
Blending deep Action RPG buildcrafting with roguelite action, Striving for Light lets you shape and customize an infinite skilltree. Hunt for powerful loot, craft and upgrade weapons to legendary power, slay hordes of enemies and challenging bosses in ever-changing dark worlds.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, French, Italian, Spanish - Spain, Simplified Chinese, Japanese, Korean, Portuguese - Portugal, Polish, Russian, Turkish*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Warning: If you're into addictive ARPGs, this game might hook you. :) This game takes certain mechanics from Diablo 3 and Path of Exile and melds them together in a challenging ARPG where you can obtain endless power. The gameplay loop is fairly simple: you enter a map similar to how Path of Exile's map system works, kill and loot the enemies, do various events that spawn on the map, and then fight the map's end boss(es). When you succeed, you play another map. The catch is that the maps start to get harder. It's not like Diablo 3 where you can play on Torment XVI, and then go play on Torment I next game... once you run out of lower tier maps, that's it, you have to play a higher one. Eventually, you'll either die to a hard fight you can't get past, or you'll amass enough power to survive the endgame. You'll also be able to alter the maps in various ways, such as adding or rerolling map modifiers. The core mechanic to gaining power isn't finding loot. Although you'll want to get a couple of strong weapons (you don't need the absolutely perfect weapon) and find some trinkets, you're mostly interested in gaining character levels, and with each level you can spend a point in a roguelike skill tree that is different every game and grows with each point spent. So if you want to add a projectile but it's 3 nodes away, you have to spend points on those 3 nodes to get to it. The game does let you modify the skill tree by rerolling nodes (or the whole tree), creating new connections, and adding skill nodes that you collect throughout the game. It's overwhelming at first, but as you play and start to learn how builds and resources work, you'll get the hang of it quickly. Builds types you'll find are melee, ranged, companion, and condition (poison, fire, bleeding) builds. And, because leveling never stops, you can also try out a hybrid approach... and if you don't like it, just use your resources to refund the points and try something else! There are 8 characters with different strengths and core skills (you get to choose one at levels 10, 30, and 60) that really bring some depth to the builds. There is also an "Unstable Rift" - think Diablo 3's greater rifts - that allows you to attempt to "ascend" your weapons, which gives it greater power and two skills, some of which are unique to being in weapons. The crafting system allows you to reroll the weapon's damage, stat attributes, and weapon skills, and you can also upgrade them to legendary or ascended. For me, the best thing about this game is the fact that the developer is HIGHLY interactive with the community, and listens to feedback. I don't know how many various bugs I've reported, from poor performance to an enemy not firing at the player to achievements not being awarded... the developer has fixed most of them, and has implemented some suggestions to boot. For a two person team (one artist, one developer), having them be so involved is not only refreshing, but rather astonishing that they're able to continue work on season 2 and fix bugs for the current game at the same time. Big shoutouts to the team for generally being awesome. :) And speaking of performance, if you played before 1.0.4 and didn't like how slow the game got in late game or in Descent Defense, give it another try. It's so much better than it was a month or two ago! I feel like this game has a ton of potential in the map system. Right now, you can't do much with it, but some ideas: - Story mode nodes that are "required" to unlock higher tiers. These maps would have a goal other than "kill everything", and could really help flesh out the lore of the game world. - Implement rare currencies for maps that do things like target specific map mods, add a specific type of map mod, or guarantee a specific event appears on the map. - Add map nodes that are rare! You could have a more difficult map with better rewards, or have fun maps kind of like Diablo 3's treasure realm or cow level. All in all, this game comes highly recommended if you have an ARPG itch you need to scratch, and you want something a little more casual and less loot focused than Diablo 3 and Path of Exile. Give it a try!
This game shows genuine promise — the core concept is intriguing and the initial hours deliver an enjoyable experience. Unfortunately, that momentum doesn't last. After roughly three to four hours, the content comes to an abrupt halt, leaving players with little to show for their continued time investment. The game world feels underdeveloped, with only three NPCs populating the main town and a few empty buildings that give the impression of an unfinished product — something you'd expect from an early access title, which this is not. The endgame, such as it is, borrows a map-based progression system reminiscent of Path of Exile, but lacks the variety that makes that model compelling. Enemies, items, and skill nodes repeat with little meaningful variation, making extended play sessions feel monotonous. Itemization is another area that falls short. Outside of two weapon slots with a swap feature and four trinket slots, there simply isn't enough gear diversity to drive the kind of rewarding loot loop that this genre depends on. At a budget price point, these shortcomings might be forgivable. But at its current asking price — even discounted — the game doesn't offer enough content or depth to justify the cost. The foundation is there, but it needs significant additional development before it can be recommended at full value.
The Idea is really fun, but the execution stinks. The infinite system is only for the current run. When you die you get some points to make other better. But each run is like 3 hours and I dont want them to die. But your GONNA hit a power wall, so dont get attached to your guys. There just for fodder. So the gameplay loop is collect light that does a bunch of things. Level up. So far so good. Hit a DPS check, eventually die. You get special points to make your run better. But unless your making the same build you need to re allocate those perminant points, but you need beads or removal. Its at that point I turn off the game and go outside.
