
Entropy is a tactical turn-based RPG inspired by classic JRPGs. Assemble your party of mercenaries and forge your own path towards an expedition into hell to stop the demonic incursion. Choices you make along the way will determine the fate of your world.
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About
In this dying age, only pockets of humanity remain. There was no apocalyptic event to speak of; only the cruel march of time and the inexplicable infertility of the world. Accursed creatures stalk the barren lands between settlements, which are themselves terrible places; squalid, medieval and mostly ruled by tyrants.
Our story begins in the town of Draenog, where the theatre performance you are putting on is interrupted by fighting at the gates. Demons have arrived. Your wooden sword will have to do for now, gather the troupe and defend yourselves!
Entropy is a post-apocalyptic role-playing game with an expansive world map, explorable towns filled with colorful characters, and a tactical turn-based battle system.
Embark on a quest across the lands to stop the demonic incursion.
Control your party of up to 6 characters.
Hire Mercenaries to replace your fallen party members.
Tactical Turn-Based Combat.
Explore a world full of unique characters, creatures, challenges, and treasure.
Level up your characters, increase your stats, and unlock new perks.
A beautiful retro 3D aesthetic.
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Themes across 289 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Gud. Wood play again
I started this as a post to the discussions board about the somewhat contentious topic of the last available boss's balance. Part of the way through, I realized it would probably be better served as a review of the game in its current state. As such, I'm going to copy/paste what I wrote there into here--minus the part specifically about the boss for those wanting to go in at least mostly blind. ------------------------------------------------------------------------------------------------ ...Honestly, my main feedback for the game right now--which shouldn't be surprising considering since we have very little and it's functionally just early game--is that it's almost exclusively about hard numbers at the moment. Partially as a consequence, there's not much to the combat beyond a few surface level concepts for now. There's not enough incentive to target enemy parts yet, but I expect that to change. Healing reigns supreme right now due to *most* of the difficulty of fights stemming from how high the enemy's damage numbers are (Clot + Extra Fingers, with enough Magic and HP on the caster, is overpowered as hell--at least for now). Ranged attackers are, at least from my experience, kind of mid--primarily due to not having anything to do other than spam the attack button or heal people with items (as well as that Greatsword users out-do their DPS, just at the cost of having to be healed--mitigated by the above Clot/Extra Fingers). ALL of which are...just things I'd expect to be true in the early game of a turn-based RPG. Still things to keep in mind going forward, of course, but still. Rather, I'm more worried that the game isn't going to move much further beyond this. With the last available perk you can give to units being set at level 9, that means unit customization will quickly be restricted exclusively to stats and gear. That's not a bad thing per-say, but it does give the impression that *this is all there is* to the game--especially with several of those same perks functioning as a form of number increases/decreases rather than adding additional tools to your arsenal. To counteract that, there's really only two immediate pieces of advice I can think to give--and neither is especially easy. The main one is to crank the difficulty of the game up. As is, the game's current content can be steamrolled fairly easily by RPG veterans (which I expect to be the project's primary audience due to how much of its advertising is about how horrible the world is). Make enemies noticeably more difficult, add enemies with gimmicks that punish you for not yet understanding how to counter them, and generally go forward designing the game with one concept in mind: that the player's party members are an *expendable resource*. Engage your players by making every new enemy a puzzle they need to have a response to--and I don't just mean applying basic party composition to a new opponent. If game over isn't a threat, but party member death and dismemberment is, put the FEAR of the world into them--make them feel how harsh the setting is, rather than just telling them about it and showing them some dilapidated towns. Otherwise...it feels reductive to just say "Add a mechanic to combat" considering how much that doesn't actually give any direction. So, to steer clear of that way of thinking and explain why I felt that way, it's a sentiment that came to mind multiple times while playing not because it's a solution, but because combat in its current form doesn't feel very engaging. In addition, at present, the monetary disincentive to run a full party clashes with both my prior advice and the creative decision making I think it was meant to enable. I feel like, rather than make a player consider whether or not to take less party members to a fight/dungeon they're expecting, it just incentivizes grinding for money and XP--trivializing all encounters going forward, consequently making the game feel more monotonous in its current numbers-win-fights state. None of this is to say I didn't enjoy the game overall. I love the artstyle--2D and 3D. The setting is cool as hell, the vibe of the game is immaculately dreary, and I genuinely enjoy the majority of the writing. I'm absolutely still looking forward to seeing what else is done with this project and am currently doing additional playthroughs now--both to experiment and to test the limits of how small a party can be to clear current content. I just felt the need to give my feedback on the game in its current state and literally slipped into writing this review by accident while discussing another topic.
