
Open World Survival RPG set in a high fantasy environment. Craft items and fortresses, wield spells and magical equipment as you face everything from undead to intelligent factions whose reaction towards you is based on your treatment of them.
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Languages: English
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TL:DR - This game could turn out to be amazing for those that are looking for a good dungeon crawler. If anyone ever played the original Tribes RPG mod, you'll feel right at home in many ways. For those people looking for a hardcore survival game, I don't think this gonna be for you, it's gonna be for the rpg fans that want a survival aspect included. I only have 2.7 hours played because I've done most of the content that's in the game as of now (still recommend buying now if you like dungeon crawlers). So I've never done a review before, but seeing as no one has posted one yet I wanted to get the train rolling so that people wouldn't automatically dismiss this game due to lack of reviews (heck, I do that). I want this game to succeed, and if you go to the discussions, you'll see that the dev is infectiously optimistic about both the game and his ability to contribute to the community. There are a lot of things that could be said in lengthy form, but I'm going to stick to the easiest method, cons first: CONS (almost all are Early Access related): - Optimization: I've got an older gaming PC that I built myself, runs modern stuff at medium-high with no problems, but good lord this game chops on lowest settings. BUT, that being said, the dev specifically stated that optimization is horrid and that's one of the reasons he is releasing a demo so that people could try it out. I love this dedication to honesty from the dev so take this with a grain of salt and I think we can trust it's being worked on. - UI: Clunky, but really not all that bad. Some specific changes might be integrating the mouse wheel, switching page up/page down (page up goes the 2nd page of inventory, just goes against most other UI norms), fiddling with scale to make it a bit smaller, have an "equipped" section of your inventory so that your equipped gear isn't spread among all of the stuff you've picked up, separate building tabs for equipment versus "settlement" items, a small number on items in inventory showing how many you have instead of having to click each item to check. That being said, the controls are lovingly simplistic and you're not overwhelmed by the amount of windows that popped up, extremely intuitive to navigate. - Scale of World: I'm hoping that either A) the world is kept small for EA and will be enlarged or B) the world is kept the same but absolutely brimming with places to explore. As of now, it probably takes about 10 minutes to run from one side of the map to the other. - Combat: I'm putting this here for those that like complicated combat, it's not. It's a "hold down mouse button to auto-attack" kind of game, old school. There is a block, but otherwise that's pretty much it. A lot of people aren't fans of this type of combat, finding it tedious. That being said, there is also spellcasting, so you can mix it up that way. + Note to dev: I'd suggest either attempting a mount and blade or skyrim type combat model if possible, you'll have a much wider audience availability. - No Tutorial: This might be on me in some ways since I haven't played a survival title in a while, but I was absolutely lost for a good 45 minutes. I figured out how craft easily enough, but little things here and there like how to properly use inventory (click on item, click on spot you want it go, it's not drag and drop even though your cursor looks like it's holding something); how to integrate walls into a building properly (for the love of god pay attention to the controls screen, the second page will have buttons for rotating and placement of building items, USE THEM); knowing to allocate your skill points the moment you start the game (didn't realize I had some to spend until 5-10 minutes after I started); needing to put wood in the fire before hitting light fire, not knowing that your inventory had more slots than it initially shows, little things like that. + Note to dev: I'd strongly suggest a quick 3-5 minute tutorial asap, I can't tell you how many game reviews I've seen in the negative where the only comment is saying too hard to figure out/no tutorial/etc. + Random note to dev: speaking of the fire, please put in a good reason to cook food, I ended up just eating raw food and healing through the damage as it was too bothersome to go back to my base to cook. I'd suggest double the amount of hunger healed rather than a negative buff or something so you get rewarded for the effort, not punished for the lack of availability of going back to base. Now to the other side: PROS: - RPG system: I'm absolutely in love with the rpg mechanics. Simple, intuitive, and you actually feel like you've accomplished something. When you kill something, it feels like a victory as most enemies your level can be slightly difficult, and the experience you get matches, the leveling is fairly quick (so is the dying, so don't assume you'll hit level 20 in 10 minutes with no effort). There are 6 stats (3 physical, 3 magic), and dependent upon your build you might be really looking forward to just one more point. You gain experience by just living, fantastic concept for a survival game (granted it's not much experience, but the concept just warms my heart). Everything levels with you to a point, so there's always a reason to go back to an area you've already explored - I'm really hoping the loot scales as well, it seemed to when I was playing but not 100% sure. Beyond that, there's no level cap, so I imagine you could be