Decent game, good variety of weapons, characters and builds, the only downside is that it offers less than its main competitors in the genres (roguelite and diablo-like arpgs). But otherwise, still worth playing, especially when on a sale.
Думал поиграю минут 20, тем более по началу управления мне совсем не понравилось — геймпад тут как бы не очень подходит. Но потом и к нему привык. В итоге начало затягивать: перебил несколько боссов. В общем, мне зашла. Разгоняется слабенько, потом начинаешь получать удовольствие. Ну и как же без стрима ) записал всего это посмотреть можно тут - https://youtube.com/live/8o7r3kQfZQc
MUH SKILL TREE IS INFINITE! but seriously dont sleep on this it's a fantastic arpg
- Excellent dev support. Always striving for integrity, staying true to their vision but keeping options open for players and considering feedback. - Great game. Truly unlimited build depth, partially completed build diversity as there are still a lot of skills and playstyles to gain more buffs for balance. But this one is hard and takes time. Skill tree truly is endless, and so is the pathfinder (maps). - Very good play-loop and depth. Partially repetitive as it's still in its beginning stage post-release but there's definately enough to keep you busy for a while (I'd say at least 50 hours). It does take a long time to discover the finest details behind the games' systems and builds. - Difficulty. Ramps up relatively high (optional) but I'm sure it will be even harder in the future, as players learn more about the game. Features Hardcore mode. - Future prediction. This one probably has enormous potential. You definately get what you expect (at keast I did) and you keep getting more of it through time - be it balance updates, short-term races with rewards or just a fun time in discord. Thanks to all and have fun with this little time-consumer :p Hariel
Не могу советовать брать игру за полную стоимость, но и отговаривать не буду — она очень специфична, но в то же время крайне притягательна. О игре узнал с YouTube: скачал пиратку, залип на восемь часов подряд, а потом купил её за фулл-прайс. И вам советую сделать так же. Графика здесь очень простая. Местами выглядит странно, а местами — просто сказка, особенно на аренах. Разработчики, на мой взгляд, довольно лениво подошли к анимации и без того немногочисленных героев. Более того, у главного героя всего две проекции спрайта, в отличие от Don’t Starve, где их четыре. Оружие у нас не в руках, а поверх них — выглядит забавно. Но всё это не делает игру плохой. У игры крайне интересно реализована система прокачки. Есть режим “хард” — одна жизнь, и более лайтовый, где даётся три щита (они пополняются после побед над боссами, по одному за раз). Из основного — есть древо, которое мы прокачиваем на постоянной основе, а также карта способностей. Внешне она напоминает Path of Exile, но это не то же самое. У нас есть ядро (оно тоже прокачивается), от которого растут ветки с рандомными пассивками и активными навыками. Многие из них стакаются, другие — нет. Мы можем частично контролировать их развитие с помощью гемов: одни навыки дают бусты, другие расходуют выносливость и ману (её тоже можно улучшать, как и реген). Так мы проходим комнату за комнатой, которые генерируются на карте случайным образом, плюс встречаются дополнительные события вроде арены с бездной. Вкратце — в отличие от Vampire Survivors, тут мы сражаемся вручную и полагаемся на внимательность, лутаем и точим оружие, постепенно превращая героя в некое подобие “Анигилятора-2000”. Радует, что комнаты имеют разные генеративные сетапы — большие, маленькие и т.д. Прокачка действительно очень обширная. Из интересных фич — после смерти мы получаем очки Эхо, за которые можно оставить “наследие” в виде кастомного оружия с нашей подписью. Это оружие потом появляется в мире у других игроков — по-моему, крутая идея. Но есть и минусы. Для меня — один главный: предметов, как артефактов, так и оружия, слишком мало для игры с бесконечным путём. Да, оружки генерируются, но разнообразие лута должно регулярно пополняться обновлениями. Я даже написал разработчикам на официальном сайте с просьбой добавить мастерскую Steam — думаю, стоит коллективно “потрясти” их с этим вопросом. Графический стиль (в духе Don’t Starve, даже проще — всего две проекции спрайтов) позволяет легко расширять контент, и если добавить мастерскую, игра получит огромный потенциал для реиграбельности. Искренне надеюсь, что мастерскую всё же введут — и тогда эта игра подарит сотни часов удовольствия и гринда.
This game is good and has ton of potential. I will keep my eye on it and will play the events to see how it improves and grows. If you like ARPGs and Builds, but want some more randomness and some good ol' jank then buy without hesitation. Plays well with a controller as well.
Very nice RPG styled game, with infinite skill possibilities. Thumbs Up! [url=https://youtu.be/kqadKv7plzU] First Look [/url] [url=https://store.steampowered.com/curator/28820007] Recommendations [/url] [url=https://www.youtube.com/@kreatorb] YouTube [/url] [url=https://www.tiktok.com/@iplaykreatorb] TikTok [/url]
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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