
"90s Black Metal Monster Collector!" In Gloamvault, you can charm any monster you encounter and add it to your party. Create a party with up to five minions and descend into the depths of the dungeon. Fuse any two monsters together to create stronger ones. Good luck surviving...
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About


"90s Black Metal Monster Collector"
You are a resurrected evil wizard.
Charm any monster you encounter to build up your army.
Over 500 different monsters to fight.
Use your dark magic to merge two monsters together.
Spend points to get upgrades.
Cast spells to influence the battle.
Collect items to further enhance your build.
Try to reach the depths of the dungeon... or die trying.
Each dungeon is procedurally generated, making each run unique!
Inspired by crazy build games like Path of Achra and aesthetics of old school first person dungeon crawlers like wizardry. Gloamvault combines elements from roguelikes, auto battlers, monster collectors and first person dungeon crawler!

Instead of leveling up, you can use your evil powers to merge any two monsters together. This will make your minions grow in strength and unleash endless possibilities!

There are no restrictions on which enemies you are allowed to catch. You can charm any enemy under the right conditions and add them to your army!


Monsters you face can possess any of 25 unique abilities, allowing for a wide range of interesting combinations in your own party! These abilities scale based on the monster's stats.


You will loot a variety of items to further enhance the build you're aiming for! These items can boost abilities, increase stats, or provide unique modifications.


All the monster you encounter or charm will be tracked in your bestiary. Will you be able to charm them all?

