
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.
Genres
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 289 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Heck yeah. Been looking forward to this after Dread Delusion and so far it's really good.
Short and sweet of it is this game is awesome with some minor gripes. Everything on the artistic side of things is perfect to me; I got sucked into the world instantly. The lore, the setting, even the colloquialisms of the characters all pull you in to the world. The game plays like a pretty classic JRPG but with more tactics-forward battles (deciding frontline vs backline for example). My one issue is the implementation of the tactical side of the game. Despite this issue, Entropy gets a real easy Recommend from me. You are the main character and you find/recruit other characters. Classic. The world of Entropy is presented as an awful bleak place that stops just short of grimdark; I got the distinct impression of The Age of Strife from 40K. Story-wise it would seem you are tasked with stopping the world from going grimdark. All of that is worth mentioning because tactical, high-stakes gameplay makes perfect sense for the world of Entropy. Progress is fairly grindy so losing a whole character sucks. That, in and of itself, isn't necessarily a problem but per the JRPG nature of the game most of the battles you fight are fought approximately the same. The game kinda seems to draw vague inspiration from Battle Brothers with its notion of mercenaries and a brutal world with persistent injuries and perma-death. JRPG Battle Brothers I suppose. When you lose someone in Battle Brothers you are losing 1/12th of your force. In this game, you are losing 1/6th of your force so it is much more punishing. Or in my case, 1/5th after I lost to the hyper-difficulty-spike boss of Act 1 because I figured I'd meet another neat character to add to my party just from playing out the story but that didn't happen. Another odd gameplay element is the world is persistent even when you fail, so similar to Dark Souls. You respawn and maybe your party pulls through or maybe they don't. The Act 1 final boss has two stages to the fight and if you make it through the first stage but fail on the second the boss stays in the stage you died on. I suppose that is forgiving but it was just bizarre to me, because that was my one failure and the only two-stage boss thus far so I got two more people to make up for the one I lost and ended up smoking the boss. You could say unlucky or even skill-issue at this point, but... Speaking of the characters, everyone you meet is jam-packed with personality: party-members, npcs, vendors, all of them. Each one really only gets a few lines but they sold me on everyone I met. Which aggravates the perma-death situation because the characters you meet through the story are so lovable, to me, relative to the randomized mercenaries you can recruit to flesh out your party. The excellent character writing is bitter-sweet in that regard. Back to the Battle Brothers comparison, that community typically recommends save-scumming until you get a good idea of what the game can throw at you. I agree with that assessment. Entropy, though, does not let you do that. I go the entire First Act without difficulty whatsoever only for the boss to give me trouble. And a difficulty spike isn't necessarily a problem but it reallyyyy didn't feel good. Like it felt cheap. And don't get me wrong, Battle Brothers is chalk ♥♥♥♥♥♥♥ full of cheap stuff but you are given an enormous toolset and essentially total freedom on what fights you take. This fight was unavoidable and unprecedented. Part of the problem I experienced relates to the games economy which literally taxes you for each party member you have. So, I figured, I'll get one merc for now and another story character is bound to show up! A five-person party was lovely for everything else in the game except that final, bastard boss. The final aspect of the tactical side of the game I'll mention is that the game affords you SIXTEEN possible reserve spots for characters/mercs and that number is insane based on Act 1. In Battle Brothers, injuries are sustained from normal fights typically BEFORE a unit dies. The play pattern is to then sub in a different unit while the injured one heals. The natural flow of the game almost necessitates some number of reserves. In Entropy, however, dipping into ones reserves means you failed. There is the aspect of "builds" and some characters might be better suited for certain fights based on perk choice...but, again, you can't know what might be better without losing. Furthermore, the current tactical depth simply does not demand a wide variety of builds, hell it can't even really sustain it because the character customization is so shallow. The are no unique gameplay aspects to any characters at all from what I could tell. If it were up to me I'd bump up the number of active party members to seven or eight, change perks from every three levels to every two, increase the sheer variety of perks, and I'd consider a trait system similar to what you'd see in Battle Brothers or Our Adventurer Guild; variety is the spice of life and all that. If the game didn't concern itself with having some semblance of "hardcore" gameplay this review would have stayed short and sweet. The marriage of JRPG and mercenary-sim might need a divorce to commit harder to the JRPG or the mercenary-sim part. Like, fielding a bunch of desperate people to fight encroaching demons in this bleak world sounds awesome: you've got people missing limbs, they're traumatized, losing units left and right with a core group of characters that carry the playthrough! The gameplay systems--AT THIS TIME--don't support that fantasy though. The devs clearly care about the combat system but, man, their strength is the WORLD they built is just so sick. The game is a 10/10 that drops to maybe an 8 from some gameplay choices. I have never before bought an Early Access title without some sort of discount so perhaps that is what I feel warrants such a nitpicky review. Anyways, I hope they do a little tinkering with the core systems. Again, SUPER AWESOME WORLD! This is a review of Act 1 of the Early Access version of the game as of September 3rd, 2026.
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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
amazing
Unfortunately there is only 1 act in the EA cuz I NEED MORE
Look, here's the reality. There's not a lot of content yet. The released game is maybe two or two and a half times bigger than the demo, and the demo is not that long. But what's here is incredible. It's the best RPG experience I've had since Look Outside. The ambiance is on point, and really draws you into the world. The gameplay takes all the best parts of old school RPG systems. It's like it Fallout met Suikoden if that makes sense. My only complaint is that I'd like to see the dismemberment mechanic fleshed out more. As of now it doesn't often seem worth it over just more safely doing damage. Maybe if it were something that could trigger on regular attacks it would be more exciting? Otherwise, the game is amazing. Buy it if only to support the artists.
