
One More Delve is a physics-based VR dungeon crawler. Fight, loot, and survive in up to 3 player co-op as you delve into randomized dungeons. Loot new armor and weapons to configure your own playstyle. Choose from one- and two-handed swords, axes, bows, shields and spells to help you in the dungeon.
Modeled estimate, not a reported figure. How we estimate →
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About
One More Delve is a physics-based VR dungeon crawler. Fight, loot, and survive in up to 3 player co-op as you delve into randomized dungeons.
Engage in realistic melee combat where every slash, parry, and block matters. Feel the true weight of your weapons as you dismember your enemies.
Upgrade Your Character
Loot new armor and weapons to configure your own playstyle. Choose from one- and two-handed swords, axes, bows, shields and spells to help you fight and explore your way towards the final boss of the dungeon.
Social Hub Server
Between dungeon runs, relax in the social hub, interact with other players and use the materials you've gathered to craft new weapons and armor.
Create Your Own Playstyle
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 34 reviews with recorded playtime.
Reviews
Очередной roguelike dungeon crawler для VR. В целом не плох, бодренький, но не для меня. Нет уворотов, только перемещение и защита щитом или парирование. Если противники набегают, выставленный щит не спасает от удара. При выборе игры Online в главном меню меня спавнило под землей и возвращало в главное меню 4 раза подряд. После этого перестал пробовать. P.S.: сделайте луки немного поменьше размером. Стрелять не удобно.
To the Developers Even after trying the new update, the tracking for melee weapons is still slow, making parries difficult and the game less enjoyable. I’d like you to improve the tracking. The sprint key assignment requires holding down the stick, which causes hand fatigue and can lead to controller stick failure. Since I use an Index controller, I’m also concerned about the stick’s durability. I’d like to be able to assign it to a different button, such as one on the right side of the controller. Even when I configure graphics options like DLSS, the screen always looks hazy and the visuals aren’t crisp. Personally, this really bothers me. The impact when attacking enemies and the visual effects are truly amazing, so I’m rooting for the development team! 血の軌跡エフェクトや敵の胴体や頭が真っ二つになるなど、敵を斬った手応えだけは凄く良い。 肝心の剣が所謂ふにゃふにゃソードで、手の動きからかなり送れて剣の動くので武器を振るのがあんまり楽しくない。 剣で敵の攻撃パリィが出来るが、剣の追従も遅くて置きパリィしにいかないと狙えない。 敵の攻撃モーションの前フリとパリィで怯んだモーションが地味すぎてパリィしてやったり感も薄く、そもそも剣の追従も遅いので狙いにくい。 アプデで改善されたらしいが、もっと追従早くしてほしさが強い。 スプリントが存在するが、スティック押し込み続けるという最悪のキーアサインなので、 自分の左手親指が腱鞘炎になるか、コントローラーのスティックの寿命が縮まるかのチキンレースとなっているのも困りどころ。 敵がドロップしたお金をいちいち手動で拾うのが手間だとか、細かいQoLも欠けているが、個人開発なので致し方なし。 アプデも頑張っているのでそこは気長に間違い。 グラフィック面で言うと、DLSSやエフェクトなどをいじっても常にモヤがかかっているような絵面でくっきりはっきり見えないのが個人的に気になる。 なんとかしてほしい。 とにかくゲームを構成する近接攻撃の追従と敵の攻撃モーションの地味さと、 スプリントのキーアサインが悪いのでそこが改善されれば楽しい近接ゲームになるはず。 現状はサムズダウン寄りだが、将来性を期待して応援も込めてサムズアップにしたい。
The game is overall very enjoyable. The process of battling monsters in the dungeons and obtaining equipment for improvement is quite interesting. It is a game with considerable potential. There are still a few minor issues, I think. When the monster is attacked, it will still launch an attack. I hope this can be improved. It could be changed to attacking after being attacked rather than attacking at a fixed time interval. It shouldn't be so rigidly set to attack only once at a certain time. The physical collisions need some improvement, especially the archery part seems a bit strange. The style is quite good, and the monster skills are quite novel. Another thing is to hope for Chinese language support. On the Chinese side, there will still be many people who will purchase and try it. 》》》希望出中文支持《《《
虫が出ます 武器を振る判定が慣れるまでは判定がシビアに感じるのでかなり運動になる 運動になる 協力プレイもできるらしいのでサクッと友達とマルチしたい人におすすめかも
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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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