
Eternal Edge + is a casual Action-Adventure role-playing game following Cross, an Age-old warrior who is trying to wake his lost Wife from an Eternal slumber. Only together can they defeat the Skeleton King.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Simplified Chinese, Turkish, Spanish - Latin America, Portuguese - Portugal, French, Italian, German, Spanish - Spain, Japanese, Korean
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
I’ve finished Eternal Edge on Steam, and honestly I have mixed feelings about it. The game feels very buggy overall, and at times it comes across as something that was made quite simply without a lot of polish or care. One of the most frustrating parts is the grindy achievements — completing them feels more like a chore than a rewarding experience, and it can be really exhausting. That said, I can still see the potential here. The RPG + Zelda-style direction is actually interesting, and with more time, effort, and polish, this could have turned into something really enjoyable. I hope the developers continue working in this style, but with fewer bugs and more refinement in the future. There’s definitely a good idea underneath all the issues.
I am a bit torn on this one. The story is a good idea but its delivered terribly. It is obvious this is a beginner game, and if that is true then they did an amazing job for a first build but my recommendation would be to work on it some more, iron out the combat, fix alot of the camera and cinematic quirks that are jarring, rework the cinematics and story delivery to be more engaging and so on. I dont recommend the game for 17$, for 10 I would say ok and recommend people try it. Theres enormous potential here, the art style is fine just the game needs alot of polish and it could be fantastic. I legit wanted to play and finish the game but the problems pulled me out of the game and turned me away.
(¯`·._)♣ ♤ ♥♠ villanueva-9 ♣ ♤ ♥♠(¯`·._) Reinos malditos, báculos de neón y la odisea de rol independiente definitiva Si buscas una aventura tridimensional de acción pura, exploración libre y rol clásico que rinda un tributo espiritual directo a la magia, la nostalgia y la estructura de los grandes referentes del género, te suelte en mitad de un bellísimo pero corrompido reino de fantasía y convierta el derrocamiento de un dios oscuro en un adictivo festival de combates en tiempo real, cacería de monstruos y saqueo de mazmorras, esta propuesta es una opción espectacular. Lanzada oficialmente en la plataforma de Steam el 22 de mayo de 2022, lleva la clásica fórmula de los mundos abiertos al más puro estilo de un The Legend of Zelda: Breath of the Wild o Kingdoms of Amalur adaptado a un enfoque puramente independiente, cumpliendo el propósito de ofrecer un viaje directo, sesudo y muy divertido de completar en tu monitor. • Estética colorida y una ambientación de fantasía soberbias: La historia nos pone en las botas de Cross, un joven guerrero que despierta de un largo letargo con una misión crítica: salvar a su amada de las garras de la Pequeña Muerte, un tirano místico que ha sumido los bloques del mapa en las tinieblas. Perderse por su campaña te invita a recorrer enormes entornos interactivos abiertos —que van desde verdes praderas idílicas, espesas selvas sagradas, catacumbas oscuras subterráneas, hasta fortalezas malditas iluminadas con sutiles destellos de neón—, logrando una inmersión inicial excelente que te entra por las pupilas desde el primer segundo. • Combate marcial y mecánicas de movimiento fluidas: El sistema de juego ofrece una propuesta mecánica comodísima y de ritmo muy ágil que responde al milímetro ante tus comandos con el mando o el teclado. Enfrentar la corrupción de la arena de bloques te exige dominar la inercia espacial en tiempo real: combinar ataques ligeros y cargados con tu espada se complementa con esquivas milimétricas con giros de 360 grados, sprints de velocidad y el uso de escudos cuánticos para repeler de forma súper responsiva las hileras de ataques enemigos en la pantalla. • Un garaje de equipamiento