
Rescue survivors, fight monsters and explore a once great city fallen to plague in a dark fantasy game combining turn-based tactical strategy and roguelike elements.
Modeled estimate, not a reported figure. How we estimate →
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 29 reviews with recorded playtime.
Reviews
Despite how much I want to like this game, I can't really recommend it to anyone. It feels half-finished, or maybe half-started. The enemies lack death animations, and just fade after you deal lethal damage, still standing. I had a single somewhat challenging battle in the 90 minutes I've played so far, and like 30 really boring, rote ones. There's progression somewhere, but the core gameplay loop is just not there to want me to come back.
商品紹介のサムネイルからも伺えるが、キャラデザや世界観のデザインはとても光るものがある。 しかしゲーム内容は近年まれに見るまごうことなきクソゲー 爆笑できる部分も特になく、ネタにも出来ないため、定価で買うと間違いなく後悔する逸品です… *ゲーム概要* ランダム生成されるマップをひたすら奥に奥に進んでいくタイプのRPG 条件を満たす必要はあるが、節目節目にファストトラベルポイントが設置されているため 途中のエリアは飛ばすことが可能 各地に座っている生存者を救出することで、 ソルジャー、ウィッチ、エンジニア、ナース、農民の5クラスにランダムで転職させ それらを率いてマップを攻略していきます。 余った人員は各施設に生贄として捧げることで施設をレベルアップさせることができ 進行を楽にできる。 *問題点* 一応RPGとして必要最低限の土台はできているのだが 端的に言って、「土台しか無い」 このゲーム、レベルの概念が無い、ついでに装備の概念もない アイテムはHPとスタミナポットが1種類ずつという超軽量仕様 そのため戦闘に勝利することでプレイヤーが得られるメリットが極端に少ない、というかほぼ無いのが問題 戦闘を行う事自体がプレイヤーにとってマイナスになるのにも関わらず、 敵の配置や感知範囲、挙動の関係でとにかく避けられないためイライラがさらに増す… 敵の足がプレイヤーと同じ~やや早いというのもあるが、 2匹に追いかけられた場合、例え一匹が離れた状態で戦闘に入っても 開始と終了の暗転中に敵だけ動ける仕様なので、捕まるとほぼ連戦になる鬼畜仕様 さらにこのゲーム、敵に追尾された状態で一定範囲内に近寄られると、生存者や宝箱の反応がなくなるという問題もある… その状態にならない距離でうまく宝箱や救助者を回収しても、 「回収しました」のメッセージ中に敵に密着されメッセージ解除後即戦闘に突入する ここまで戦闘押しにするのなら、もう少し戦闘することになにか意味を持たしてください… ちなみに戦闘に勝利するとアロエだけが回収できる このアロエは先のエリアに進むための鍵として一定量を集める必要があるのだが正直非常に余る… 生存者ガチャのために初期エリア適当に回っていれば必要数はほぼ集まるだろう ついでにこの生存者ガチャにも言及しておくと 後半のエリアに行くほど強いキャラがでやすくなる…なんてことはなく だいたいどこでも変わらないため、最初の草原エリアで回収しまくるのが最高率ということになる… これらの仕様により、敵の強い後半のエリアは宝箱も救助者も無視って突っ走ってるだけになるだろう。 戦闘回数が多いタイプのRPGで、戦闘するのが辛いってのはとんでもないマイナスだと思う… それでも道中にボスでもいればまだもう少し盛り上がったかもしれないのだが・・・ 1匹もボスが居なかったのは正直ファンタジー系RPGとしてどうなんだろうね? なお拠点周りのシステムはキャラのソートやロックなどが無いため UI的に少々扱いづらい以外は問題は無い *総評* 2000円は高すぎる、500…いや300円ぐらいが適正価格だと思う それでも内容知ってたらきっと私は買わなかったな… 意地でクリアしたけど正直もう見たくもねえ・・・
Backed the game because it looked interesting, and was pretty excited as this was the first game i've ever backed, but in all honesty the game feels rather basic and kinda incomplete/rushed, some menu navigation doesn't fully work, the animations loop in a unatural manner, no death animations, trees are impassible but gunshots pass it just fine, writing is fairly good from what i've seen thus far, as of now £5 makes more sense then £15 considering the problems, but hopefully the devs are planning to update this game, thus improving it, but as of now it's not something i can reccomend >.<
backed on kickstarter for the base level of $15 i really wish there was a "neutral button for reviews, its not bad just feels VERY unfinished there are controller commands for keyboard users, nothing is really explained apart from the intro story which to be honest i cant listen too (thiscoming from a massive fan of Jim F. Sterling). the gameplay is "2.5D" in that you scroll left to right whilst also moving forward and backwards, finding random encounters and relentless enamies, seriously the will hunt you until you leave the screen meaning that if you arent at full health is just annoying. I dont like it. i wouldnt reccomend it mostly cause it feels so unfinished. sorry Conrad, try again maybe?
