
Craft a party of diverse characters, each with customizable skills and looks. Explore a living world with dynamic day-night cycles, changing seasons, and diverse biomes. Embark on an epic journey where you shape your destiny as the director of your unique story.
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About

Procedurally Generated World
Fully Customizable Characters
No Class Constraints – Play Your Way
Animated combat
Shape your characters exactly as you envision them with unparalleled creative freedom. Choose from diverse races and aesthetics, and develop their skills as they grow through their journey. Equip them with gear that defines unique combat styles, ensuring no two characters play alike. With no rigid class systems, your team reflects your strategy. Beyond individuality, foster bonds between characters, creating meaningful connections that enrich your adventure.
Rock-Paper-Scissors attack and defense system
300+ unique skills to mix and match
Tactical yet fast-paced turn-based battles
Every fight is a chance to experiment and outsmart foes
With the power to generate multiple unique realms, it transports you to an open world of infinite possibilities. Witness the dynamic transformation of multiple realms, where your choices can usher in dramatic changes or let nature take its course. Navigate through diverse biomes that mirror the intricate tapestry of nature. Engage with a day-and-night cycle. Immerse yourself in a weather system, embracing the dance of rain and fog that adds an atmospheric touch to your journey. Towns evolve, trade, wage wars, and even strike alliances, painting a canvas of political intrigue. Encounter Evil Centers that spawn formidable adversaries, threatening the world's equilibrium. Explore the enigmatic Ruins, face the challenge of Obelisks, and delve into the mysteries of The Infinite Caves.
The world adapts, changing before your eyes, it presents a living, evolving environment that serves as a testament to your journey's impact, ensuring your adventures remain dynamic and utterly unique.
Meticulous care has been taken to ensure that every skill and item is finely tuned, creating an equilibrium that allows for diverse strategies and approaches. This meticulous balance not only guarantees fair and engaging gameplay but also cultivates a sense of agency, empowering you to overcome any obstacle that crosses your path. And yet the rules are also pretty simple and straightforward.
As the director of your own story, you'll navigate a world where every decision you make holds the potential to shape the course of events. In this dynamic realm, there are no rails to confine your choices. Forge alliances, shape destinies, and embrace consequences as you venture forth, seamlessly intertwining your personal narrative with the universe around you. Each quest, every encounter, and all pivotal moments are yours to shape, ensuring that no two players experience the same journey.
🐧 The game does not have a native Linux build, but it runs great via Proton on SteamOS and most Linux distros.
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 41 reviews with recorded playtime.
Reviews
Themes across 41 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
I liked first ERPG game but somehow I missed this release. This is mostly the same but improved and extended in all directions. Awesome!
It might say I've only played this game for a few minutes, but i played the demo for over 8 hours before remembering i was only playing the demo, i then went and brought the game. It is such a fun and addictive game to play. You can tell a lot of love has gone into making this, and i will be keeping an eye on this developer for any future games they create.
Honestly loved this game, a good mix of simple and complex mechanics. Lots to do and builds to try. I kitted out my team with legendary equipment before challenging the seals and here's my take on difficulty order: White - Guard stacking isn't as effective as armor so the angels can be oneshot easily Green - Health stacking, things die but not quickly Red - Burn effects and demon beatsticks, only gate where I lost party members due to overwhelming offenses Black - These zombies are immune to everythiiiing, bring holy magic Blue - You need armor pen to get through the golems, bring a warhammer and ensure your will saves are strong
nice one
This is a fun little grind game where you run around being heroes, getting gear, and upgrading your skills. The entire point of the game is character progression, and your characters to be basically anything you want - within reason. For example if you tried to make 6 archers you're probably going to have a bad time. As long as you go into this game not expecting a story, you'll have a good time.
this game can be a bit too repetitive. Not enough varying content. It's decent game and is quite basic, maybe a good intro for someone wanting to learn turned based games.
The premise is great, and quite similar to games such as Low Magic Age and Godfall. Unfortunately, the dev took too much inspiration from games like Darkest Dungeon in terms of RNG, with the worst offender being randomized events while exploring dungeons. There are times when you have information provided so you can make an informed decision or attempt at bypassing the situation. Others, inexplicably no information. It leads to a feeling of complete randomness that is both annoying and wearying, as you are unsure when the game will randomly decide to pull a fast one on you. I can see how the randomization will be a problem on subsequent playthroughs, however. Once you have an idea of the types of builds you want in your party, good luck implementing them - trainers are completely randomized, so you'll be traipsing around the world trying to find that correct trainer for your build. The mood management mechanics are tedious and generally just serve as a gold sink for you to spam tavern visits to increase, which often then lead to health damage, requiring you to spend more gold resting (or food camping outside). In addition, a full camp or rest only restores 30% of health. Why? Who knows, is the sarcastic answer, but more realistically, I think the dev wanted to make resource management more difficult. It just makes it more tedious, as you'll