
A retro-style first-person dungeon crawler RPG where you rescue kidnapped children from an underground demon horde.
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Languages: English, Spanish - Spain, German, French, Italian, Japanese, Polish, Portuguese - Brazil, Turkish
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Into the Inferno is a passion project by a small developer. It most resembles the early Might and Magic games, although not as massively open-ended as those; if you enjoyed MM1 or 2, or the more recent Swords and Sorcery: Underworld, you should check this one out. There have been quite a few quality of life and interface improvements since launch, though some glitches remain. The campaign follows the traditional loose approach of dropping you into the world with an end goal and leaving it to you to figure out how to get there. The main points of interest are the miniboss encounters that drop unique loot. The power curve is very slow at first, as you will need to grind heavily and mana can be expensive to recharge (though it does recover over time if you're patient). For me, level 7 was the turning point where I suddenly became much more powerful and started surging ahead. The game changes quite a bit once you reach the mines, the eight-level megadungeon that comprises the rest of the game. Unlike the outdoor areas, these levels are sprawling mazes in which the few points of interest are not visible, so you need to explore every single square if you want to find everything. Tthere are also no shops, mana chargers, or shortcuts back to town in the mines. Fortunately, there's an Exit spell that will return you to the surface, but it's still a long walk back down. If you don't mind the slow start and the occasional hike, this is a satisfying quest that will keep you coming back to clear another map. If you're not sure, try the demo first. It offers a generous chunk of the game, and is more than enough to tell if it's your style or not.
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Great Game. First Person Turn Based dungeon crawler. Instant buy. i need more of this in my life. Bring back Might and Magic.
"Into The Inferno" had me doing two things I rarely, if ever, do. 1. Click on an unsolicited Facebook ad advertising a game. 2. Become a Kickstarter backer for a game. My only previous Kickstarter pledge was for a Spiderweb Software game, and that was an easy backing as Jeff Vogel has decades of released games behind him. The thing that made me take the plunge was the developer, Dragon Dropper, was only looking to raise $500 to put some finishing touches on the game. At $9, it seemed like a minor risk to take for a potentially solid dungeon crawling "blobber". A couple months after the Kickstarter pledge, I decided to download the demo and give it a whirl. I have to admit I was a bit weary after playing the demo. It was very clunky, unpolished, and not too inspiring overall. Fast forward multiple updates and feedback from other players, and the game was finally released. I rarely play games right when they are released as those first handful of patches are vital to a better gaming experience. That was certainly the case here, as by the time I jumped "Into the Inferno", the game played MUCH better than the demo. Dragon Dropper has produced a fine, stripped down, old school dungeon crawler, highly reminiscent of The Bard's Tale or the early Wizardry games. You only get a party of four, and get to pick from the usual adventuring suspects (Warrior/Healer/Wizard/Thief/Shaman). The game does start out a bit slow, and you will die quickly. Grinding for gold is a must as you will be making frequent trips to the inn (you don't restore HP or MP there, just a regeneration boost) and the magic shop to restore mana. Once you level up a few times, you're ready to adventure further. The controls are fine. You're on a grid, and you can play with a mouse or a keyboard. The inventory system is basic, but functional. I find it easier to use than some other similar games like the Elminage or Japanese Wizardry games which tend to be cumbersome. The maps start out pretty basic. No obtuse puzzles, which is nice after playing some other newer titles in the genre that get really gimmicky and frustrating with the spinning tiles and timed sequences (I'm looking at you, Vaporum 2). You only have a couple quests in the game, and no real story to speak of. "Rescue this and kill that". It's really just there to keep you battling and grinding and exploring. If you've played any of the classics like the aforementioned The Bard's Tale or Wizardry, you'll know what you're in for here with the grinding battles. I enjoy this part of it. Turn off the music and just get your favorites playing in the background, it's a much more enjoyable experience (Mercyful Fate has been my dungeon crawling go-to for several decades now). As of this writing I have about 16 hours in, and I don't see any reason why I won't finish it. It's been a mostly bug-free experience, with the exception of a couple times where the game has failed to load and I have to close the game through the task manager. No big deal, I can live with that. I do recommend this game to gamers who enjoy the classic dungeon crawlers, and even some of the newer ones like Legends of Amberland. Dragon Dropper has a long term vision for their games, which is good to see. The second game in the series, "Crossing the Sands" is already in development, and promises to build off the solid foundation that "...Inferno" has started. I'm looking forward to that, and hopefully the word gets out more so we can keep seeing new dungeon crawlers for years to come.
戦闘メッセージで翻訳がちょっと違和感あるが日本語対応に感謝です。 [h1]ストーリー[/h1] 主に悪魔から子供たちの救出をすることが目標。 その他は行方不明の鉱夫の遺体を回収して家族に渡すクエストが多め。 [h1]良い点[/h1] ・死んでも特にペナルティは無い、蘇生呪文は無く普通に回復呪文を使えば復活する ・歩き回るとHPとMPがちょっとずつ回復していく ・天候や朝昼晩などの時間経過があり新鮮(ストーリーには影響なし) ・カスタムポートレートはステータス画面で変更可能(サイズは正方形がオススメ) ・戦闘スピードは設定で変更可能。 [h1]悪い点[/h1] ・鉱山探索中に「遺体を発見、それを集めて街へ戻ります」とテキストがいきなり出ますがダンジョンには「?」のイベントマーク無し、1マスごとに探索しなきゃならないのは少し不便。 もしフリーズ起きたら、カーソルで右上のミニマップを押して戻ると何故か直ります。 序盤は敵の毒攻撃とか強く根気強くぽつぽつとレベル上げが必要。レベル5ぐらいで多分楽になる。 ウィザードリィやダンジョンRPG好きな人にはおすすめです。 ブログで感想とプレイ日記書いておりますのでよろしければ。 https://tekikoku.blog.fc2.com/blog-entry-195.html
I love this game. In short, if you liked early Might and Magic and Bards Tale, stop reading this and buy the game. Expect to have some difficulty early on - struggling for cash and experience - but after gaining a few levels you'll be able to hold your own and I found it very satisfying when I was finally able to take down some bosses and get some good loot. The glaring weakness of the game is the lack of fast travel. Early on it doesn't matter so much, but once you reach the mines, it really becomes a chore walk back to town. Come on dev, Might and Magic had Lloyd's beacon and Bards tale let you teleport out of dungeons. I'd settle for a "surface" spell that teleported back to the entrance of the mine. That aside, it's still a fun game and I look forward to the next installment.