Fantastic JRPG positively dripping with style and creativity. The world is quite original and really makes the player want to learn more. I'm intrigued by the mystery of the world and desperately want to explore further. Game is currently only act 1. I did probably all of the content (except one bit with a "find the answer around the world" puzzle) and it only took me 5 hours, so keep that in mind if you decide to purchase this early access. There are other folks upset about the permadeath mechanic combined with autosave. There is an easy mode that allows manual saves. I played this on Hard, did zero grinding and the only tough fight was the final boss of act 1. I'm not super amazing at JRPG's or anything, so I don't think the average player couldn't also achieve this level of success.
Another fantastical world from the makers of Dread Delusion. Get ready to eat mushrooms, lose your precious limbs, and talk a fae out of ruining the radio for everyone. Early Access feedback: - Combat oscillates between a slog and a stompfest, and that's not a good thing - I understand the purpose of hit chance (create variance in combat), but in practice, it just doesn't feel great to miss an 80% to hit - The optimal strategy is right arm -> left arm -> right leg. This gets dull real fast - Abilities tied to weapons are an interesting idea, weren't it for the fact that some abilities are straight up better than others, so you feel stuck holding specific weapons - My mage dying actually really sucked. Good job!
Entropy is a old school rpg , it bring me back to the good old days of Rpg when you had to really play and think about what you doing and how you building your champ but not only building up your champ but building up your allies . Tips---- and obessions Coming into the game its very challenging at level one can be very challenging because you are truely a villager regardless of the begining choices you are weak the objective here is to reach you and your mage to level 3 for my main character sense he was a warrior damager who wield two blades damage perk was the power up i choose giving him the damage to cut threw enemy demons and bandits early on for my mage gifted is a must being a novice mage she is going to fail castings and the last thing you want to do is risk her dying due to mis spells. but for all of us who may not know how to build there is a third guy they give you coming out of the village he is a warrior as well with a twohanded sword this one is random but he is dependable if you are going to be a damager give him the solider armor you find in the chest a little farther up, something i failed to mention you as the player can never die however your companions are a different story... yea u can fall in battle but you are sure to come back. but them.... no.... what i said earlier about protecting the mage is vital when you seen them they have the power to poison their enemy which isn't bad but it blows in damage again beginning novice mage latter on when you meet the shaper this changes that lower tier spell caster becomes something bigger vital for beating the boss at Blackfort. now moving on equip you men before you get equipped the mage is going to be ok as long as you monitor their Hp. the enemy will attack her if they have range your random warrior is good for clearing front with WIDE SWING always aim for the threats that aim your mage but also reduce the effectiveness of the front enemy by hitting them hard aim for the damager in front over the tank you will thank me for this info as you progress through, observing the threats come just as important as blowing through enemies in other words "GRIND speaking in demonic voice" grind till you hit level 3 this way you have your first perk once you done grinding to lvl 3 "GRIND" til you hit lvl 4. keep this in mind when you play these type of old school rpg its not about reaching to your next point as fast as possible its about reaching your next level as fast as possible because you are prepare your character to be able to contend with a literal demon who will mud stomp you if you are not ready and please believe in this game your campanions will play with their life if you are not ready due to rushing cant stress this enough.... its an old school rpg if anyone reading my comments have played "BREATHE OF FIRE" you know why im stressing this moving on again, Items of heal actually mean something here no matter the level stock up on them once you make it to Curv or whatever the town is name get enough money stock up on the higher heals at least around 6 buy also the lower heals as well use those however you will save your camps once you hit lvl 5 - 6 first zone is cake... the boss however... thats why you have all those curatives. ALSO make sure to meet the shaper to learn new magical attacks and heals :)) your going to need them. Gameplay--- the combat is very challenging very tactical and keep in mind level helps but does not mean you can not die if you do not plan accordingly the devs did the game play just service in this game a nice golden bow is rewarded for planning battles... in my tip section will break down this to the max. Character design---- ok so in all the games i look at there are pros in cons here's the con its not a big con but its glaring my friend if it is possible to allow the player to choose how they avatar look that would be amazing as well as letting them name themselves but then again not sure this is heading have to play more to see why your main cant be named or cant be changed. and at least throw in some faces as well they are already in game so not much effort needed.... the character design isnt bad but it still should be expaned a little more. but... allowing player to change their hair and skin color should be in game. all in all the game is good its old school rpg to the max i have said enough enjoy and try it out your self, rating for game 8 / 10 there are glitches in the game that are just annoying random crashes after you exit menu also there are some game breaking gltiches that stops your progression completely i dont know what happened in chapter 2 but i cant take the boat to the other part of the land for some reason and i have done everything on chapter 1 and the whole first island... this need to be fix thats actually what caused the score to be a 8... imagine if the game was completely fixed/... hope to see it done. also correction to what i said earlier about the gloam armor u dont get that til chapter 2 farm around til you get a bandit helm to reinforce the solider armor along with getting powerful and possibly prof to unlock more weapon moves for warrior damager, for ure theif "steal" of coarse and at lvl 6 oppertunist mage gifted and attune, and finally tank unit should have the self revive to 1 armor him to the tee if possible give him a shield and sword if you got one and supplement it with powerful or profient this will allow you to walk through the boss in black mountain fort also max ure mage casts to 20. this is a must if you want them to cast healing spells and rearmor spell along with phage.
so psyched for more
Great writing with fun combat. The economy is a bit hellish and I desperately hope we get some level of character customization, but those are small gripes as of right now. After playing Dread Delusion, I have full faith that this will be phenomenal on full release, but don't expect a jankless experience right now.
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