I was really excited about the first pictures, trailler and the kickstarter. But it's pleasant to play for different raisons : - colors just burn my eyes ; need a option for the gamma or brightness. - animation loop is too fast. - lack of death animation for ennemis. - no bonuses like attacking first or others, when you initiate combat - combat lack of common option like a menu or the possibility to run away… - in combat you can not hide behind the trees or other structure - you can run through your allies (not normal for me in a strategy game) - if you inventory if full, chest contents is lost -_- The game has a good base but still really needs work
Disclaimer first: I`m part of the Kickstarter Backer and the reasons I backed it was the art style, Jim as voice actor and the demo was quit promessing but sadly it didn`t improve to much for the combat in the final product. I was able to reached the endgoal in around 8h and this is my impression. Specially in the beginning you need to grind a lot for people until you have a usefull party, then you start grinding for the buildings for the stats and skills. At least the skills are usefull what you unlock and you feel like that some progress but it is not really much. I know that the farm part of the game is what should keep you playing but because you only get skills and that very slowly it will be very boring for many people because you try and try again without much changes. Good Things: [list] [*]Soundtrack and Voice acting it quit good [*]Artstyle is really nice but the colours are sometimes a bit to lightly in the forest areas. [*]The story for the game is it good and unique but the ending sequenz was very short. [/list] Things that can be improved: [list] [*]The game need to improve at the animations for the combat. Some character have only 1 atk animation like the Solitier. [*]I find it need a bit more explanation for the Farm, also it should be explained that the Trasher cheast sends the items to the Farm if you have the item max. [*]Also I find it very strang to that the Option Menu under the Extras Menu. [*]Inside the controller menu are button descriptions missing that can be used on keyboard. It only shows the controlls then you walk on the world map but the button mapping is different in fights. (on keyboard) [*]Also there something strange with the hit boxes of the skills/commands then using mouse. Many time click on the skill or "wait" and suddenly the character goes back to the start position like then I cancel the command. [*]The achievment for Resillient is buggy, i never get poisend in the first foreast part but used Healing Over Time and suddenly unlocked it. [/list] Spoilers for people who attend to finish: [spoiler] For all who try to finish the game, you will need 2 or 3 field damage skills and a witch with overgrouth to lock all eniemies in place. For the character its importerend to have high mana and recovery to be able to use more field damage. Beside that try to skip so many fights as possible until you find the end and then only fight if you still need more roots to unlock the next area. [/spoiler]
the gameplay doesn't differ AT ALL from the "pre-pre alpha" we were shown. progress is a tedious grind - go out, able to carry three of each potion, run away from enemies, hoping to find survivors. eventually get cut down over time (and because of such ♥♥♥♥ carrying capacity). go home, "reveal" your survivors like they're trading card booster packs; decide whether to use the survivors as currency (pittance, really) towards upgrading your base or "dojo" (as it were) or to take just one of them with you back into the field. you get a ranged attack and a melee; seems your grunt companions only start with one action. they seem to recover stamina between battles; seems you do not - neither recover health. it really is: go out, take a companion, once it starts looking bleak, decide whether backtracking to keep that companion is worth it, or to just keep going and get teleported back, to lose your current ally but to avoid (further) tedium. aside from survivors, you'll find apparently special allies that require you have certain other grunts with you before they'll join and treasure chests that hold stamina potions... naught else, really. no tactics are necessary, no thought, no fun. no chance of "missing" your attacks. even if you corral multiple enemies into hitting you at the same time, you'll fight them one at a time. i poisoned a wolf and saw its health at 0, but then it shot back up to 13, so it could get in one more hit on me. the game world is a series of lanes with entrances in one of the four cardinal directions, filled with nothing. 50/50 chance of you walking through trees. beyond what Jim showed us, the "base management" (if you can call it that) is the only new thing (and i suppose dialogue but it's nothing to care about (yet(?))). oh and the only "loot" in the game is "herbs" used to craft one of the two potions. no indication of how many you have earned, just get back to base to find you have X amount. what the ♥♥♥♥ happened? this is fit for [strike]THE PS VITA[/strike] mobile! -Kickstarter backer, $25; as of now, this is bundle fodder, a mere shell
The easiest way to put it, Lot of Style, Little Substance. For a game described as a rouguelike it's lacking the content and variety of content to last. As well as a combat system that only has the most basic framework and no depth. Plague Road has the inkling of a good game, it's functional but basic however it simply isn't upto standard with many more better games for your buck out there. But maybe this could change down the road, with additional content patched in, alterations to some core systems to make them a bit more dynamic... But that's all upto Arcade Distllery in the coming months.
Disclaimer: backed the kickstarter:) This game has potential, but right now it falls short. Some issues I have with it so far: The healing over time move Does Not heal over time (small grip but annoying) Very, very, very repetitive. Now I dont mind a grind, but if you want to get out the the first area, be ready to spend 6+ hours grinding it. And you gotta know what to prioritize to proceed. The battles are very frequent, avoiding them is hard and typically if you can avoid, you'll just end up running back into them later. Biggest issue with battles, there feels like there is no reward. You do get 'herbs' for finishing battles, but they quickly pile up in your inventory as there is little to do with them. You must 'retire' characters in order to upgrade buildings in order to hlep you progress, the experience the retired characters give to a building is very small, and the experience given to buildings connected to your main character are even smaller. Disclaimer number 2: One reason I supported the kickstater was because I was interested in hearing Jim Sterlings voice acting, but in 6 hours I've heard him twice. To give an example, "The Darkest Dungeon" gave players many more chances to hear their narrators amazing voice acting. Not a big greivence I know, but I would like to hear his lines a little more. But maybe it seems so infrequent due to all the grinding needed to progress. Some Pros: I actually really like the art style and coloring, it's bright but managable. I like the artwork put into each playable character the most. Once you can upgrade a characters building, the unlocked skills really help to round out your team, increasing survivability. The music is kinda soothing. All in all, I do like the game, but I cannot recommend it to another at 20 dollars. Perhaps with content expansion it could be worth the full price, but not as it stands. Perhaps if I could find a way to proceed farther in the game, I could hopefully upgrade my opinion on the game. Edit: discovered the 3 main areas, and after 10 HOURS my characters still aren't strong enough to get through them. Why game?! WHY! I've only seen the first area for more than 5 minutes :'(
I wanted so much to like this game. I backed it on kickstarter because it looked interesting. Unfortunately the game feels half finished. It doesn't do much to explain what you're meant to be doing and the actual gameplay just... isn't fun. It definately requires more work before I can recommend it.
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Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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