長らく宿屋で寝ていた我ら6人の目覚める時が来た。 ということで、とにもかくにも日本語対応に感謝。 可能であれば続編の方もお願いします。
[quote] Love RPG? [url=https://store.steampowered.com/curator/39973073/]Make sure to Follow my Curator Page[/url] for plenty more! [/quote] With the new interface, the game has changed a lot for the better. A classic old-school adventure awaits you, where the monsters are deadly, good loot is very rare, and you'll have to do a lot of running from the dungeon to the city. So if you want to feel what RPGs were like at the beginning of the gaming era, this game is for you! ✔️8/10 https://youtu.be/bUXM8rNyUPw [quote] And don't forget to [url=https://www.youtube.com/c/WizardWorm?sub_confirmation=1] Subscribe to my Youtube [/url][/quote] [quote] Join my [url=http://steamcommunity.com/groups/wizard_rpg] Steam Group [/url] [/quote]
Old school blobber. Really good QOL features. Except it is an old school blobber so no hand-holding kiddie markers and danger alerts as in todays game. Thing is, if you just look at numbers go up and enemy numbers go down with no imagination, you are missing the point of blobbers. These games evolved directly from D&D tabletop games. You need to have an active imagination to play these types of games. Every encounter should look like D&D artwork from modules or other fantasy artwork. For example: You move onto a square and encounter 3 goblins. You can just hit the attack button 6 times and screen says you won the battle. minor experience gain, minor gold gain. done. If you play games this way you are going to get bored VERY QUICKLY. OR: same situation above but in your imagination..... Your characters are in forest, and break through some vision obscuring vegetation, the goblins are feasting on a dead deer and spring to attack. Now picture this as a movie scene. See your characters weapons and armor, hear their grunts as they swing, see a warrior miss as the goblin dodges aside only to have its head bashed in by a companion, complete with gore and blood splatters on your heroes. See your mage utter 'Sherawah' (or whatever) staff raised with glowing lights or runes and imagine the remaining goblins collapsing to the ground fast asleep. And so on. If you can do that, ...well these games are a good time. If you are just mashing buttons to get through the encounters quickly, there is no point in playing these types of games as it will become stale very quickly. I also like to slow combat turns down so I can imagine each swing in 100's of ways to keep the movie going with each character without going too fast for my imagination. Not ragging on different generations here, but I think GEN X and prior have a distinct advantage with imagination because with the advent of the internet and phones, no imagination was needed because visuals were presented with everything. Plus people stopped reading so the imagination center in their brain atrophied. Just an observation. I bought the trilogy after playing some of the first game. Maybe not the best blobber ever but good enough to make me buy all three. Oh one last thing, there is no battle line. Any being can attack anyone on the field of battle... (Imagination here again) the creatures try and surround your party not just stand in a line till one row goes down, then another.... you get it.
Good little old school game. Bit slow to start with but past level 10 it gets a fair bit easier. At a buck per hour of play so far, thumbs up!
"Into the Inferno" macht vieles richtig. Es ist ein solides RPG im Stil von Bardstale oder den frühen Wizardry-Teilen (Wizardry 6 oder 7 zum Beispiel). Die 3D-Welt ist ohne Hügel oder Gras (Bäume gibt es), die Monstergrafiken sind nicht animiert, die taktischen Möglichkeiten sind begrenzt - und dennoch hatte ich sehr viel Freude am Game. Es hat ein paar Glitches, aber auch einen engagierten Entwickler der immer noch am Produkt arbeitet und Fehler ausbügelt. Die Monstergrafiken fand ich sehr ansprechend - während in der Bards-Tale Trilogy die Grafiken teilweise schon sehr eklig waren, sind diese hier deutlich ansprechender. Die Deutsche Übersetzung ist etwas arg holprig, aber für mich mit meinem schlechten Englisch immer noch sehr hilfreich - allerdings sind die Texte auch sehr kurz und knackig gehalten. Froh war ich über die Übersetzung spätestens bei den Itemnamen. Puzzles oder Rätsel gibt es eigentlich keine - dafür auf jeder Karte mehrere Bosse mit unique-Loot, die mich motivierten und manchmal auch ein wenig forderten. Zum Sound kann ich nix sagen - spiele komplett ohne Sound. An meinem ersten Playthrough saß ich ca. 60 h und erreichte Level 40 - und war beim Endboss froh über jedes Level, dass ich erreicht hatte. Allerdings war meine Party auch suboptimal und ich spielte Hardcore (man kann nur im Camp/Gasthaus speichern). Alles in allem sehr schöne 60 Spielstunden und ein erfolgreiches Ende. Für Fans von Bards-Tale, Wizardry oder die alten Might&Magic nur zu empfehlen.
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