
Primarch is a roguelike auto-battler centered on a single hero. After being exiled to a foreign planet, you must prove yourself to a fallen God in order to return home.
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About
At the center of every planet lies a primordial being whose latent energy sparked life to grow upon them. After a sudden exile, the heroes are stranded. Each hero must prove themselves to Kravok to earn their freedom, but can the fallen God be trusted?
Primarch is a roguelike auto-battler where you refine the skills and strategy of a single unit, instead of a party.
Absorb, fuse, and mutate the skills of your foes to create new effects, then further augment your strength with the passive benefits of trinkets and talents.
Upon falling in battle, a hero will enter ‘Primal Mode’, where a limited resource called ‘Primal’ will be used instead of hit points. A hero’s hit points are restored after each combat, but run out of Primal, and it’s all over.
The inhabitants of planet Kravok are split into 8 tribes, each mastering a different set of elements. You gain a bonus effect when equipping multiple skills from the same tribe, and when dealing damage with the same element.
Navigate the world as you desire, with the ability to hunt down specific tribes and event locations. Ferocious tribes, doom spires, glowing craters, breathing rifts, and so much more stand in your way - do you have what it takes to earn your freedom?
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Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
For the price its worth it, although it does lack the satisfactory aspect of their previous game (Astronarch , which I HIGHLY reccomend). I think its just a little overwhelming with the text and too detached , I don't feel like i'm making meaningful adjustments to the character like the buffs aren't as interesting and they run off so quick/ aren't as noticable. I also don't find the graphics as charming as Astronarch, which I actually loved I will leave it for now after completing the final boss once , Will come back for futher development patches
I am a HUGE fan of Astronarch, so I had high hopes for this game. I have to say, so far, it has surpassed my expectations. I'm still learning, but so far I am blown away by all the different combinations of skills available, and I absolutely love the fusion mechanic. My only complaint is that there's a few things that don't seem to have tooltips, such as "fury," and I can't see what sort of skills or abilities the enemies have, so I have to kind of guess based on their name and appearance. I hope those things get added later.
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Languages: English**languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I had been looking forward to this game since I was a fan of the other one that the dev had made and it had been advertised to me leading up to its launch, but i only played a few minutes and refunded my purchase. I didn't feel like it had the same charm or engaging decisions that the other had. There seems to be a lot of different mechanics working against each other in odd ones, and it didn't have the feeling of a game that would become fun if I put the time into learning how to play it. I feel mixed about this since the developer makes niche games which are normally up my alley. But the payoff wasn't clear, the combat in the other game felt much higher stakes. I can't quite describe it but I didnt' find this one as fun.
Played the developers other roguelike Astronarch and found it fun. Both are easy recommends and worth the modest prices. Believe it's a solo developer and both have been impressive releases that lean into very specific identities. Primarch takes longer to get in the groove and be able to play quickly compared to most roguelikes, but it's really good once it starts clicking and you're spending less time reading tooltips and more time intuitively making choices around the different synergies / what you want in your build / what you don't want. A lot of tooltip text to read, but some roguelikes are poor about providing detailed information about your skills/items/etc, so it's appreciated. Reading some other reviews this is a common point of criticism, I talk about the UI later. More characters, spells being tied to each character so they actually feel unique, and more items as well as talents would go a long way in solidifying this as a must buy roguelike that you can get an endless amount of hours out of. I hope there will be continued support, I don't think the developers other game received a significant amount after the 1.0 release, but you still got plenty of hours out of it when considering the cost. At the time of my review the game released into EA 18 days ago. Considering the early state of the game, the build variety is large, there can be talents or relics that really benefit from thinking on how to select synergistic spells. Energy is also this tug of war that you have to manage, generating and then spending similar to a rogue's combo points. Some builds can even focus on amassing energy and not spending at all. I think the current selection of events is good, but sometimes it feels like the path I'm choosing is entirely dependent on the special events available and I don't want to strategically play around the type of tribe encounters or spell elements because the special events can be so strong. Balance feels kind of weird, low level corruptions (modifiers that increase difficulty each time you clear a run) feel hard to fail even if you don't make the best decisions as long as you have enough of an understanding to grasp the basic systems at play. High level corruptions require very good synergy across your relics / talents / spells (if you don't cheese) but sometimes it's hard to tell if your build is strong or not. You'll be doing fine then just start hard losing very quickly. The sweet spot I've found if you're not abusing the strategy of having an extremely low number of spells (believe this will be nerfed) is having 10 spells. Around the time the run is over (3 areas + a final boss) is when you'll have 2 fusions into each of your spells, with a healthy amount of aether spent at the shop to ensure good synergy or a ton of talents. UI definitely needs some work. There's many different statuses / effects / etc. going on with your character but then enemies as well. Yes you can slow combat down and spend more active time monitoring the flow of combat, but I feel energy/hp/shield and buffs/debuffs applied to both yourself and enemies could be displayed better somehow so it's less working against the UI and more passively observing. I feel like most information comes from directly hovering/clicking tooltips, which doesn't feel great when some stages are over with very quickly. It contributes to it being tough to tell what's going on. It would also be nice if you can somehow make it clearer how specific effects would be enhanced by your relics / talents / spells when you're making selections, so identifying synergies is more intuitive.
