
Nightfall Comes is a rogue-lite action game based on top-view 3D actions that tells the story of the four characters who gathered in a castle built on a fief, led by their last lingering feelings of the extinct world.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, French, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Simplified Chinese
Engagement
Hours played at review time, across 26 reviews with recorded playtime.
Reviews
Initially pirated this (sorry man!) to test it out, played for a few hours and then came straight here and bought it. Honestly awesome dark souls-esque rogue-lite, even though its in early access it feels like a put together game, combat is fluid and very responsive and the rogue lite elements feel fun to progress through, only thing i'd have to nitpick is the levels look a little too similar and could use some variety, even if its just different pathways and places to progress into. Love the atmosphere of the game and would love to see more lore fleshing out what is happening as well as new weapons that i'm guessing will eventually come. Highly recommend for its price tag as I can see it becoming one of the better indie rogue lites that will come out.
Edit 5/15/2022: The game is feature complete and has four playable classes that are all fun to play and function differently from each other. Each character also unlocks a new part of the map. There are many routes to explore. After finishing a route with one character, you find a clue, and then must trace that clue to finish the story of the character. The map has helpful markers to help you navigate to the clue, but you still have to keep your eyes pealed to find it. The combat is very crisp, impactful and exciting. Have ideas for characters or suggestions? Join the Discord and chat to the dev, he will reply, acknowledge and consider your idea. It is criminal that this work, filled with obvious passion to make a good, fun and complete game, is so unnoticed. Give it a try, folks, it really is some good and honest fun. If you believe in developers trying to make the best game they can and love hacking and slashing monsters while picking up loot, this is your game. First, I'm going to direct you to Steam Discussion board. There are only a few thread, just look for the one called "Game feedback" started by me. In that thread, you will find a developer who is willing to listen and make adjustments to the game while sticking with the original vision. I can't tell you how impressed and thankful I am that every issue I brought up has been discussed, and patched very quickly. That's what the gaming industry needs right there! The game itself? In a word, satisfying. Each character has unique abilities, and there are 4 characters. Your attacks are very satisfying to land, and dodging and parrying is now even better than it was even a day ago. (More in that thread I referred to.) Meta upgrades allow you to slowly unlock stuff as you slay monsters. Buy this game if you enjoy hack and slash games. Or hell, just buy it because the developer is a human being trying to make a game, and not a cooperation trying to reap your soul.
It's ok, a fun Roguelite with very different characters, a good selection of abilities to find for each one, artifacts that give status and/or change the way some things work, equipment to find, and an interesting story to follow. Problem is, it gets WAY too repetitive too fast. The fights are long and uninteresting, with the same enemies spawning over and over until a certain amount (sometimes there are multiple waves), the map is extremely lineal with nothing interesting happening or to choose (the layout stays the same through the entire game, only changing visually) and often the combat feels stale, like you're just mashing buttons until everything dies. It doesn't change the fact that I had fun playing it, and the developers are actively fixing issues so that's nice. Esp: Ta bien, un Roguelite divertido con personajes muy diferentes, una buena selección de habilidades a encontrar para cada uno, artefactos que dan niveles y/o cambian el funcionamiento de algunas cosas, equipamiento a encontrar y una historia interesante que seguir. El problema es que se hace demasiado repetitivo muy rápido. Los combates son largos y engorrosos, con los mismos enemigos apareciendo una y otra vez hasta cierto cantidad (a veces hay varias oleadas), el mapa es extremadamente lineal y no hay nada interesante que hacer o elegir (el diseño es el mismo durante todo el juego, sólo cambia visualmente) y a menudo el combate resulta monótono, como si sólo estuvieras machacando botones hasta que todo muera. Esto no cambia el hecho de que me lo pasé bien jugándolo, y los desarrolladores están solucionando los problemas de constantemente, eso está bien.