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Languages: English**languages with full audio support
Hours played at review time, across 290 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
very good game with nice dark envolve
i literally could not put the game down after the tutorial. the gameplay and the world are so complementary IT'S INSANE can't wait for more
good classic made up game, but too blurry, and combat need more speed, also need more armor variant and effect not just slap stick to body = finish, overrall got potential
ENGLISH: ( Review em Português será adicionada logo abaixo. ) You'll get what you see: This is a PS1 JRPG inspired game, it's on EA but it's surprisingly polished for what it is, i haven't encountered any crashes or game breaking bugs, glitches or anything like that during the 10 hours i played it. I can confidently say that i did everything it has to offer, i talked with all the npcs, opened all the treasure chests, did all the quests, killed all the enemies roaming around and i had fun. It's a decent game that will no doubt be great once it's complete, however, do know that since it only covers the first act, it will just end at some point and once it ends, there isn't much you can do. But what is there is quality content and makes me want to play the actual finished game. Dialogues are good written, the lore is interesting and the only thing i didn't liked is that your companions barely matter, they never speak or react to anything happening around them. Kinda makes sense, considering all of them are literally expendable and can be permakilled in battle ( which i'll talk about later ) so giving them some sort of significance is hard, but it would be cool if i could see them in town and hear what they have to say or get their imputs when doing a quest or whatever. You can camp with them in the overworld but from what i saw, they just repeat the same lines over and over again. There are a few characters with proper portraits and backstory but even them won't say much outside their introduction. This is a turn based game, and the combat system has potential, but it's poorly balanced. When you begin in the over world battles can feel challenging, but once you get the hang of it it's completely broken and monotonous since battles take a long time, even when you're demolishing enemies. A fast forward or skip animation option would do wonders for this game. Some magics and skills can completely stop enemies from reacting, and you will be a powerhouse with little to no effort. and battles can drag for a long time because of that. There is some sense of urgency, as characters can be permanently injured or dead but that's not an actual penalty, since you can pretty much replace them immediately, and as companions barely have any personality or imput in your quest, losing them doesn't feel like you're getting punished. Even if you do lose them, you can just buy new ones who will pretty much be the same as the old ones you just lost. Interesting mechanic, but it needs more weight to actually mater. Also, i didn't liked how the game just autosaves and won't let you use multiple slots. Sometimes i want to see different dialogues options or outcomes for quests, but you can't. The game just locks you in whatever just happened and you must deal with that. But overall, it is a good game and i can't wait to see how it will be once it's complete. PT-BR: Você recebe exatamente o que está vendo: Um JRPG inspirado nos jogos de PS1. Ele está em Acesso Antecipado, mas é muito bem polido para o que é. Não encontrei nenhum crash, bug que quebrasse o jogo, glitch ou qualquer coisa do tipo durante as 10 horas que joguei. Posso dizer com confiança que fiz tudo o que o jogo tem a oferecer: conversei com todos os NPCs, abri todos os baús de tesouro, fiz todas as missões, matei todos os inimigos que ficam vagando pelo mapa e me diverti. É um jogo decente que, sem dúvida, será ótimo quando estiver completo. Porém, como ele cobre apenas o primeiro ato, chega um momento em que simplesmente acaba e, depois disso, não há muita coisa para fazer. Mas o conteúdo que existe é de qualidade e me deixa com vontade de jogar a versão finalizada. Os diálogos são bem escritos, a história é interessante e a única coisa de que não gostei é que seus companheiros de grupo são irrelevantes. Eles nunca falam nem reagem ao que está acontecendo ao redor deles. Isso faz certo sentido, considerando que todos eles são literalmente descartáveis e podem morrer permanentemente em batalha (sobre isso falarei mais adiante), então dar a eles algum tipo de importância é difícil. Mas seria legal poder encontrá-los na cidade e ouvir o que têm a dizer, ou receber suas opiniões durante uma missão ou algo do tipo. Você pode acampar com eles no mundo aberto, mas, pelo que vi, eles ficam apenas repetindo as mesmas falas infinitamente. Existem alguns personagens com retratos próprios e histórias de fundo, mas mesmo eles não dizem muita coisa além de suas apresentações. Este é um jogo de combate por turnos, e o sistema de batalha tem potencial, mas é mal balanceado. Quando você começa a explorar o mundo, as batalhas podem parecer desafiadoras, mas, depois que você pega o jeito, o sistema fica completamente quebrado e monótono, já que as batalhas demoram bastante, mesmo quando você está destruindo os inimigos. Uma opção de acelerar ou pular as animações faria maravilhas por este jogo. Algumas magias e habilidades podem impedir completamente que os inimigos reajam, e você se torna uma máquina de destruição com pouquíssimo esforço. Por causa disso, as batalhas podem se arrastar por bastante tempo. Existe uma certa sensação de urgência, já que os personagens podem ficar permanentemente feridos ou morrer, mas isso não chega a ser uma penalidade de verdade, pois você pode substituí-los praticamente imediatamente. E, como os companheiros quase não têm personalidade nem participação nas suas missões, perdê-los não dá a sensação de que você está sendo punido. Mesmo que você perca algum deles, basta comprar outro, que será praticamente igual ao anterior que você acabou de perder. É uma mecânica interessante, mas precisa ter mais peso para realmente fazer diferença. Também não gostei do fato de o jogo simplesmente salvar automaticamente e não permitir o uso de vários slots de salvamento. Às vezes quero ver diferentes opções de diálogo ou resultados de missões, mas você não pode fazer isso. O jogo simplesmente te prende ao que acabou de acontecer e você precisa lidar com as consequências. Mas, no geral, é um bom jogo e mal posso esperar para ver como ele ficará quando estiver completo.