y un arsenal rolero de armas masivo: El título te permite romper por completo con la monotonía de los guerreros planos al incluir un profundo e inteligente sistema de botín y progresión. Limpiar las salas de los búnkeres enemigos te premia amansando monedas de oro brillantes y cofres de madera ocultos, otorgándote la libertad absoluta de desbloquear y equipar decenas de espadas pesadas, escudos mágicos, armaduras blindadas o báculos de neón advanced, indispensables para potenciar tus estadísticas físicas de salud y daño en tu monitor. • El árbol de Magia Antigua y hechizos elementales de área: El planteamiento de tus incursiones se vuelve súper adictivo al integrar una profusa capa de poderes místicos en el inventario. Subir de nivel a tu héroe te otorga la libertad de canjear tus puntos de experiencia advanced de forma estrictamente lineal, permitiéndote desbloquear y lanzar conjuros mágicos en tiempo real (como ráfagas de fuego, tormentas de hielo de área o teletransportes rápidos) para desintegrar las hitboxes de los jefes de élite de la cuadrícula de forma muy vistosa. • Cacería de misiones y un gran paraíso de coleccionables: El desarrollo de la odisea te premia por escudriñar concienzudamente cada rincón de las estancias de la metrópolis al incluir un dinámico sistema de objetivos secundarios. Viajar por los distritos del mapamundi interactivo libre te permite interactuar con lugareños advanced, cumplir encargos literarios de los gremios, desenterrar recuerdos perdidos e hileras de coleccionables ocultos, todo coronado por una adictiva cacería de logros integrados para lucir tus estadísticas en la red. • Puntos a mejorar (Falta de pulido técnico general): Debido a la inmensa ambición de construir un mundo abierto tridimensional masivo con un equipo de desarrollo independiente muy reducido, el software arrastra baches de rendimiento molestos en tu PC. El transcurso de la exploración avanzada por las praderas puede registrar tirones parásitos de código, caídas bruscas de fotogramas y colisiones defectuosas en las hitboxes donde ciertos enemigos o texturas del pavimento atraviesan el terreno sólido de forma tosca, rompiendo el suspenso técnico en la pantalla. • Inteligencia artificial un tanto perezosa en los laberintos: La intensidad de sus rompecabezas mecánicos de combate sufre algún pequeño bache de ritmo debido a que los algoritmos de movimiento de los monstruos resultan a veces predecibles, sosos y monótonos. Al entablar refriegas síncronas en pasadizos advanced extremadamente estrechos de las salas de la arena, las hordas enemigas pueden quedarse encajadas contra los muros arquitectónicos fijos o reaccionar con retraso, configurando un formato de ensayo y error rígido que restará suspense para los veteranos. Quizás exija una paciencia de hierro para tolerar sus constantes imperfecciones técnicas en el monitor y asimilar el ritmo de su farmeo lineal en el tramo intermedio, pero a nivel de originalidad conceptual, espectacular banda sonora ambiental de ensueño y fidelidad a la pura diversión independiente es, por mucho, un juego de rol redondo y muy reconfortante. ¡Decenas de horas de reinos malditos salvados al vuelo, armas legendarias forjadas, hechizos de neón combinados en la pantalla y pura adrenalina de fantasía aseguradas! _____________8__88_____8 ____________88_8__8_____8 ___________888_____88___88888 __________8888______88_8____88 _________8888_______88______8_8 _________8888_______88______8_8 _________8888_______8_______8 _________8888_____8_______8 __________88888____8______8 ___________8888888______8 __888_________88888_8 8888888________88_____ _8888888_______8_____ __888888_______88_____ ___88_____8_____8_____ ____8______8____8_____8_88 _______8888_8__88_8_88888 _____888888_8_88__8888888 ____8888888__88______88888 ____88888_____8_________888 ____88_________8__________8
Out of early access? Doesn't look like it.
Legend of Zelda meets darksouls. I'm angry 10/10
Camera is bad, the game lags and bugs. It's sad they saw this as a finnish product... not even worth the 0,87 euro...