Can you really merge any monster together?
Yes! In Gloamvault, there is no limit to which monsters you can merge or how often you can do it. Merging works best when both monsters have similar abilities. If they don’t, there is a small chance that the "main" monster will inherit abilities they don’t share.
How many merge combinations exist?
Too many! Each monster can have multiple abilities from the 25 existing ones, with varying values. The same monster can even appear with different abilities as long as they fit its types. This results in a huge number of possible merge combinations.
Can you really charm any monster?
Yes! The lower the enemy monster's HP, the higher the chance of a successful charm. You can also boost your chances with upgrades or items—but beware! The deeper you go, the harder it gets to charm.
What makes this a roguelike?
While not a traditional roguelike, Gloamvault features permadeath, a focus on procedural content, grid-based movement, turn-based combat, and more. One could argue that it checks many boxes from the Berlin Interpretation of what defines a roguelike. But in the end, you’ll be the judge!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese, German*languages with full audio support
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
Very cool concept with an easy to pick up nd play gameplay loop. It's a fun, light dungeon crawler with some unique mechanics that make it stand out. My favorite feature is merging monsters. Seeing the pixel art and the names change is really satisfying. It reminds me of Impossible Creatures, although I wish the creatures actually inherited body parts and abilities from both monsters like they do in that game. The game could use some polishing and tutorial. Starting players with the Minion Maker makes things feel more overwhelming than they need to be, while the core gameplay itself is actually very simple. That first impression might put some people off. Right now, there also isn't much variety in playstyles. Only a few feel effective and one or two builds are simply overpowered, so the balance could definitely use some work. I also think the dungeons would benefit from puzzles, hidden secrets and more varied layouts or biomes. Charming monsters is a lot of fun and I'd love to see more ways to build around it, such as rings or abilities that increase charm chance instead of relying mostly on enemy health. Despite these, the game has a lot of charm and a really solid foundation. With more balance, build variety, spells and dungeon content, I think it has the potential to become something special.
The idea is interesting but execution is subpar. The game is very imbalanced, a lot of useless mechanics. Like why do you need poison or burning if most of your enemies die in one turn? What is the point of summons if they are so rare and become irrelevant once you go to a next level? What is the point of sacrifice if it kills your full health monster and only replenish a dozen? Not to say that killing monster in your party is the least desirable outcome. In the end you can't to choose your play style, but have to desperately grind skills/items that work. This is especially true for the last boss fight where the set of working mechanics is like one or two. And poor mechanics description doesn't help either. Finally, merging monsters is fun on paper, but in reality... it is just mess. You upgrade your monsters just to find out they became irrelevant the very next level, the only case you need to keep them is if you've managed to grab couple of useful abilities on them with sufficiently high level. And no, the game is not hard, I almost managed to win on my first play-through (just forgot about my potions during the last battle). It just tedious and irritating, not because it is hard, but because it is user unfriendly and not well planned.
先にitchにて試遊させてもらいましたが、とても面白かったのでSteamでのリリースを機に購入しました。 運に因るところも多いですが、繰り返し遊ぶにつれて理解度も増し、(自分の中で思う)安定した編成に近付けるはず。 戦闘での処理順への認知が大事になってくるのでアビリティやシステム内容の見落としは厳禁です。 ポーション以外の獲得したアイテムにもランダムに様々な効果(プラスにもマイナスにも働くことも)が付くので、進行中のパーティに合ったアイテムであれば戦力向上、その他ステータスアップやコスト増減、チャームやマージの際に有利になったりもするのでいろいろと試す価値があります。 プレイ時間もゲームに対する習熟度もまだまだ序の口ですが、手探り状態で遊んでる今が一番楽しいかも知れない。 ※現在日本語化への対応に積極的だそうなので日本人としてうれしく思います。微力ながら応援してます。
