer of mystery and tension to your escape. If you are looking for a game with a unique atmospheric and fun melee combat, look no further than EchoBlade. Also has kill-able NPCs, RIP Lucas/10
Really cool game, I think it's a very novel concept that is executed quite well. There is a good layer of complexity with regards to combat, to include a skill tree and different sword attacks. I would have liked to see the environments fleshed out a little bit more, but overall it's a really cool game that I highly recommend.
I shot a guard with the crossbow and he ragdolled so hard he clipped through the wall along with the key he was holding, softlocking the game. Boys, you are allowed to use preset animations. Ragdolls stopped being the hip new thing even before Skyrim hit the market.
I like to think of this game as a spritiual successor to The Elder Scrolls IV: Oblivion, since you play as a prisoner who is also a cat person. Though I can't read The Lusty Argonian Maid by Crassius Curio, this game takes many of the other Elder Scrolls elements to new heights. Every NPC is killable, and this game pushes the player to make that choice. We get achievements for killing so-called friendly characters, which just made me want to kill even the unarmed prisoners locked in cells. While this is a very progressive game (since it caters to the deaf), I do hope that the developers next work is more wheelchair accessible.
I like it. So far so good
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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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