Auto Battler, RogueLike, Crazy Synergies to Min-Max. Primarch is a perfect example of a small Dev (1 man team) that cares about what he pushes out and community feedback. It is the PERFECT game if you want to chill and do a few runs, short on time or want to absolute crush an all nighter. Give it a GO you will not be disappointed.
Easy purchase for me. With over 100 hours in Astronarch, I am not disappointed with the release we got here. I can see the vision, and will likely be putting good time into this one as well.
needs some ways to see skill damage output, but it's already lookin' solid - the tutorial addition does a heck of a lot as well
Just finished my first run and I can already see the great potential this game has! It will take some time to truly grasp the build system in this game, but for the price I think it's an easy recommendation for any auto battler fans. Can't wait for all the variety with different characters!
I'm coming into this game with a bias, as I absolutely loved Astronarch, though I did wish more time was spent on making it more balanced. From what I've tried of this game it seems like an amazing start to early access. This game is very unique and has a lot of potential to grow. Focusing on making your single character as strong as possible by setting up your own customized rotation of random abilties, along with passive trinkets and talents is a great premise. You can fuse the secondary passives of abilities into others to make one ability as strong, cheap, quick-to-use, wide reaching, or etc., as you want (and are lucky enough to get). Then you choose where you want your character to land, and then watch the chaos unfold. One thing I will say is there is a lot to read, and many mechanics to learn right away, which isn't always a bad thing. In this case there is a lot of text, and a lack of line breaks. Sometimes I felt my eyes glazing over when looking at a choice between 3 abilities I've never seen before.
Wishlisted the game, then purchased when available. Upon first glance, combat looked fun. ~~~~~~~~~~~~~~~~~~~~~~~~~ EDITED REVIEW: after beating game 2nd time on 2nd try (difficulty +1) w/ unlocked character. :/ Knowing the game better, I was able to steamroll through it (94 minutes), while leaving to do chores. Like i said, earlier, get rid of Origin skills asap. I NEVER rerolled skills a single time in either of my play throughs (dev remove this feature & give more crystals, instead). On this playthrough, i avoided Jotun skills because the tribal bonus is functionally useless, & instead maxed Vitran (so every skill hits everything, then the lizard one [starts with an S] for reduced time). This recipe allowed me to murder everything with nothing coming close to hurting me. Once I got my 16 skills, I never lost a single HP and had about 50% shield at the end of every battle. Every skill unlocked except for x3, all characters unlocked: ZERO replayability. Game is fun, just unrealistically easy...like middle-schooler easy. ~~~~~~~~~~~~~~~~~~~~~~~~~ Original Review: ...Game is...WONKY, to say the least. Tons of stuff to read, while I wasn't really sure what I was doing the entire run. I managed to beat the game my 1st playthrough (never a good sign), NEVER having used a single purple HP. My hardest battle was the tutorial one which said he believed I would lose (almost did). Game is easy because you don't spend any crystals on skills, but instead load up on passive purchases from the merchant, while trying to remove your origin skills (don't tribal up). On my 1st playthrough, I unlocked 90% of every skills + an extra character. While having only x2 characters to earn, +90% of skills learned, gives this game almost ZERO replayability. What *IS* interesting though, is that you create a super complicated 16-skill combo while trying to perfect the chain. I always managed to beat EVERY battle by the 11th skill, so I never got to see at least 4 of the skills in my line up (including the final boss). Do I recommend this game? Heck no. There's not much to do, it's pretty confusing--even with a tutorial, and the stupid tutorial NEVER even explained energy--which is the most confusing part of the game. I will play the game ONE more time to unlock the last character, then uninstall it because there's ZERO replayability other than increasing difficulty. Increasing difficulty is pointless when there's nothing left to earn (to make one want to play a short game). For $4.99 Vampire Survivors gives at least 100-hours of exciting play. For $3 more, this game's dev kicks you in the balls, rolls you down a hill, laughs at the cow dung on your shirt, then calls you a Puff because you paid premium for a hollow shell. If you still want to support the dev, tell him to stop making videogames.
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