[h2] モンスターは資源。大事に使い捨てる [/h2] モンスターを配合し続けるゲームと聞いてSiralimシリーズをまず思い浮かんだが、それよりも配合しまくるゲームだった。 とにかくモンスターが資源で強化素材にも回復にも使える万能素材だが、シンボルエンカウントの都合上資源は有限。 Charmで勧誘、味方のSummonスキル、Deed(Runごとの実績解放)、NPCからコインで購入など、どれだけモンスターをかき集めるかが攻略のカギだと思う。 完璧にかみ合ったビルドも作れそうだが、まだそこまではやり込めてないので引き続き遊んでいきたい。 配合ペアのレベル差が開けているとその分能力上昇幅も大きいので、初期モンスターを大事に育てたい癖の人も挫けず挑戦してほしい。 もっと情報交換したいので是非みんな遊んでくれ!あと消費アイテムをケチらず使ってくれ! 個人的にプレイで意識していること: [spoiler] ・序盤は回復スキルを取得。マナは戦闘ごとに全回復するので欠かさず使用 ・低階層ではDeed(実績)で取得できるモンスターがかなり頼もしいのでキャラに抵抗なければどんどん入れ替える ・仲間モンスターをクリックすると攻撃を止められるので敵のHP調整に有用 ・スロットには攻撃が若干低いモンスターを入れると上記のHP調整に役立つかも ・Summonが20%くらいのモンスターを手に入れたら積極的に参加+パーティスロットをあける。同種のモンスターが召喚されるので、それで配合を繰り返すと純粋に強化できる(召喚は単純に壁としても有用) ・先頭(一番左)にタンク役とその補助としてヒーラーは必須 ・アイテム合成NPCは数少ない全体強化手段。ただし同じ能力を合成しても合算されない(一部能力は重複して発動しない?)[/spoiler]
Edit: Ok, so after playing the you-know-what out of it, I've decided to update my original review. I'll structure it from short-term to long-term aspects, which may interest you. BASIC DESCRIPTION: Gloamvault is a turn-based game which has improved its quality (balance, "build diversity", QoL stuff) tremendously since release. The main objective is to pass through several dungeon levels and escape your prison. Yes, prison. Turns out that you're a sinister mastermind who experimented with various monsters (over 500, mind you) and went a little overboard. The combined might of several kingdoms was required in order to lock you up, together with your ... curious creations. In order to make it back to the surface, you need to get past your own experiments. You can use a variety of items (incl. stacking of their effects), potions, spells, perk upgrades, rewards, NPC interactions, summons and more. Usually, you achieve victory by weakening enemies to the point where you can easily capture ("charm") them (no pokeballs required, chill). Any (including even bosses) two charmed monsters can be combined, which adds hp values, damage, sometimes abilities and may even cause certain evolutions to occur. These increase the base stats of the resulting monster. You can use up to 5 monsters in your active party. At the beginning of each dungeon level, you choose between three sets of monster category+item reward choices. To me, this game ultimately feels like a randomly generated, sandbox, turn-based dungeon crawler with ToME vibes of less complexity (yes, looking at you, Endless mode), where the incredible amount of possible challenge combos (and the option to separately ramp up the difficulty past the current location of Voyager 1) put it somewhere in the middle of a PoA-Pokemon-Chess triangle. The point I'm trying to make is that it nicely combines strategic, tactical and monster-collecting elements. Choice, order and timing of actions will become more and more important, as you keep stacking several challenges on a very hard difficulty. Gloamvault features achievements and a global leaderboard. Challenge- and difficulty choices act as global multipliers to your base score. The game can be played both in first-person and 2D-overview mode. GAMEPLAY ASPECTS and FLOW: Just try it. Seriously, this game has made me look for monsters like I did in Pokemon. It has made me speedrun endless mode, in order to pass levels quicker. It has also hinted that I need to slow down due to unforeseen rng-combinations. I have failed runs in very unexpected ways. I have completed runs in very unexpected ways. The current challenge system makes it so that a very high score can be achieved in many ways. Are you going to do a run without any external help (no potions, heals, items, NPC's)? Are you going to do a run with only one monster in your party? Are you going to complete a run without any charming of monsters at all ("hoo-ah"!, how is this legitimately possible)? Are you going to dare facing far stronger bosses? Or maybe you like to push your luck and let monster categories be absolutely random on each level? etc etc Currently I have no idea which combination leads to the best result. I don't even think that there is a universal favorite. It just depends on your playstyle, from what I can gather. LONG-TERM VALUE: Gloamvault features three aspects, which I personally value beyond anything else: 1. It is fun. Very fun. The atmosphere and soundtrack make the game really flow for me. I actually like the pixel-art look of the game. It grew on me in 1 minute when I started playing. Discord has a separate meme section for generated monster names. Falling-of-their-chair people have been reported after reading one of them. Others have rigorously explored monster evolution and we've already sent two nominations for you-know-which-prize. 2. I keep discovering new little details after many runs. Who knew that healing the enemy can be a clever tactic sometimes? The game is deeper than it seems. You discover that quickly, especially if you wanna score high. Gloamvault, despite being unique, carries the spirit of old legends, where meta-progression is simply the knowledge you gain after failing a run. You fail and learn. You optimize by making different choices next time. 3. It is actively worked on by a passionate developer. This guy has single-handedly responded to suggestions and feedback coming close to the hundreds by now. In less than 2 months, the game has improved by quite a lot! Thanks for reading and I hope to see you in discord! Hariel
