
Anthology of Four 3D Action-Adventure Dungeon-Crawlers!
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Delve into buried tombs, muddy swamps, secret dungeons, and more in this collection of 3D Action-Adventure Dungeon-Crawls! Fight fearsome monsters in search of treasure and adventure! Evade devious traps!
Contains 4 standalone adventures, including:
The Treasure Hunter had traveled a long way. In the Valley of Kings, the tombs lay defiled, despoiled of all treasure. All but one. One tomb had remained impervious to looting. A tomb of a nameless king of an age lost to history. Not one would-be thief who had ever challenged its depths had returned. The Treasure Hunter was determined to be the first. When he stood before the entrance to the tomb, half buried in sand, he had expected difficulty getting inside. To his surprise, the ancient stone gate rose open under its own power like a gaping maw. An open invitation. Perhaps this would be easier than he thought...
Ruby is an adventurer-for-hire who does the dirty jobs no one else will take! A malignant force has corrupted the ruins of an ancient temple, half-sunken under a muddy swamp. The corruption has spread to a nearby town and poisoned their water supply. The town has pooled their money together to hire someone to venture into the temple's depths and battle the demon which has taken root there. Ruby is the one woman for the job!
The Mercenary had hoped to find rest in the town of Knights Passing. However, when he arrived, he felt the telltale tension in the air that told him all was not well in this small town. A week prior, the town's relic known as the Waystone had been stolen, and some of the townsfolk went missing. Each night since, demons have emerged from the manor of Erstel Krestalor, a wealthy merchant who was among the missing villagers. The guards have barely managed to fight off the nightly onslaught. It looks like The Mercenary will have to earn his rest!
The hunter sniffed the air and knew her quarry was near. It was no surprise to her when she felt a tension in the air upon entering the village, and even less of a surprise when she heard its cause. The beasts of the woods had grown dangerous and organized. At foragers went missing. Then an entire hunting party was killed. Now the villagers fear to go out at night for beasts roam the outskirts of the village waiting for prey. The hunter listened to the villages story and knew she was in the right place. This is how it had been each time. She was certain: one of the Beast Lords had arisen here. She prepared to head north into the heart of the woods, ready to begin the hunt.
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Languages: English
Reviews
If its your first renegade sector game it looks interesting, pick it up! 4 games for the price of a indie one! Its there 17th game made (14th using the same engine?) I was really excited with Renegade sector and have been buying every game they have made, but there starting to be the same things with different storylines. No new mechanics are really added wich is sad. A inevntory / loot system would be awesome! Maybe magic spells to find? then enemies can drop mana and hp, then the difficulty / amount of enemies could be upped. Also adding secrets so theres a reason to explore, The maps look so amazing. Some games had health fruit to find, this one sadly has nothing. Each of the 4 campaigns feels very linear. The storyline in the 4 campaigns is neat, but leaves more to be desired, Theres little lore notes scatterd about, but no solid conclusion given, there was a tablet my character couldnt read and had circles fly around the room, but nothing happend with that. I hope theres a continuation of this game, where all 4 different classes meet up, and you pick your character. That would be insane! Hit boxes for some of the bosses and enemies could be re-worked, There were times i would land a hit, screen would do the shake effect thingy, but no dmg was done. Very frustrating on bosses. Also the one hit death spikes are a bit annoying, I like how they were less used in this title compared to others, the mud was a nice switch up.
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Renegade Sector's finest work to date. I've finished one module and had a smile plastered to my face. Great price for the entertainment provided and in the modern gaming environment, getting a game package that is this complete and tightly designed is rare. Can't wait to push further into the modules.
I like the graphics and the retro vibe.
I played Tomb of the Devourer on itch and it's fantastic. The other three are shorter adventures but each features a unique gimmick which is fun to explore. Love the diorama dungeoncrawl series!
I went straight in to this game after completing the original Diorama Dungeoncrawl. I absolutely adore the art style and find all the design and visuals very charming, as well as the classic pulp short story vibe that feels like the classic D&D adventures I love. Each of the four Tales here is fairly simple and straightforward, but they offer a satisfying amount of exploration that really scratched the isometric platforming itch for me. Some parts were a little rough around the edges but I honestly think the jank is part of Renegade Sector's charm: it all feels very earnest to me and I feel great supporting a solo developer.
[b]As a disclosure, I am a friend of the dev and provided some balance feedback for the latter adventures of this anthology.[/b] [i]Tales of Lost Ages[/i] is a collection of simple, retro micro-dungeon-crawl adventure games, placed in roughly sequential order of development. This does mean that they're [i]not[/i] ordered by difficulty, which caused me to experience a little bit of friction: if you want to follow what I believe is the best order to tackle them in, it goes [i]Waystone[/i] to [i]Ruby[/i] to [i]Hunter[/i] to [i]Tomb[/i], with the first game in the anthology serving as the best [i]conclusion[/i] both by way of dungeon complexity and boss difficulty (and just overall apocalyptic vibes). Each game feels like a branching contemplation on the same theme, that of a solo adventurer delving into some kind of long-forgotten ruin to smite the baddy at the center of it. The minimalist presentation helps accentuate the little tweaks between each adventure that make them feel fresh and distinct from one another. For instance, the titular [i]Hunter[/i] moves very slowly compared to the other three characters but has a long-reaching spear that promotes a "zoning" combat strategy with lots of hopping up on scenery, and the [i]Court of Beasts[/i] dungeon features a lot of low-lying cover to facilitate exactly this. By contrast, Ruby of [i]Ruby in the Mire[/i] is nimble and precise, which helps to accentuate the fact that her environment is replete with ooey-gooey pools of glop that slow her down (the titular [i]Mire[/i]). I was less fond of [i]Tomb of the Devourer[/i] for featuring a very 'skatey'-moving protagonist combined with precision platforming, but even this is obviously a conscious choice: uniquely, [i]Devourer[/i] features a lot of hidden paths behind and around apparent hazards, and so I interpreted the roguish main character's sloppy handling to be a means of intentionally throwing the player into the act of (accidental) discovery. All four games feel very at-home in that genesis of old-school dungeon crawlers like [i]Wizardry[/i], [i]Heretic[/i], and the early [i]Gauntlet[/i]s, where the game's relative opacity and the lack of an easily-accessible internet fandom lead to a feeling like there [i]could[/i] be a secret behind every wall, even despite the relatively tight technical and scope constraints of the title. A good concise, video-game-ass-video-game experience, particularly on the Steam Deck.
Love the low poly aesthetic and gameplay is fun too. My favorite: Hunter in the Court of Beasts.
Really nice retro vibe, down to the music and sounds. It's a bit janky but if you can look past that it is a really nice package of 4 indie games that feel like games you missed out on back in a time that doesn't really exist. I like the moveset of the last game the most, though all of them just need a bit of practice to get the hang out of them
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