
Fast-paced, skill-based, chaotic & hardcore "survivors" game, with huge array of builds, enemy variety and tons of mechanics. The game is primarily designed for "true" gamers that love the genre and seek a challenge.
Modeled estimate, not a reported figure. How we estimate →
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About
TL;DR: think of this game as Dwarf Fortress of survivors genre. Your first impression is probably gonna be like "WHAT THE .... IS ALL OF THIS?!", but if you give it just a little bit of effort in understanding - a majestic beast will appear before you.
Purge the planes from xenos that awaken the forces of entropy from slumber.
Every run is the a new "puzzle", and your build is the key.
The game is moderately+ skill-based and heavily focused on the initial replayability - dynamic & chaotic combat, vast array of enemies, tasks & mechanics. Tons of builds.
The backend is sprinkled with several meta-upgrade systems.


No mindless grind - your quest is finite, and every bit of effort counts.
Ravage through the map areas, unlock artifacts, craft builds and grow in power.
Enemy will also not sit and wait for their demise, growing in power during a run, and reinforcing their global areas with buffs.

On THE PATH to species annihilation, every mission will present an array of optional tasks to prevent the player mindlesly running in circles, and giving generous rewards.
However, there will be crucial and difficult tasks (a.k.a. bosses and sub-bosses), that are mandatory for completion.

1. 10 aspects (classes) with their unique native skills and abilities;

2. 20+ active and passive perks;

3. Inventory system of 12 slots of items, that can be equipped during the mission;

4. 30+ items to choose from, with a total of 600+ different upgrade slots (each 3 levels deep);


- 30+ enemy unit types with their own set of stats, attacks (no touch-damage), skills, perks, ai, pathing patterns and so on.
- Squads, enemy group compositions with custom pathing, traits and mechanics.
- Valor enemy system, units upgrade their stats & perks during the run.
- Force enemy system giving the enemy different benefits, spawning squads and elites.
- Engage enemy system, new enemy types are unlocked in random compositions during each run, presenting a different challenge every time.

Futhermore, those unit types stats & perks are unlocked dynamicaly (Ex: enemy can get 4x of the same perk, making it very strong/fast/resourcefull, or 4 different ones, making it more versatile), promoting even more gameplay variation.



