
Indie action RPG. There are monsters, lots of loot, skill tree and stat system as well as many damage numbers on screen!
Modeled estimate, not a reported figure. How we estimate →
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About
Glaivestorm is an isometric ARPG with combat, loot, stats, spells and sprinkle of crafting.

Game is focused on combat with 4 different playstyles which you can mix in any way you like:
1. Melee / 2. Ranged
3. Defensive / 4. Spellcaster
Melee and Ranged mode can be switched at any time and can be used with any weapons - they just have different ranges and projectile mechanics.
Defensive style requires at least one shield equipped, gives you ability to block attacks are reflect damage.
Spellcaster focuses on magic with different elements.

I'm trying to make the stat system as transparent as possible to not hide how things are calculated. The big part of the desire to create this game was frustration from a lot of games forcing players to guess or straight up lying to the players.
As an example, in Glaivestorm if you see an item giving "+10% strength" you can be sure that it adds 10% to whatever strength you already have, not to some base value. Plus, when you have three such items, they don't just add up to 30% bonus, but multiply with each other to give a proper 33.1% increase.


Equipment has different rarity, which affects stats and how many effects items can have.
There is an upgrade system to improve main stats (such as damage and armor).
You can atomize gear to get materials and swap the majority of the bonus effects.
Accessory slots are heavily limited in many games. Glaivestorm allows players to wear up to ten rings and two amulets at the same time (although not all gear slots are available from level zero).


You have access to both active and passive skills. Some of them benefit not just their respective path, so you're free to combine and find what's best for you.
Just like with stats I'm trying to make all the calculations as transparent as possible.


Most locations where you fight monsters are procedurally generated, but there's also boss arenas.
There are complete conditions, finishing which will unlock new locations and give bonuses for future revisiting.
Locations are not level restricted. If you can gain access to them earlier than the recommended level - good for you!
And, of course, you can find treasures!


Both Xbox and PS gamepads are now supported, game displays correct icons and hints in UI. Other gamepads should be supported as well, although they might not have specific set of icons for them.
Steam Deck resolution support was also added in recent patch. If you face issues please leave feedback in Steam Discussions or in Discord (link can be found in page socials).
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
English, Russian
Reviews
Monster HP Scaling is kind of dumb. Im lvl 20s having hard time killing lvl 8 maps and thats with a full damage stats and leveled up spells (as much as i can for my level). Not sure if people should just B-line to higher maps to get higher base equipment drops? Anyways, the scaling is off. It's also because, once you RUN OUT OF MANA, the mana pots and mana regen is a joke. Mana issues. Scaling price of pots is too high that you have to use the low level pots that heals 10 MANA ONLY for majority of the beginning of the game and your spell cast cost like 20-80+ mana each. Scaling in general is unbalanced and feels not fun. Skill aoe is tiny IMO. I went mage treeline. With the mana issues, it is annoying. I see on the melee, range, and shield tree, there are options to proc things to orbit you and do damage. Seems significantly more convenient to spec into. You lose all your gold in your inventory if you die. Kind of dumb mechanic because you can always just teleport out if feel like you're gonna die. So.....you're punished BECAUSE YOU DIDN'T PRESS "M" TO TELEPORT TO THE SAFE ZONE. What a skill check huh? Please don't tell me you got this idea from dark souls, as in we lose our souls/gold. Mobs can surround you and literally push you in one direction. Picking up items does not feel smooth especially when mobs are constantly on your ass. Not only that, but to actually be able to click on an item feels janky. Make the Fountain automatically fully heal.... like really....forcing us to wait 10 sec to fully heal is a drag. I like the idea of the game and I appreciate that it's not a dumb rouge-like lame copy paste that everyone else is doing.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Considering Glaivestorm is a solo project - The scale of any RPG or ARPG is typically impressive for small teams. Glaivestorm is a fun topdown ARPG with random loot elements and a level based 'zone' system Blue Star (the developer) is constantly assessing feedback and open to critique, his game is constantly evolving and seeing positive changes incredibly often. Patches are rolled out often and these target feedback received within the Discord. Fixes and feedback are taken seriously and happen very quickly, developer is open to feedback and prone to new ideas. Lots of love goes into this project and for a solo project, it's very impressive regardless. The gameplay loop is not boring and the itemization is in a solid spot, potions and other features could use touch ups in my opinion but im glad with the rest of the project and where it's at Game could of course be much more visually appealing, but the gameplay is where its heart is at. Not every good looking game is a good game, so I say!
Glaivestorm is a fun, straightforward indie arpg. The systems aren't deep, the builds aren't complex, but the dev does a ton of fast updates and listens to all the feedback he has received, I think it is unfair to himself that he hasn't updated the trailer or photos much since the work he has put into it recently.
Заходят как-то разработчик, художник и маркетолог в бар. а бармен им и говорит - привет, bluglassstar! ого, твоим сынишкам уже 5! быстро растут! а если серьёзно, то это похоже на концепт дьяблойда, но без сюжетки и сделан на коленке. так или иначе это ранний доступ, будем следить за развитием событий
Это гениально! Пока все эти пое и диаблы, в которые никто не играет, сижу и прохожу эту инди игру, т.к. обожаю диаблоиды, но устал от их похожести на всех, это прям глоток воздуха. Конечно игра в раннем доступе, мало шмота, разнообразия, и удобства для навыков (нету миникарты еще и т.п.) я надеюсь на все эти улучшения, и авансом от меня благодарочка!
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.
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