running around at level 400 killing baby sea turtles of the same level. - Reputation system: This part is pretty nifty, you gain or lose reputation based upon what you kill. Pretty standard concept, but it's also related to who those guys are allied with. The dev explained it (bad summarization to follow) by saying that killing skeletons would make you more friendly with the fungoids, and would obviously make you unpopular with skeletons, but would also make your unpopular to rats who are buddies with the skeletons. It made me avoid killing the sea turtles, god knows who they're allied with so I don't feel like getting on anyone group's naughty list randomly. This aspect makes you consider what to kill and why rather than just blindly committing genocide on this small island, which I consider to be a great concept. - Books of learning: You don't just learn spells as you level, you get the initial one for free, but you have to find books secreted away to learn more spells, very nifty. This is the same for architectural plans for your buildings, you find the books containing the ability to build them. - Spells: They don't level, they scale. Example: The higher your faith, the more health your heal will...heal. It also costs more mana, but it's not linear in the sense that at level 1 it costs 10 to heal 20 and at level 5 it costs 50 to heal 100, it does scale in your favor. Keeps it simple so that you don't have 58 spells of only three variants, and it rewards you for putting skill points into magic. - Bartering: There is already a merchant in the game, so you can hoard to your heart's content knowing that ultimately there's a purpose, getting that cash money to buy an upgrade for yourself. Stands apart from other survival titles in this regard. - IT'S NOT MULTIPLAYER!!!!: I actually like the concept of survival titles, I own quite a few. However, what do you see the moment you look at survival title reviews? Hacking, griefing, server issues, etc. Thank the lord this is not multiplayer as it seems to ultimately kill survival fun. I think this could be all kinds of fun in multiplayer once it's finished, but as it is I think it's a smart move on the dev's part to leave it single player for now. All in all, I think I forgot some things, but I had some fun playing it and I'm really looking forward to release. I'll be checking back for updates to boot it back up as it updates.
[h1]Introduction[/h1] Harsh is the debut title from indie developer, Harsh Reality Productions. Harsh puts you in the shoes (bare feet) of a survivor in a fantasy world. You see, ratkins attacked your village. They killed most of your friends and family and took the rest as slaves before sailing away. You were one of the slaves. But there was a storm and, while your captors were distracted, you managed to escape and leaped to your freedom into the ferocious waves. You made your way to land and collapsed onto the beach. You wake the following morning on an unknown shore, alone, hungry, and with only your undergarments for company -- and the numerous strange creatures that inhabit the island. Your goal is to survive, grow stronger, and ... well that's it at the moment. But the game is in Early Access so there's more coming. For now, just consider yourself lucky that your underwear can hold such a large inventory. Oo-er! [h1]Presentation[/h1] First impressions aren't great. The splash screen looks amateurish and the title screen is a series of buttons with text in a multi-coloured comic-stlye font overlaid on a bland, solid background. This carries through to other menus, too. Sliders are fiddly and it all looks like a prototype. The introductory text looks completely out of place, too. Character, creature, and world graphics are much better; everything looks nice -- barring the poorly blended character animations. The sky box and lighting, especially, can produce lovely visuals. The world could do with more variation in foliage and other objects, and the invisible barrier and flat plain at the edge of the world break the immersion, but what's here is impressive. Character creation gives you enough options to make interesting characters, though body adjustment options would be a nice addition. Camera controls are restrictive, with a hotkey for cycling through pre-set cameras. A first- / third-person toggle with free zoom and rotation about the character in third-person view would be simpler and more flexible. The in-game UI looks better than the menus, but it's still not great; the multi-coloured text was jarring at first, though I'm used to it now, but I do still find the inventory and crafting menus sections fiddly, and the UI could do with some skinning -- that compass looks terrible! The hotkeys for building don't work well, either. Music is typical fantasy fare. I continue to find the combat music annoying, especially when I'm only harvesting and not in combat. But the track played most of the time on the island is nice and relaxing. Sound effects are minimal. What's here is okay, but could do with a bit more 'oomph', especially in combat. There are no voices. There are a few different graphics options, but no vsync. Audio volumes are independently adjustable. I've encountered some graphical glitches, from grass growing in the air in one spot in the starting area, to smoke making foliage behind it look weird, water with strange polygons, weird lighting and cloud effects, and clipping issues. There's nothing game breaking, though. [h1]Gameplay[/h1] Harsh plays like a typical open-world ARPG, albeit with only minimal NPC interaction and no quests. You have an inventory, six basic abilities, and hotkey slots for weapons and spells. There's a rather eclectic mix of adversaries; you'll see giant rats, beetles, giant arachnids, fungoids, and undead, as well as