I'm hoping this game is still in development as there's plenty of little graphics and interface pieces missing. However, the gameplay and storyline are awesome. I love a causal rpg and this checks all my boxes. It gives that nostalgic feeling of Zelda but then the further you get into the game the more storyline twists you unravel that are both surprising but also delightful. I would say if you're looking for extremely difficult combat or big brain puzzles then this probably is not the game you're looking for. But if you love being able to destroy a large portion of the world and get rewarded for it, upgrade your gear at a constant rate, have the option to get epic gear and secret hidden gear, and level up at a very frequent rate then you'll be in heaven here. I outpaced the recommended levels of each area and what I loved about that was being rewarded with the ease of slaughtering the bosses. Mechanics that need improvement: The game's map is not super detailed and fairly small and you cannot change the HUD size. The details in the quest log are very lacking. The quest marker is not always super accurate and instead is just marked around the general area you need to be in. There's no beastiary or reference guide to tell you what you discovered and from what region. The world can break a little every now and again but restarting the area or the game often corrects that issue and it only happened less than a handful of times for my play through. Be careful not to skip the tutorial scenes because they tell you vital information on what your new abilities are and how/when best to use them and if you skip that, there's no where in the game menu to look it up. I enjoyed this so much that I would play through again when major updates/final release occur. If this is the final release, it's still a very fun play through.
I was expecting it to be more of a breath of the wild clone but what i got was a souls like that i didnt enjoy at all.
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[h1][i]“Basically, run.”[/i] ~The Doctor[/h1] *SIGH* OK, let's start by looking at the screenshots. What do we see here? Yep. [b]Eternal Edge[/b] is an obvious [b]Zelda[/b] rip-off with its super-deformed (chibi) design coming directly from the [b]Nintendo DS[/b] remakes of the early [b]Final Fantasy[/b] titles. Even the logo here is an obvious [b]Final Fantasy[/b] rip-off, so... yeah. Do I have a problem with that? Kinda, yeah. I mean, this here is an indie game. Means that its makers were free to express themselves any way they wanted. Yet they've decided to mindlessly copy things from popular AAA titles instead. Yes, it's pathetic. But at the exact same time... I mean, come on. We all want something like this sometimes. Not a rip-off, of course, since nobody in their right mind wants [b]Sense of Right Alliance[/b] instead of the latest [b]Hasbro[/b] set, but a cute, casual game with, like, zero ambition. Something that lets you lean back and relax. That's exactly what [b]Eternal Edge[/b] promised. But instead, it “kicked me in the bollocks and spat on me when I was down” like a [b]John[/b] f*cking [b]Constantine[/b]. So... let's talk 'bout [i]that[/i]. Like I said, [b]Eternal Edge[/b] is an obvious [b]Zelda[/b] rip-off. [b]Breath of the Wild[/b], to be precise. The palette, the grinding, the campfires, and even the main character's haircut are taken directly from there. The biggest differences are that everything here is overly simplified (like, we only have a very few crafting ingredients to collect) [i]and[/i] that those copy-pasted dungeons around the world are done in the old-school way. [b]The Legend of Zelda[/b] series underwent two major changes so far – during the [b]Nintendo 64[/b] era ([b]Ocarina of Time[/b], [b]Majora's Mask[/b]) and during the [b]Wii U[/b] / [b]Switch[/b] times ([b]Breath of the Wild[/b]). And while [b]Breath of the Wild[/b] decided to abandon the old dungeon concept entirely (up to the point where we were free to go straight to the final boss), [b]Eternal Edge[/b] decided... to bring those back. Which was actually a pretty interesting idea. See, [b]Breath of the Wild[/b] was the first [b]Zelda[/b] with a generational problem. While [b]Ocarina of Time[/b] felt like a natural transition from 2D to 3D, [b]BotW[/b] was more like an entirely new thing for an entirely different kind of people. With dungeons being pretty much just a way to “level up.” Kids loved [b]Breath of the Wild[/b], while some old geezers (like yours truly, for example) felt like almost everything that made them fall in love with the series originally was gone. Now, [b]Eternal Edge[/b]? It kinda tries to please everybody. The overworld here is done in the [b]Breath of the Wild[/b] way (we grind for stuff and craft gear / ammo / items with it), while the dungeons are an obvious throwback to classic 2D [b]Zelda[/b] (devs even threw in some sort of a nod to pixelated visuals for some reason). Which, again, was an interesting idea. So... what's the problem? The problem is