
Adventure and fight in a medieval fantasy open world! Build heroic characters with various abilities, travel through villages, cities, or perilous dungeons. Strategic turn-based combat system and advanced character building - Fog of war, charging and flanking, and more in the fast-paced Arena mode.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, Traditional Chinese, English, French, Japanese, Italian, Spanish - Spain, Portuguese - Brazil
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 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 will say, this has potential. But as of right now, it is a nothing burger. The mechanics are all there, and they work flawlessly, but nothing interesting is ever done with them. The progression is an illusion, because the entire world levels up with you - if you thought a level 20 character was supposed to be powerful, this game shuts it right down because everything is level 20, even the random bandits roaming the wilderness or whatever. The same happens with random events you get in towns: these usually ask for a skill test and have a certain DC you must beat to pass, but the average DC goes up with your level. It's kind of disheartening to see the exact same activity jump from 10 to 25 DC just because I levelled up some. All of that was an attempt at balancing something out, I can see that, but it breaks immersion massively and just doesn't work. Also, I must express my confusion regarding the game's title and lore documents present in the game's encyclopedia. It claims that magic is mostly gone from the world, but over half the character classes are spellcasters in some capacity, and the world is filled to the brim with magical monsters and magic items, and spell materials are trivial to acquire. There's absolutely nothing "low magic" about this. At first I thought the name was meant to be interpreted as "Low Age of Magic", but it seems to be indeed meant to be interpreted as "Age of Low Magic", but it makes no real sense. I'll keep an eye out for this game, and if it gets better I'll update my review in a heartbeat. But as of right now, if you're looking for a game that can present the experience of playing a sandbox RPG, giving you a sense of progression, immersion and interactivity, I can't recommend this one.
As a huge fan of sandbox RPGs, I was on the fence on this one. It seemed to get lots of praise as a D&D 3.5 sandbox, but I saw other reviews that it was unfinished. Anyway, I tried it out during a sale and for me it´s just on the unfinished side of "nope". My biggest problem actually has nothing to do with the D&D implementation. There are some things that are unfinished (and I wish that there was the option for bards to make money from their skills in towns, a la Realms of Arkania), but I was pleased to see that although it proposes house rules and lets the player mix-and-match, it also has the option to play RAW. I applaud the developer's commitment to an extensive digital implementation of 3.5 D&D. But for a game where most of the game loop is about fighting in random combat encounters, those encounters were samey and lacked tension. Every single time, whether in the wilderness or in a dungeon, you're dropped in a rectangular battlemap with enemies about one to two turns outside melee range, so my party of archers (with a caster to summon a decoy elemental) decimated everything every time. For a bit of mindless "watch number go up" it's fine, but for immersing into the fantasy of embodying a group of D&D heroes, it lands flat. Simply having different map types would go a huge way towards solving this problem. In a dungeon, what if some maps were composed of twisty corridors that mitigated the power of ranged combat and gave melee characters a time to shine? Better monster AI would, as well. When I've cut down half the enemies with ranged attacks, why do the remaining half continue the charge instead of diving for cover and forcing me to come to them? Implementing elevation changes would be another interesting way to mix up combat. Battle Brothers makes great use of this. Or perhaps add a layer on top of the samey proc-gen stuff and hand-craft some encounter templates. Anyway, right now it's less the D&D part that's unfinished (although that's true in some places) and more that this is a seemingly solid technical foundation waiting for a fun game to be built on top of it. I'm keen to return to it if that ever happens.
I wanted a sword/shield fighter. Configured feats for that goal and ended up with a longbow and two-handed sword. Checking wiki and search turns out you cannot choose your starting gear. For a "low magic" game, all the equipment in the store are items I cannot use, magical items that are too expensive, and I could not find standard gear that made use of my feats. Combat seemed fine, but after building out my entire team, most had equipment that was useless and so my combat power was extremely limited. So, why go through all the trouble of combat when the team is hobbled? If creating characters, one should get option to choose equipment within the bounds of starting gold. Not going to bother with this game now. Maybe I'll check again in 2-3 years....
1,游戏依然是个半成品中的半成品。除了出去打地下城和野怪外,你就没有其他事情。 2,游戏内容除了循环日常外就没了。 3,游戏难度居然是越来越难,制作组的脑子一定有坑。 4,装备和附魔系统极其简单粗暴。 5,法系职业存在基本没有意义,职业之间平衡和作用完全不对等。 6,开发进度可以和蜗牛比进度。 7,随机事件、陷阱和箱子DC检定居然不设置上限,DC100开个箱子拿到100个金币我是绷不住。 8,阵营属性和语言在游戏里毫无疑义,难不成就为了辟邪斩和附魔吗?那你设计这个干什么? 等等等等问题不一一列举 完全不推荐,至少按这开发进度看,5年内是不推荐。
Almost 10 years in EA...
野怪和各种事件难度全会随着你升级而升级,一点爽感都没有
作为3r规则的游戏竟然不能开战前叠buff,所有法术必须在战斗里释放,那还打个屁,怪物射程无敌远,进战斗直接被弓箭抽,地形几乎无影响
作为DnD爱好者,几乎每一部dnd游戏都玩过,相关桌游也玩了不少,但这是唯一一个玩不下去的。买了快8年了,没有合理的故事线和丰富的故事文本。虽然很喜欢研究战斗,但没有明确的故事线让我没有玩下去的动力。
中评 我相信这是一个认真打磨的游戏,游戏缺乏数值系统的教学,作为一个非桌游玩家,完全看不懂里面装备加成的各种数值有何意义… 我始终相信桌游的骰子是为了弥补没有电子计算器的缺憾,而现在我们又在电子游戏上以骰子来计算伤害,这对吗?(还有你,博德之门)
Better than Baldur's Gate 3. Open World Sandbox. Do what you want. No linear on-rails campaign. A masterpiece for what this is
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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