an assortment of more normal (though unusually mixed) creatures such as turtles, deer, and rhinoceroses. Most creatures won't attack you on sight, but not all. To me, Harsh feels like an ARPG with some survival-crafting elements, as opposed to, say, Solace Crafting: a survival-crafting game with some ARPG elements. Here, the focus is on exploring and fighting; survival is limited to food and water, crafting is only necessary to provide your starting equipment, and building is extremely limited: single-floor buildings made out of five set pieces, only there as a stage for a campfire, respawn shrine, and inventory storage crate if you want it. Once there are some more interesting building pieces available then building might be fun, but now I don't even bother with anything but the floor. There are three main collectible materials: wood, rocks, and cordage (plants). You find rocks and cordage scattered around the world and can also harvest rocks from boulders and wood from trees. Other than that you can get leather and raw meat (the only source of food) from killing some creatures. I've also managed to procure iron by scrapping some armour and weapons that dropped as random loot from skeletons, but there may be other ways to get it, too. Once you've made one of everything initially available -- probably within your first hour -- it'll be a long time before you make anything else. I found the next tier of building recipes, but they require iron and they're just upgraded versions of the same old recipes, so I didn't see the point in doing anything with them yet. More recipes, material types, building blocks (stairs!), and interactivity with the game world are definitely required. The world is surprisingly small and non-interactive, with the basic materials and portals to the handful of dungeons being the main interactive parts. I hope there are plans to include craftable boats and other islands to expand the world, but I haven't seen any mention of that. At the moment, given the epic scale implied, the world seems much too small. Combat definitely needs work. At the moment it involves tanking up then holding down LMB to continuously attack while you watch your health, and pressing your healing hotkey at the best possible time. If you notice your opponent's health isn't dropping quickly enough then you turn tail and run. It's definitely not what anyone could describe as 'visceral'. Feedback needs to be improved and most of the offensive spells are useless most of the time; you should just attack. One of the developer's comments struck me as completely illogical, too: "... you may find at higher levels that you actually do more damage with your fists than a lower quality weapon." There are no maps in the 'dungeon' areas and balance is all over the place; it's basically a game of numbers as you level up, but randomly spawned enemies also increase in proportion to your level, so there's little advantage. If you can't beat an area at level 10, when come back at level 20 there's a good chance you still won't be able to beat it. While it's nice to have continuing challenge, it feels like an endless grind against the same enemies over and over again. The real benefits seem to come from equipment, but the only way to get that is through random loot drops or grinding. I'm sure this will get better as the game moves through EA, but it's something to be aware of at the moment. [h1]Pros and Cons[/h1] Pros: + Mostly pretty graphics + No level cap; random loot + Crafting and building basics Cons: - Not much to do yet; small world - Combat is a bit dull - Game balance feels off, with only very limited real progression - Weird interface [h1]Verdict[/h1] My first few hours with Harsh left me feeling unimpressed. A couple of bug fixes and a better understanding of the game improved that feeling considerably and I recommend it, but there's a long way to go. More crafting and building content, more intelligent factions, and more dungeon areas are apparently being added now, though I'm not sure whether it will feel like just more of the same in the end. The developer's plans for adding quests may help, too. The world seems much too small for the open-ended nature and the choice of a pre-defined world and areas rather than procedurally generated necessarily puts a limit on the content, but if enough extra stuff is added, then Harsh could be an impressive game, indeed. [h1]Save for Later[/h1] [code]For more game reviews, visit [url=http://saveorquit.com/]Save or Quit[/url].[/code]
Abandoned
refunded within first 30 mins absolute garbage
Quite possibly the worst game on Steam. Nothing feels polished, inspired or even playable. The game opens with quite possibly the ugliest title screen of the last 20 years, followed by the worst dump-you-in-the-middle-of-nowhere bollocks introduction ever. Honestly I can't write much more except this: avoid this game at all costs. It needs a LONG time in development before it's even remotely playable.
The Game is still a little clunky, the AI tends to ignore you until you interact with NPCs and creatures ( but then they fight till one of you die evan the turtles ) . It is early access, but I see it as a STRANDED DEEP or HOLD YOUR OWN meets SAVAGE LANDS with a little extra magic tossed in. It still needs polishing but I think mthis game has real potential watch video: https://youtu.be/X1ZZ3ik2cWY
Seems like abandonware to me. Will re-review if things change.
This is a trash game, it won't even let me equip anything. Your better not even looking at this game, if you can even call it that.
Game is too clunky , even with everything turned all the way down. There needs to be a quicker way to equip weapons, I was being attacked while doing the starting quest with Athena.
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