that this game is terribly made and barely works, OK? You may actually forget about literally everything I said above. This here is a broken mess. It's that simple. [b]Eternal Edge[/b] is a game, in which you can: walk through the mountains, fall down because your character didn't feel like grabbing the ledge, get stuck in the steps and do lots of other “exciting” things. That's what this game is all about. The worst enemy here isn't the monsters; it's the quality. It's almost like we're playing not a proper commercial product that costs $14.99, but one of them rough prototypes with the unfinished assets and unstable code. And before you'll ask, yes, this game can and will crash. Sometimes at the worst time possible (you can only save in a very specific places here). But what's killing me the most is that you can literally go to the edge of the map and go through the mountain there. Go. Through. The. Bloody. [i]Mountain[/i]. Like it's a normal thing. Like... [i]what?[/i] Also, some models won't load properly (there was that one time when I needed to enter a house that didn't load properly and had its furniture simply flying in the air, laughing at me); there's that bug thanks to which quest items won't be removed from your inventory (since you can't even drop things in this game, it can lead to some really “funny” results), etc. [b]Eternal Edge[/b] feels like something that wasn't supposed to be played by the general public. Like one of them early concepts. And it's not just the core mechanics that feel that way. Unfortunately to us all, the quests are like that, too. Unlike [b]Breath of the Wild[/b], we can't just go to the final boss and kick his skeleton ass (yes, the whole story here is a sleeping wife and a [b]Skeleton King[/b] here; there's some sort of a twist at the end, which the devs thought was deep, but it actually isn't); we're supposed to do a series of “main” quests first. That's right; even though at the beginning of the game we'll be given a task to collect four orbs, with quest markers that show us specific locations (talking 'bout quality, you can't even zoom the map here, while the “pillars of light” that mark the locations in the overworld are so terribly made that it's hard to tell what color they actually are), we can't go there. It's like the game tells us to go to Mordor, marks it on our (crappy) map, and then tells us, “No-no-no! One does not simply...” You know how it goes. Anyway, the quests. The quests in [b]Eternal Edge[/b] are a whole different kind of torture. The thing is – there's no real way to know where exactly to go and what exactly to do. Don't get me wrong, there's gonna be markers, and it's quite easy to tell the main quest from the optional objective, but the thing is... this game lies. Like, sometimes you'll need to do some random-looking optional objective before you'll be allowed to progress in the main plotline. And sometimes, even when the goal is obvious, the actual execution is confusing as F. Here's an example – some dude sent me to the blacksmith in order to have him craft me some crest. The blacksmith's there, all right, but he refused to talk to me. Why? Because, [i]obviously[/i], I'm supposed to meet with his wife first (quite an easy thing to guess, right?). Where is that... charming young lady located? Go figure. No proper descriptions, no proper journal, nothing. Just a big f*ck you in the face. Ah, and since nobody really cared about this game, don't expect any guides. You decide to step into this madness – you're on your own. And it feels [i]exactly[/i] as confusing as playing [b]Castlevania II[/b] on the [b]NES[/b] back in [b]1988[/b]. Alone. In your dark bedroom. F*ck. Dat. Sh*t. They've sure nailed the retro feeling here, just not the one they wanted to. That's the [b]Eternal Edge[/b] for you. [i]Oh, oh, wait![/i] Not [b]Eternal Edge[/b], [b]Eternal Edge[/b] [i]plus![/i] Because this here is a new, revamped version of the game! A “Definitive Edition,” if you want! Obviously, they've fixed all the problems above and the game's fully playable now, right? [i]Right?[/i] Nope~ The version I've suffered through was actually a “Plus” version. Can only imagine how “fun” the “Minus” one was. Anyway, despite being exactly what I wanted on paper, in reality, [b]Eternal Edge[/b] is, like, the exact opposite. It was supposed to be cute, casual, and relaxing. Yet it ended up being rough, confusing, and half-broken. [b]Vampire Hunters[/b] (A.K.A. [b]Vampire World: Port of Death[/b]), [b]Etrom[/b], [b]Mistmare[/b], and, of course, “the love of my life,” [b]Borderzone[/b]. [b]Eternal Edge[/b] is a part of that club. And if you've ever played at least one of those... fine... pieces... of... em... [i]code[/i], you know that the only right thing to do here is to stop reading and start running. I'm the Doctor, by the way... [i]Run for your life![/i]
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Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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