just be resting more often. It isn't management; it's tedium and time-wasting. Early on heavy armor is completely worthless, as even something like 40% damage reduction won't matter as things like bats will paste you into the ground (Normal difficulty). Stacking Guard (free absorption) with light armor and shields to create a frontline so your mages can stand in the back and blast enemies is optimal. Speaking of mages - spell interactions are silly or nonexistent. For example, why doesn't a Gust of Wind spell disperse Fog spells? Some spells allow you to target and shape ranges (such as Rat Swarm, which is a cone spell), but then some other AoE effects, such as weapons, do not show you their area of effect (the Doomhammer comes to mind - you just have to pay attention to the blinking bars under your characters if you might strike them). It's inconsistent and doesn't lend itself to a game where positioning and tactics are important. You'll spend a significant amount of time chasing ranged enemies around the battle map, as well, due to lack of Zone of Control mechanics and Attacks of Opportunity. It speaks to the lack of complexity, which I am sure will appeal to the audience of games such as Wildermyth (an inspiration the dev cited), but which is at significant odds with games such as Battle Brothers (another cited inspiration). There is a disturbing trend of tossing up a wall of RNG to challenge the player in modern games, generally through randomized negative events, combined with dice rolls - it's a lazy design choice that doesn't make any victory earned, just gained through luck. If you want to put in randomized negative events I always recommend studying XCOM 2's Dark Events. That allows players control over what they can negate and suffer through, instead of just having a simple die roll decide. I'll continue giving the game a try and see if my opinion changes. As it stands, my initial impression is that I haven't earned much, and have just been lucky. EDIT: There seems to be an issue with the "fast combat" option, as when loading a save it will not apply the option for several combats. It should also be noted that you can flee from any combat without penalty or dice roll chance. So for dungeons, you flee mismatched combats and can exit the dungeon at any time by pressing escape. Then, you can re-enter and it will be re-randomized. This speaks again to the game's RNG dependence when the dev gives you the option to escape combats and dungeons without penalty. Weapons beyond blunt seem to be pointless; blunt weapons work equally well against all foes, and ignore 50% of armor against heavily armored foes, so they actually do damage. Swords are worthless; the guard rate increase and crit don't matter, as you can just use magic to increase guard. Critting a heavily armored foe is worthless, as you'll deal maybe 1 extra point of damage. Axes serve no purpose; if you have a dual-wielder with maces you can just cut down a foe's guard without needing axes. Optimally, you take 3 mages, each with green and white magic. Green is just to get an animal companion, for extra bodies on the field (and they have the ability to generate group-wide guard bars when they become skilled enough), as the rest of the magic in that school is worthless. White magic has holy damage, which is effective against all foes (and doubly so against undead), and can be boosted by casting wards (generating guard) on your allies. So, you generate guard on your entire group with wards, generate wards from animal companions, then blast them with holy magic. Your front line focuses on blunt weapons, with a two-hander and dual wield secondaries for grinding down guard bars. That's it, you win. It will just come down to equipment quality at that point. Red magic is garbage, especially electricity. There is an electricity damage skill that ignores enemy armor and one that adds their armor value to the damage dealt. Great, except iron golems and undead are completely immune, and they are the majority of heavily armored enemies you will face, thus negating an entire section of the red tree. Cold is also questionable, as the Daze effect can be applied with blunt weapons, and again, undead and golems are completely immune. EDIT 2.0: Initially, I had given a negative review for the reasons stated above. However, after playing some more I have changed my opinion to positive. Why? The simplicity of the game works in its favor - there is enough depth to be interesting (despite my comments regarding certain skills and optimization) without it being overwhelming or annoying. The progression is simple but instills a sense of reward and progress. I do find it a bit annoying that ruins disappear once you get the loot at the end, but you technically repeat them ad infinitum if you escape before doing so. Crafting is simple enough that you don't have to collect excessive amounts of ingredients, and there is some customization to gear that sets it apart from found legendary and magical items. Overall, it's a solid, if simple entry into the sandbox RPG genre.
Pog
[h1]《Endless RPG - Untold Tales》简评[/h1] 一个充满冒险色彩的西幻世界,一张完全随机生成的异界地图,一队玩家自由创建的冒险小队,一场危险机会并存的探索之旅,这便是本作这款名为《无尽的角色扮演-难以言说的传说》的游戏,如同一个开放的世界,任由玩家在这个世界自由探索和发展,想怎么玩就怎么玩,只为创造一个属于自己冒险者(小队)的英雄事迹和史诗传说。游戏玩着很不错,唯独缺少中文汉化,游戏内大量的文字内容看着有一点点的头大。 玩法内容 种族:7个西幻种族,不同种族具备不同的特性词条,包括人类、兽人、哥布林、暗精灵、精灵、矮人、森林女妖等。 职业:5个全种族通用职业,以装备武器为主,包括战士(钝器)、刺客(双匕)、护卫(剑盾)、射手(弓箭)、法师(法杖)等。 难度:轻松、休闲、标准 探索:经典角色扮演,进城市、买物资、做任务、刷野怪、下地牢、养角色等等,不过是开放世界,玩家自由探索,。 战斗:简化版本的策略战棋玩法。 游戏体验 非常自由的西幻开放世界,既有冒险者行动探索的潇洒自由,也有西幻世界冒险的有趣经历,还有角色扮演游戏的养成快乐,以及由玩家来创造的冒险故事。喜欢自由开放世界、经典角色扮演类型游戏的玩家,可以尝试下这款游戏。 不过,游戏也有一些不足。其中,最大的问题还是语言内容,只有英文没有汉化,角色扮演游戏中大量的英文单词看着确实有点头疼,“I need Chinese”也是一种述求。其次,建议增加一些快捷键操作,例如快速打开背包、角色栏等等。第三,游戏的一些引导建议更加明显一些,比如增加箭头、方框告诉玩家如何操作,例如一开始的角色升级后的加点,开始时候还真没想到是点击角色头像右上角的小箭头。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
Bland and uninspired. Even at 50% off it felt overpriced. Combat was tedious and tactically brain dead. Lack of zones of control killed any sense of strategy. Enemies walk through your units to attack other units. Events and results felt entirely random. Courses of action seemed pointless. I'm baffled how it got a "Very Positive" rating.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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