
Gloomgrave is a roguelike dungeon crawler with a retro pixel aesthetic. Upgrade your Gloomcrawler with unique perks and experiment with different builds as you try to survive each depth in search of the ultimate ancient relic.
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About
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
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 want to like this game. It seems like it could be fun and I like the visual presentation. The problem is that there isn't enough information about in-game mechanics. What status effects, weapon effects, or even basic character statistics do isn't explained in game. When I die, it doesn't feel like I made a mistake in my character build, I know what I did wrong and can try again next time to do things differently... I have no clue where I went wrong because so much of how the game functions goes unexplained. It's just trying to build a character "blind" and I don't find that fun. I left a comment in the discussions with this feedback and never heard back... so I think it's fair to let others know that I didn't enjoy this game and why.
It's a charming presentation, but the gameplay is pretty shallow, and some mechanics (cloaks, dodge+weight+perks, accuracy) are either inconsistent in their behavior (accuracy seems to affect melee, but not ranged), or simply unclear what (if any) gameplay effects they have. Like other roguelikes, by the time you get to the end, you will have a lot of good items for the game's final boss. But, this game was [b]extremely[/b] easy to cheese once I discovered that I could reliably soft-lock enemies in doorframes by turning right and strafing away, then finishing them off with arrows. If this is the developer's first go, it's a great first step, but his next game should have more to chew on, for its price. A future installment could improve the game greatly by having mechanics that play more with armor, positioning, or manipulating movement/action values (such as a flying unit that gets 2 moves to your 1, or an enemy that has bad attacks but attacks twice, or a perk that gives you a free move after a critical hit, skeletons being vulnerable to blunt weapons, zombies to blades, etc). As it is, the enemy AI is extremely poor, and the gameplay boils down to "get bigger numbers". You'll probably enjoy the simplicity and presentation but not much else.
You've seen everything after 15 minutes.
Enjoyable but unfinished feeling game. 1. The UI is lacking in regards to explaining stats and effects. 2. The movement can be tedious 3. The class badges for me randomly reset and I lost all classes after playing for a few hours. 4. Items are sparse and mostly uninteresting. 5. Levels are repetitive. The game is cute and could be great. It reminds me a bit of Barony, but in its current state it just is too empty and a little buggy to enjoy.
For sure it is an awesome project, and I said project, because I missing some things like, a tutorial and control change options (like change moviments keys Q for A and E for D). I also missing some kind of introduction, I know that it is a dungeon crawler, and for sure it is a nice project, however a introduction may improve a lot a initial experience of this game, keeping the player knowing exactly where he is. Nice Job man.
Unfinished game with items with no explanations but it's pretty cheap so it's okay I feel I got 12 hours out of it Took me 3 years to get all the achievements because for some reason I couldn't finish with the rogue class
3Dダンジョンのローグライク。日本語無いけどストーリーは特にないし、アイテムやスキル説明も短い英文なので、この手のゲーム経験者なら雰囲気で理解できるレベル。内容もシンプルだしボリューム的にも値段相応なので、さくっと遊びたい人にオススメ!
A taste of these older style of dungeon crawlers that while really light on content is charming. Extremely RNG dependent but for the price I'd still recommend it if you've never really gave these a try before.
[h1] The idea is good, but the implementation is a disaster [/h1] After spending 7.3 hours in this game, only one question arises: Did the developers themselves play THIS? Yes, this is a roguelike, yes, it is turn-based, yes, like in any roguelike there is randomness, but there are a number of aspects that I will not try to explain, because this is simply the crankiness of the developers. And here they are: [olist] [*]Tutorial. Where is he? Where are the explanations of what the stats do? Does strength give damage? Why dexterity then? What about intelligence? There is no dialogue here, Karl. No guides, no wiki, no explanations. Here's the game, play it. [*]Variety of perks and skills. For reaching a new level, you are given a choice of three perks out of 10 possible. Some perks literally sound like this: You are given a random temporary effect. That is, for reaching a level you can get poisoned - fire, guys, a cool idea. As for such things as the skill tree, it’s just a circus. Each time you can upgrade different stats. Do you want crits? But there are no crits, pump up either health or a two-handed weapon and don’t care that you don’t have it. [*]Items. [list] [*]"Scroll of Blessing" - Is he doing something? It is written that it removes negative effects. Poison and fire hung over me. Neither was removed after using this scroll. [*]Why is there bone meal in the game? To eat it? It doesn't give you health. But it gives you a little satiety (as it is written). WHERE IS THE SATIETY SCALE THEN? [*]Where are the wands? Do you know how many wands I came across during 7 hours of play? 5 items. I COUNT. [/list] [*] Merchant. I've never met a bigger garbage man. The developers seriously decided that if a