Not sure if this review can say more than the near year and a half can say on it's on, but this is a dead game and not worth any money going forward until it sees some progress. The devs have been radio silent on the game for a long time and it seems as though they intentionally ignored this game and work on it to put all their attention towards Metal March, another game they were working on that they released from early access faster, which also doesn't currently have much going for it and isn't fully realized. Nightfall Comes had a decent concept and with some work to combat and some QoL changes, it could have been a mostly playable game. But it's unfinished and I, personally, doubt it will ever know the meaning of being a finished product, and that seems to be a pattern for BlueTale from what I can see. Even the discussions page for this game is a ghost town. That's the true sign of death for any game: no support/promotion from it's creators and no one playing or talking about it. Pass and use that 10 bucks on a burger combo at a fast food spot. You're really not missing much here. EDIT 9/11/2024: So the game just got released from early access a day ago (after being dead for years) with no fanfare or announcement of it's end in EA and what that means, or anything of note being added to it. Hooray... I decided to play it for a bit to see if anything other than than the small number of (questionable) balance changes in the patch notes were addressed or added (spoilers, there wasn't). All of my previous criticisms about the game still stand: 1. Dodging with almost every class is redundant as dodging in not damage immune (why is this even called dodge then?) and it stops on solid objects, which includes enemies. So if you dodge in the direction of an enemy, you will be stopped in front of them. Dodge while surrounded by enemies? well good luck on not eating any damage. 2. Skills still use both time and a resource (now in the form of a stamina points bar than mana) which is literally like changing the paint on a car that's rusted to the core; the paint job is not the problem, the car itself is. You still have timers for all the character's skills, but most of these skills require 1-3 stamina to perform. So even if the timer is up and the skill is "ready" you won't be able to use it if you're out of stamina, which dodging and other skills take. If players have to choose between trying not to get hit and actually being able to defend themselves, then you've failed at a fundamental level in defining action for your game. Considering that most enemy mobs barely react to the player's attacks (if at all) and just power through them, fighting enemies just devolves into getting as many hit as you can, dodging a couple times to avoid being in the way of any attacks (because again, DODGING DOES NOT MAKE THE PLAYER INVULNERABLE), and then running around for 6-10 seconds waiting for any other option that isn't just running at the enemy with nothing up. This alone makes combat, the core aspect of this game, a chore. And the fact that it's still here implies that BlueTale either don't care or incompetent. 3. I forgot to mention the "Fear" mechanic of the game in my review last time but the mechanic is as follows: Getting hit adds to a "Fear" meter which ,when built up fully, gives the character a random debuff which can only be cured by healing a certain amount of hp. The debuffs can vary from lessening your overall damage output to negatively impacting your cooldown reduction, etc. This mechanic, in and of itself, is not a problem, but the implementation of it is. The debuffs are usually pretty hefty and the amount of hp you have to regain (by drinking hp potions, picking up hp regen drops, healing skills, etc.) wouldn't be a problem if hp regen wasn't so scarce. You get 1-2 hp potions at the start of a run and only really get more from the knight's shop if you find him in a run or by defeating the bosses found at the end of each area. But your most consistent form of regen doesn't heal for much (pickups that heal 1 point of hp per second for 6 seconds) and only 1 character has healing built into his potential skills ([spoiler]the vampire[/spoiler]). So getting hit can snowball into something absurd like getting the cooldown of all your active skills increased by 60%, making things that already take 6-10 seconds (+ stamina) to take 10-16 seconds (+stamina). And the amount of HP you need to regen for the debuff to be removed goes up each time you get the fear meter full, and what debuffs you could get (and when) are random. SO, getting "feared" just ONCE could get you the above mentioned effect or worse until you heal roughly 600 hp, which is already alot, but the next time it could be 800, 900, 11000HP+. Mind you, the characters all have a base hp of around 200-230; that means you'd have to heal almost 4-6 times your hp just to get a debuff removed. A debuff that can be easily gained by getting hit, which you most certainly will, especially with the untested hitboxes of some enemies who can swipe air from 6 feet away and still hit you like the purple phantom enemies. 4. Did I mention that the only only combat-significant changes the devs have made is nerfing all characters damage across the board? NO? Well, yeah; there's that too. In this game that has been dead for over a year and a half, one of the first thing they came back to do was make the player weaker, as if they weren't already gimped before. I beat a handful of runs simply by running around in circles and kiting enemies so I can hit them all with big AoE moves and then wait to do it again because the game is actively punishing the player for even trying to play it. The game effectively encourages you to spam 1-2 skills in quick succession (because that's all you have enough stamina for and the stamina "bar" does not increase) and then just run around until you can do it again. Rinse and repeat. It's boring and tedious. In fact, it's straight up anti-player. Conclusion: I could go on about the unrewarding crafting system/upgrades, or how the (new?) dialogue line added to the game seem like text-to-speech put in at the last minute (some of the lines aren't even what the word bubbles say), or that BlueTale (again, for emphasis) HAVE ABRUPTLY "RELEASED" THEIR GAME FROM EARLY ACCESS AS A "FINISHED" PRODUCT WITH ALMOST NOTHING CHANGED AND NOTHING NEW ADDED TO IT SINCE I WROTE MY ORIGINAL REVIEW OVER A YEAR AGO (other than a stamina bar), but I'll just end this saying what I said the first time with a bit more potency: There is absolutely nothing, NOTHING of note to see here. Follow in BlueTale's example and spend your money, your time, and your efforts elsewhere.
Spare yourself this torture. Go tell your family you love them instead.
Корейский рогалик в антураже тёмного фентези, на выбор даётся два героя - Рыцарь и Кузнец. Вокруг демоны, ожившие мертвецы, собаки размером с машину и, самое страшное, старые женшины. Пройдите с боей через 6 наполненных нечистью уровней и узнайте, зачем шёл ВАШ герой. Норм, если любите рогалики, зацените по скидончику. Часа на 4 балдежа, советую играть за Кузнеца.