As an awakened entropy force, you constantly grow in power, obtaining stars (socketables) and combining them in the Membrane Matrix to achieve different boosts, based on their placement and their link interconnections.
Xenos fall is imminent, annihilate all!
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
Reviews
Entropy Graze est un jeu de type survivors qui ne fait aucun compromis. Dès les premières minutes, le joueur est submergé par la quantité de mécaniques, d’ennemis, de builds et de décisions possibles. Pourtant, une fois l’effort d’apprentissage fourni, le jeu révèle une richesse impressionnante où chaque run devient un véritable puzzle à résoudre. La force du jeu réside dans sa rejouabilité immédiate. Rien n’est laissé au hasard. Les combats sont nerveux, lisibles, et demandent une vraie maitrise du positionnement et du timing. Entropy Graze s’adresse clairement à un public averti. Pourles joueurs prêts à s’investir, c’est un titre dense, intelligent et satisfaisant. Un jeu qui récompense généreusement le joueur lorsqu’il apprend à survivre dans le chaos.
Note: I received the game key in a giveaway, no money was exchanged. There is a lot of information to chew in Entropy Graze. every Item Gear/Weapons (Melee)/Orbs (Ranged Magic/uses mana) has branching upgrades including the Aspects (Characters) you control. After an hour of trial and error Entropy graze feels more like a knowledge check than anything else. I didn't realize the codex on the main map had more info since you have to click on it then off it may just do better to have a next button on it as someone may immediately hop in to a level without knowing the main goal.which isn't awful but may lead to frustration. Some of the tasks are unclear if it does not simply state kill x amount of enemies. - For example, the only task that clearly tells you or shows you what you should be looking for and that's to touch the shrines in groups of three. - As for Kill recon Squads I am assuming those are the guys with the paper banners on above their head but they kind of get lost in the crows when things ramp up and you have multiple larger chosen ones on the field. - One of the other easy tasks that made sense after I could see the target is the Zap prophets one but again those smaller enemies got lost in everything that was going on. - The Task where you find the way points via a compass is doable but again once you are overwhelmed you can't see the faint point you need to stand on nor can you see your compass well to know you are lined up on the x and y axis of where it is. Probably give the compass a more clear guide line. I think the game could do with some visual clarity update, but some mechanics still seem unclear until you click around a lot, It think it would unfortunately benefit from a hand holdy tutorial of at least the basics of upgrading as I had 3 things in my collection but it was unclear on how to equip them as I assumed I just hadn't leveled up to unlock slots but I had to actually click a locked slot then select unlock to spend the resource to then assign something from the membrane collection. Also maybe get some display settings in the options. It looks a bit odd on my wide screen monitor in full screen or windowed. I would recommend giving it another pass over from more players if you can get more people to try it and take in more feedback. The above were my thoughts though. Oh one last thing is probably just add a smaller quick play mode it just seems like actually getting a clear is going to take awhile as I am only an hour into my run and still only on the first tile. Unless a run is meant to be encapsulated and there is to be no out of run power ups besides unlocking new modes and starter aspects and weapons’/orbs. Final Thoughts: Entropy Graze is okay. Would I recommend it for a typical fan of something like Vampire Survivors? No. Would I recommend it to someone who wants to bellyache over a possible aspect of their build? Yes. Is it for me? I am still on the fence so I will say no for now but maybe revisit after some updates as the dev has been active. Entropy Gaze reminds me of a PS1 era/flash games I used to play on the web. I am actually more interested in this world and setting than I am in trying to figure out this game more. So there's something right there. Music is a bit lack luster but you can always just lower that and put on your own tunes. I hope this helps.
Having loved many bullet hell/bullet heavens, I was looking forward to a new experience. [b]UI[/b]: Cluttered with an overwhelming amount of information. None of which makes sense to a new player. The visuals in the UI are inconsistent (is it AI?) and the design screams early 90s 16-bit era quality of visuals. [b]Gameplay[/b]: It's hard to get into the game without going past several screens and options that can be both overwhelming and underwhelming at the same time. The amount of information doesn't match the quality of the weapon nor do the weapons really make or break the game. Additionally, the game doesn't communicate what it actually wants the player to do in order to move forward in the map, nor which objects are safe for players to interact with. The unclear distinction between enemy fire, interactable items, or positive fire make it hard to even survive long enough to figure out map objectives. It needs to be revised heavily, and the dev needs to simplify much of the content to make the game more accessible. On the whole, the gameplay loop seems to consist of visiting multiple maps, completing some kind of objective, and advancing until you beat all the maps. However, good luck getting there. [b]Graphics[/b]:Jarring visuals that do not overlap properly created a sense that perhaps one or more of the items (UI/enemies/character) may be AI generated. However, the disclaimer on the store page states it's only the music that's AI generated. Graphically, the game is not uniform in presentation. In-battle effects do not reflect out of battle menus, and vice versa. [b]Music/sound[/b]: It's hard to hear any SFX over the extremely unfit AI generated music used in the backgrounds. the music just doesn't feel right. It feels like an outside element that doesn't belong. The SFX is muted, doesn't carry a punch, nor provide any audio-visual feedback that works with the enemies you're slaying. There's a lack of cue between actions happening on screen. [b]Verdict[/b]: Needs more time to cook. Requires much more work, and far less intimidating amount of text. Walls of text, while impressive, does not translate to a playable game. It might work for a board game, or a card game, but not in an interactive medium.
I went into this with an open mind, but at first glance, it is pretty confusing. There is just a lot of information on the screen, which makes it hard to navigate. I did figure out how to start a round after clicking around a bit. The biggest issue is that the objectives are tough to read and understand, especially when you are actively trying not to die. It is also a bit unclear how they work. Some seem to progress automatically, while others require you to interact with things, some in a specific order. Plus, the perk and item descriptions are really long and wordy, so it is hard to tell what they actually do. Overall, it just feels a bit overwhelming.
Entropy Graze fue un viaje de emociones. Debo decir que como jugador de Survivors o Vampire Likes, el juego tiene muchísimo potencial, creo que tiene ideas muy buenas y que la diversificación de los árboles de habilidades y mejoras es realmente increíble. Dejando de lado todo el tema de la utilización de la IA, que el creador ya avisa sobre ello y entiendo el uso en las condiciones en las que se utiliza. Entropy Graze se hace entretenido, tiene momentos de tensión propios de este formato o tipo de juego, en los que te invita a intentar aguantar más en la siguiente run. Pero tiene algunos problemas que creo que dificultan un poco su entrada. Los menús del juego son demasiado caóticos y hay demasiada info en pantalla, creo que funcionaría mejor si esa info se fuese desbloqueando poco a poco y fuera creciendo con el jugador. Además de un pequeño tutorial, por tonto que parezca, ayudaría mucho a que un nuevo jugador se familiarizase con el título. Como comentario final diría que en algunas ocasiones la saturación de imagen es demasiado fuerte y me mareaba un poco. En definitiva, creo que Entropy Graze tiene potencial, pero si se centra en ir de escalón a escalón, puede llegar a ser uno de los vampire más completos y no lo digo de broma. Espero mucho de el título con el tiempo. PD. Las patadas voladoras de los enemigos son muy divertidas.
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