merchant sells weapons that are not capable of killing anyone, it will be funny. No, it's cliche and looks disgusting. There is simply nowhere to spend money because even on the second floor you often already have better weapons. And yet, here’s the moment. The merchant sells 4 arrows for 5 gold. And he buys the ENTIRE STOCK OF ARROWS for 1 gold. In your description it says “wooden arrow”, not “arrows”, idiots. What kind of economy is this? They would remove the merchant from the game altogether then, he is useless since he sells rubbish and buys everything for a penny. And then, even with special As a perk for profitable trade (“stranger’s cloak”), prices are still inadequate. [*]Chests. Do you know the difference between a regular chest, a golden chest and a golden chest with a key? That's right, color. Random is when in the first you come across junk and food, in the second more or less things, and in the third - good loot. Our situation is as follows: a golden chest is even less common than a golden one with a key; in the first and third (simple and with a key) chests you ALWAYS find absolute rubbish. This is not randomness at all - these are crooked hands of the coder that need to be shoved into him you know where. [*]Random combat. This is where I run out of words to be honest... It doesn’t matter whether you pumped up 4 skills for crits or didn’t pump them up at all. Crits will not drop or will drop once every 5 monsters. On the first floor I got crits 10 times in a row. On the 5th floor, when the crits had already been pumped up 5 times, I got them 1 time. But enemies take away 20 health per hit. Finish, guys. I played randomly and lost. Fierce disrespect for such an attitude towards the players. [/olist] Overall, I liked the game, but these moments make it suck. If these bugs are corrected, we'll see. And so - 4/10 _________________________________________________________ [h1] Идея хорошая, но реализация - катастрофа [/h1] После проведенных 7.3 часа в этой игре, возникает лишь один вопрос: А разработчики сами-то играли в ЭТО? Да, это рогалик, да, он пошаговый, да, как и в любых рогаликах тут есть рандом, но есть ряд аспектов, которые я не буду пытаться объяснить, потому что это просто криворукость разработчиков. И вот они: [olist] [*]Туториал. Он где? Где объяснения что делают статы? Сила дает урон? А ловкость то зачем тогда? А интеллект? Тут нет диалогов, карл. Ни гайдов, ни вики ни объяснений. Вот игра, играй. [*]Разнообразие перков и скиллов. За то, что достигнут новый уровень, на выбор дается три перка из 10 возможных. Некоторые перки буквально звучат так: Вам выдается рандомный временный эффект. То есть за достижение уровня можно получить отравление - огонь, ребята, классная идея. А что касается таких вещей как дерево скиллов - это просто цирк. Каждый раз ты можешь качать разные статы. Хочешь криты? А вот нет критов, качай либо здоровье, либо двуручное оружие и плевать, что у тебя его нет. [*]Предметы. [list] [*]"Scroll of Blessing" - Он что-то делает? Написано снимает негативные эффекты. На мне висело отравление и огонь. Ни то ни другое снято не было после применения этого свитка. [*]Зачем в игре костная мука? Чтобы её есть? Она не дает здоровья. Но дает чуть-чуть сытости (так написано). А ГДЕ ШКАЛА СЫТОСТИ ТОГДА? [*]Где жезлы? Знаете сколько жезлов мне попалось за 7 часов игры? 5 штук. Я СЧИТАЛ. [/list] [*] Торговец. Большего мусорщика я не встречал. Разработчики на серьезных щах решили, что если торговец будет продавать оружие, которое никого не способно убить - это будет смешно. Нет, это клише и выглядит омерзительно. Деньги тратить попросту некуда потому, что даже на втором этаже у тебя зачастую уже есть оружие круче. И еще, вот такой момент. Торговец продает 4 стрелы за 5 золота. А покупает за 1 золота ВЕСЬ ЗАПАС СТРЕЛ. У вас, в описании написано "wooden arrow", а не "arrows", придурки. Это че за экономика такая? Убрали бы вообще торговца из игры тогда, он бесполезен, раз продает хлам, а покупает всё за копейку. И потом, даже со спец. перком на выгодную торговлю ( "stranger's cloak") цены все равно неадекватные. [*]Сундуки. Знаете чем отличается обычный сундук, золотой сундук и золотой сундук с ключом? Правильно, цветом. Рандом - это когда в первом вам попадется хлам и еда, во втором более менее вещи, а в третьем - хороший лут. У нас же ситуация следующая: золотой сундук встречается даже реже, чем золотой с ключом, в первом и третьем (простой и с ключом) сундуках ВСЕГДА попадается абсолютнейший хлам. Это не рандом вообще - это кривые руки кодера, которые надо засунуть ему сами знаете куда. [*]Рандом боёвки. Тут у меня кончаются слова если честно... Неважно выкачали вы 4 скилла на криты или не выкачали вообще. Криты не будут выпадать или будут выпадать раз в 5 монстров. На первом этаже у меня криты выпали 10 раз подряд. На 5 этаже, когда криты уже были прокачаны 5 раз, мне они выпали 1 раз. Зато враги отнимают по 20 здоровья за удар. Финиш, ребята. Играл в рандом, проиграл. Лютый дизреспект за такое отношение к игрокам. [/olist] В целом мне игра понравилась, но вот эти моменты делают её парашной. Поправят эти косяки - будем смотреть. А так - 4/10
A first person roguelike dungeon crawler that's a bit light on content but still enjoyable. Runs are fairly quick and the music is very nice and atmospheric. Outside of some of my runs freezing and the aforementioned small amount of content I have no other issues with this game.
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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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