[h1]Résumé[/h1] Un rogue-lite de qualité ! [h1]Version longue[/h1] Je découvre ce jeu et plus j'y passe du temps, plus je l'aime. Dans un monde médiéval fantastique qui rappelle celui d'Anima, de Demon's Soul ou de Diablo, un chevalier désespéré entend combattre jusqu'au bout une invasion infernale dans un château dont l'architecture a tendance à changer. Sa rencontre avec d'autres résistants lui redonnera espoir. Nightfall Comes est un rogue-lite de combat, très proche d'un hack'n slash, avec esquive et déplacement par ZQSD et compétences avec 1,2, 3 etc. Les commandes répondent parfaitement. Je n'ai pour le moment rencontré aucun bug, mais il y en a forcément pour un jeu en accès anticipé. Les graphismes sont très propres, avec de jolies cinématiques qui mettent dans l'ambiance et la musique est très pro, les dialogues assez bien écrits. Le mystère est là et on souhaite progresser toujours un peu plus à chaque fois. Au départ seul, notre héros chevalier va progressivement faire la rencontre d''alliés jouables, aux caractéristiques et compétences propres. Ce jeu, encore en développement, est très prometteur et déjà très agréable à jouer. Enfin, cerise sur le gâteau, le développeur est à l'écoute de sa communauté de joueurs et ne cesse d'améliorer son jeu. [h1]Les plus[/h1] [list] [*]l'ambiance et la direciton artistiques ; [*]les graphismes ; [*]la rejouabilité ; [*]les personnages ; [*]le développeur à l'écoute [/list] [h1]Les moins[/h1] [list] [*]le système de déplacement qui peut en rebuter certains (?) [*]le jeu est encore en développement [*][strike]pas encore de français, mais cela pourrait bien se faire... [/strike] [/list] [h1]Conclusion[/h1] Courez vite l'acheter. Pour une dizaine d'euros, vous ne regretterez pas votre argent et vous passerez des moments de qualité dans des combats intenses. Ma note : 8/10
국산 게임에 가격도 저렴해서 사봤는데 개선해야할점 많이 보이네요 1 첫 진입화면에 들어가면 한국음성이 나와서 반갑긴한데 어색한 성우연기로 몰입감 해침 차라리 뺐으면 함 2 vsync 를 걸었는데도 불구하고 화면 찢어짐 현상 (테어링?) 발생 3 뉴게임이 없어서 플레이 시작하고 나면 새로운 게임을 못함 4 적들의 애니메이션이 상당히 어색하고 인공지능도 아쉬움 예를 들어 내가 무빙하면 적들이 제자리 회전을 하는데 이게 적한 테 회전 애니메이션이 없어서 몸통 그대로 제자리 회전 인공지능같은 경우 근접몹들이 여러마리라도 한개체처럼 움직임 이건 플레이해보면 알꺼임 위의 제자리 회전이랑 겹쳐서 최악의 몰입감을 선사 장점은 그래픽 나쁘지 않고 스킬쓰고 방어하고 회피하는 맛이 좋고 컨트롤러 지원이 아주 좋아요 진동 짱짱 여튼 타격감하나는 지립니다 역쉬 타격감의 민족 개발자님 열심히 개발해주세요 화이팅
Ну вроде совсем неплохо на первый взгляд, тем более за такую цену. з.ы. Поиграл немного, взял второго персонажа с молотком, дошёл до первого босса. К сожалению весь геймплей сводится к кайту группы противников и чаржу к ним с 1-2 ударами, а потом опять кайт и ожидание перезарядки способностей. Это немного расстраивает. з.з.ы умение рыцаря с парирование по всем пунктам проигрывает умению тётки с молотком, потому что у неё фактически неуязвимость на три удара, а какой у неё геймплей я написал выше. Рыцарем же парирование почти невозможно использовать из-за кучи врагом.
Совершенно проходной проект, который оставляет больше вопросов, чем впечатлений. Играя, постоянно ловил себя на мысли: для кого это вообще делали? Внятного ответа так и не нашёл. Геймплей и прогрессия: Как рогалик игра работает плохо. Метапрогрессия тут слишком медленная и, что обиднее, местами абсурдная. Например, за прокачку можно убрать из забега сильных противников. Но в чём тогда смысл? Мы играем, чтобы враги исчезали ещё до старта? Это убивает и вызов, и интерес. В игре несколько классов, для старта – рыцарь и кузнец. Играть рыцерем крайне сложно, так из-за огромного количество соперников пользоваться блоком проблематично. Кузнец довольно неплох. Визуал и звук: Графика — отдельное разочарование. Вступление обещает что-то мрачное и атмосферное, но как только начинается геймплей, всё скатывается на уровень мобильных игр начала 2020-х. Дешево и невыразительно. Со звуком тоже беда: дождь шумит, гром гремит — это есть. А вот музыку, видимо, «забыли» завезти. Атмосфера из-за этого провисает окончательно. Сравнение с Dark Souls: Игра отчаянно пытается косплеить механики дарксоулс, но выходит криво. Анимации топорные, а действия врагов часто нечитаемые. И дело не в сложности — просто их на экране тупо много, и разобрать, что происходит, невозможно. Вердикт: Суммируя всё вышесказанное, лично для меня это проект, к которому не хочется возвращаться. Если вы не фанат жанра до мозга костей и не готовы терпеть кривизну ради идеи — проходите мимо.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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