Very pleasant and stylish turn-based game. Has it problems, mainly visual bugs, but overall the experience right now is pretty smooth. Would love to see more interactions with our non-mercenary companions in the future.
I'm not too far in the game at this point, Just got to Cuvas and talked to a few people, and I just felt I had to leave a positive review of this game. I played Dread Delusion in EA as well, it's not the type of game I prefer to play anymore, but the story and the world building was so fantastic that it more than made up for the fact that it's not my preferred genre. To be clear I'm not knocking the gameplay, I didn't have any real issues with it, it's just not what I prefer. I played through the first two areas of the game as that was all that was out and I didn't play anymore once you released more, I didn't not want to, I just never really got around to it, but once I finish what's out for EA for this I'm going to go back and play Dread Delusion. That is how excited Entropy has me right now. I absolutely love the world building, it is so unique and interesting, and delivered in such an organic way, but along with that turn based RPGs are definitely up there for my favorite type of games and you're nailing it. Again so far I haven't completed the early access, if need be I will edit the review, but these are my initial thoughts, and I am playing on hard mode. The combat is difficult enough to be engaging, but I haven't encountered anything that has felt unfair or like it didn't make sense. It does a good job of applying pressure, but no situation has felt unrecoverable. For example in an encounter a few enemies acting before you have a chance to all target the same person, I haven't had a situation where I have had an enemy just delete one of my characters in that time, allowing me to heal and buff/debuff if needed. This is super important in any kind of game that hands out potentially permanent punishments for characters going down in combat. This allows that mechanic to enhance the gameplay, it incentivizes making sure I am well equipped and making good decisions lest I suffer a realistic consequence of battle. If I do suffer that consequence it's on me, it's not because the game is unfair. Now there's the potential of a really unlucky crit, but if that's something you truly couldn't live with you can also quit and reload before the fight, but in my experience so far, you can prepare yourself well enough to play around crits. The world so far has been incredible in my opinion. It is constantly keeping you curious about the mysterious unknown nature of how things function with strange things being dropped into conversations naturally. I love when people do this, it is how people would be talking, the character you are playing has lived in this world and they wouldn't be asking questions about how things that are common practice or straightforward function. Now obviously we as the player do have questions, but you satisfy the questions by providing enough contextual evidence that it makes sense. Now it may not be enough to answer every question but is enough to kind of have an idea about how things work, and then it is incredibly satisfying when through later dialogue something else provides more context and sharpens that image. Also a lot of these ideas are so unique, and idk it may be gross to some people, but in real life I'm a nurse that works primarily with gastrointestinal surgical patients (I see a lot of other stuff too but that is my primary patient population), so like the dudes just bathing in skob vomiting to balance their magical microbiomes with the local population both doesn't gross me out and speaks to me in a weird way that I'm sure will resonate with almost no one else. The visuals are great so far. I am very much of the mind that good style is more important to visuals than graphical fidelity. Entropy has good visual style, the graphical fidelity also isn't bad, yes it is low poly, but models still look good, and there is a very wide range of style in them, so it isn't just slight tweaks being made to the same model. The portraits are good, the drawn vignettes are good, equipment looks good, and importantly changes how your character actually looks. Visuals are the least important aspect of gaming to me, I can play a game I actively dislike looking at if it draws me in with good enough story or gameplay so I don't have tons to say about visuals other than I like it, I think it looks good and it's clear effort went into it, but if high fidelity graphics and like modern textures, shaders, lighting, and things like that are critically important to you, obviously this game probably isn't for you. To be very clear, I think this game has good visuals, visuals just aren't that important to me and as such I don't have tons to say other than to probably say too many times that I am not saying the visuals in the game are bad, I just don't care about visuals other than if it's clear lazy, which this clearly isn't. Quick edit, right after writing this and returning to the game, the music is great. The sound effects are fine, I don't have any real complaints about anything, similar to visuals sound effects don't matter too much to me, and I only really notice them when the are obstructive to my enjoyment. I also can't say tons about music, my actual knowledge about music isn't that great, but I can tell you when I like music, and I like this music. Haven't had any real issues with bugs, just a very minor visual bug once that I couldn't replicate. Just wanted to leave off that I really think that this is a phenomenal game, and if you do read this, you really have made two pieces of art with these two games. The creativity and passion that has gone into these games is very evident, it is what drew me to Dread Delusion despite the fact that I prefer more turn based/strategy stuff now, and it is there in spades in Entropy too. Keep up the great work, truly excited to see where Entropy goes, and to go back and play through Dread Delusion!
Fantastic hardcore dark RPG.
yis
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