Ver. b19-7s 英語はできませんが、問題はありません。 非常にキャラクターカスタマイズせいが高いゲームです。 モードは4種類。 ①チュートリアル:練習用 ②通常モード:塔の15Fを登ろう ③seed of day:よくわからない ④エンドレスモード:そのまんま どのモードもダンジョン探索で地図を作成しながら敵を仲間にし、奥を進んでいきます。うぃざーどりい+女神転生みたいな進行ですね。 キャラクターカスタマイズ まずは操作キャラのステータス及び能力決定。21個の能力、3つの状態異常攻撃のなかから3つを決める。 能力は、通常攻撃・ヒール・防御・回避など、よくあるコマンド能力で通常攻撃も通常攻撃の能力を取ってないとできません。 状態異常攻撃は、スタン・毒・熱、スタックごとのダメージ系統ですね。 また各能力、状態異常はステータスに依存して成長限界・能力値がきまってきます。ヒールの能力があっても聖に対するステータスをもってなかったら、回復力がつかなかったり。 それらをふったら、ランダムで初期値をきめます。ある一定数のステータスに収まるなら何度でもふりなおせます。 初期のお供モンスターも3匹ランダムで決められます。 PT 5匹編成になります。 仲間を増やすには基本敵をチャームで捕まえる必要があります。成功率があり、敵HPが低くなるほど成功率があがります。 HPを減らして成功率を上げる仕様なので攻撃強化系の能力(毒・熱・クリティカル・ダブルアタック等)は後半までいれる必要がありません。 敵を倒すことにメリットがほとんどなく、敵を捕まえるごとにステータスポイントがもらえる。 上層は敵が強くなってきてHPを減らす、成功率が低いというのもあり、下層でどれだけ敵をチャームできるかがポイントになります。 戦闘は左から順番に行動を開始します。 各種カスタマイズ ①ステータスポイントを消費して各種ステータスを上げることができます。チャームの成功率や攻撃力up、回避、防御などでます。 ②仲間合体。捕まえた仲間を消費してステータスを強化します。 このゲームの面白いシステムで、自分が持ってる能力は消費元の能力が高ければ高く上昇。ない能力(上記21+3種類)でも基本15%で獲得できる。なので5人編成のキャラに各種役割を自分で作成できます。仲間を合体させるごとにキメラ化してエフェクトも変わるし、種族名なども変化するので細かい楽しみもあります。 ③装備。3つまで装備可能です。最低でも1つ能力をもっており、合成で5個まで付与できます。攻撃能力upもあれば単純にステータス付与もあり、攻略に必須なチャーム確率upなど色々あり、状況に応じて装備を持ち替えます。これもカスタマイズ性があって面白い。 ゲーム内実績 ランごとにゲーム内実績があります。敵を何体倒す、仲間にする、ダメージを与えるなどですね。 達成する事に、仲間獲得、装備獲得、お金、ステータスポイントの4種類からどれかを選んで報酬を受け取れます。 自分に足りないものを強化できます。 難易度 下層は個の能力で進める、中層から上層からは役割分担が必要になり育成が大切なゲームと教えてくれる。壁を作り、サブ壁を作り、それぞれのヒール役をつくりとゲーム性があがります。 階層にBOSSいるときもあり、3F上ぐらいの実力があり、強い。階層をクリアすると装備が1つもらえます。また次の階層の内容を選べ、出現する敵(獲得できる能力)、ゴール時の獲得装備、出現する店を選べます。 しかし、上層は敵のステータスが増えるだけで能力値がインフレするだけなので正直中層から上層はやることがかわりません。 良い点 とにかくカスタマイズ、敵を捕まえて強化するのが楽しい。 能力値が高い装備を作れたときも戦闘が楽になるのを実感できる。 モンスターの種類の多さとグラフィック。 BOSSがBOSSとして強い。 一応ランキングがあり、スコアを確認できる。人数が100人未満ですが・・・ 悪い点 上層でやることが何もかわらないインフレするだけ。 店で装備欄開くと自分の装備にショップの装備の能力が重なる。 level difficultyとか表示されているが、自分たちのレベルを確認することができない。 説明文では左にいるときや左にいるキャラにと書いてあるが、PT編成表示は上から下に表示される。 ゲームのセーブが階層の最初。階層の途中でやめられず、途中でやめた場合は階層のはじめから。 階層ゴール時に次の敵を選べるが、その敵がどんな特性をもっているか覚えていないと意味がない。 能力合成が非常に楽しいゲームで、値段分の熱中度はあります。 悪い点はありますが、不快・致命的というのではなく目に付くというぐらいです。
A great little monster collecting dungeon crawl. Dozens and dozens of monsters to collect and combine, artifacts with strong passive effects, limited consumables, riddles, bosses, and more! I played the demo quite a bit before the game came to Steam, and all of the additions in the full release have been great. Check it out!
Game is cool, looks cool, have cool gameplay loop, have cool concept, merging monsters and finding your own op strategy is cool, we have oldschool leader-board integrated into the game and the author talks to us on discord in real time and if we find the issues he fix them as fast as possible. The game is big and not that big at the same time and currently it have some balance issues, which is expected from small developer creating game like that, but seems like he is working on that. Worth the price, even in current (in my opinion not fully finished) state.
Cool sprites, nice ambient sounds like DOOM ('93). I picked an alternate dungeon layer full of clowns and bugs, easy enough right? I have a Demonic Elephant with itchy soles at the forefront. The surprise was after one or two fell, they summoned more damn clowns. Just immediate reinforcements. It must have been a total of 9 or 10 with the backup. My OG minion tops off the possessed Elephant's HP as it goes ham on the clowns. I found two necklaces that spawn health, so I merged them with an NPC's help. Then instead of tanking, I died to some frozen dog and an angry beetle because I forgot to buy a health potion. Charm and merge your way to fortune, also make sure your healers are properly placed in the party!
ゲーム内容は無駄を一切削ぎ落とした硬派な女神転生って感じです。 基本的な流れをおおざっぱに言うと、貧弱な初期メンバーに同じくらい貧弱なモンスターを 次々合成していって徐々に強化していくゲームです。 最後らへんで初期メンバーの面影は跡形もなくなり別物のナニカに進化しますので、愛着を 持って最後まで育てたい層はイバラの道を歩むことになると思います。 なお、現時点で日本語は実装されていませんが、小学生レベルの英語でも雰囲気で 何となく進められますので、興味ある方は是非セール中の今のうちに買ってみてください。 オススメです。
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