
The Awakener: Forgotten Oath is a rogue-like action game with a highly flexible combat system. ACT and Rogue-like lovers will embark on a thrilling adventure in a magical world called Sylvalond.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Well... It's a thumbs up but with serious issues. The combat is almost well done, fast paced and feels good most of the time, but it still have some problems (example: hitboxes, a giant ogre stomp the ground in front of him with his feet, and you who are at his back several meters off the ground get hitted, or enemy attacks that hit you before the animation is shown) but aside from that "minor" mistakes... The game has very low content, in your first run, you'll see the three main bosses, and probably the two elites that each zone can have. There is almost no variety each run, especially because talents (from meta-currency) give you plenty of money to almost pick all blessings everygame, so by the endgame you'll have most of them, the only thing that will change is the order in which you get them. The second big problem is how this game manages difficulty, in every roguelike the difficulty escalate with well though and progressive modifiers. Here you'll find 5 lazy modifiers that come at random until difficulty 5, where you are forced to get all. They are: 1.Duplicate number of normal enemies (this one is ok). 2.Increase enemy speed by 20% (this one is ok too, but I think it's what causes some attacks to hit just as enemy blink in red) 3.Duplicate enemy attack. Another one that is fine. 4.Duplicate HP. Damage sponges, the game will take double time now, and also bosses will be a pain. (Fun destroyer) 5.Reduce your health to half. (It doesn't work, and I'm glad, because paired with double attack would make some enemies almost oneshot you. Where is the fun in that?) They could have reduced the number of potions you can carry, The healing effects. Introduce new monsters and elites. Change bosses moveset, etc. That would be well done, but they prefered lazy modifiers. It's sad because the graphics are very good, the animations are cool, and the combat itself is very fun. But there isn't enough content. In the first two-three runs you'll unlock almost everything. And by that time already you saw everything the game has to offer. It could have been a great roguelike game. But it's made with the leftovers from another game that they are developing and won't receive the love it deserves. Sad. The best thing of the game is that you have 5 characters and they are very different from each other. You can get 10-15 hours of game time to get all the achievements. Based on that you can decide if the price is good for you or not.
视角跟屎一样
The Awakener: Forgotten Oath is a third-person action roguelite developed by TANER GAMES and published by Gamera Games and Gamirror Games, positioning itself as a fast-paced, combo-driven fantasy experience set within a fragmented world threatened by chaos. Set in the land of Sylvalond, the game casts players as an “Awakener,” a warrior chosen by divine forces to enter a mysterious realm known as the Nothingness. Within this shifting dimension, demons gather strength and the balance between gods and mortals begins to fracture. While the narrative framework leans on familiar high-fantasy tropes—ancient deities, forgotten oaths, and encroaching darkness—it primarily serves as a thematic backdrop for the game’s core focus: kinetic combat and repeatable progression loops. Combat is undeniably the heart of the experience. The Awakener emphasizes fluid movement, stylish combo chains, and flexible weapon usage. Players can wield swords, unleash magic, and channel divine abilities in rapid succession, creating visually dynamic and mechanically satisfying engagements. The responsiveness of the controls allows for aggressive playstyles, encouraging players to weave together melee attacks, dodges, aerial strikes, and special abilities into seamless sequences. Rather than forcing strict archetypes, the game enables build experimentation through relics, passive enhancements, and elemental modifications acquired during each run. This system fosters a sense of empowerment as players gradually refine their approach and discover synergies between abilities. Structurally, the game embraces roguelite design principles. Each descent into the Nothingness consists of procedurally arranged rooms filled with enemies, environmental hazards, and occasional boss encounters. Defeat is part of the intended rhythm; death sends players back to a central hub where permanent upgrades and new characters can be unlocked. This meta-progression ensures that even failed runs contribute to long-term growth. Over time, players unlock additional Awakeners, each with distinct combat styles and skill sets, further expanding replayability. The cycle of entering dungeons, experimenting with builds, falling in battle, and returning stronger forms the addictive backbone of the game’s design. While combat depth stands out, environmental variety and level structure sometimes reveal the limitations of its indie scope. The dungeons, though atmospherically rendered with Unreal Engine visuals, can begin to feel repetitive after extended sessions. Architectural themes shift between mystical halls, corrupted landscapes, and shadowed chambers, but room layouts and enemy patterns occasionally blur together. This repetition does not undermine the enjoyment of mastering combat mechanics, yet it can reduce the sense of discovery that often defines the strongest roguelike experiences. Boss battles provide moments of heightened intensity, requiring players to adapt to telegraphed attacks and arena-specific mechanics. Some encounters deliver satisfying tests of mobility and damage optimization, rewarding mastery of timing and positioning. However, not every boss achieves the same level of memorability, with certain fights feeling mechanically straightforward compared to the richness of the player’s own combat toolkit. The balance between spectacle and challenge varies, but when the systems align, boss encounters become some of the most engaging moments in a run. Narratively, The Awakener: Forgotten Oath adopts a minimalistic approach. Story elements are conveyed through brief dialogues, item descriptions, and overarching lore references to divine conflict. The focus remains squarely on gameplay rather than cinematic storytelling. For players seeking a deeply layered narrative or complex character arcs, the story may feel underdeveloped. However, for those who view narrative primarily as atmospheric context for action, the restrained storytelling allows uninterrupted immersion in combat and progression. Visually, the game benefits from solid lighting effects, spell animations, and detailed character models. Combat effects—particularly elemental attacks and divine abilities—stand out with vibrant particle work that enhances the feeling of power. The soundtrack supports the high-energy tempo of battles, leaning into orchestral and dramatic motifs that complement the mythic setting. While the presentation does not reach blockbuster levels of polish, it successfully establishes a cohesive fantasy atmosphere. Overall, The Awakener: Forgotten Oath delivers a competent and often exhilarating action roguelite experience built around fluid combat and steady progression. Its greatest strengths lie in build flexibility, satisfying combo systems, and the addictive nature of iterative improvement. Although environmental repetition and a lightweight narrative may limit its long-term depth for some players, the game succeeds in providing a focused, gameplay-first experience. For fans of third-person action RPGs who enjoy refining combat strategies across multiple runs, it offers a solid and rewarding journey through a world shaped by forgotten promises and relentless chaos. Rating: 7/10
the worst game i ever played
很糙,分辨率改了也不变,音量里面总音量不影响其他音量大小,体量也不算小了角色对话没语音,第一关音乐单调得一逼 清场后必须要靠近出口要等开门动画结束才能走,选好下一关的奖励还要回到游戏画面再传送,战斗之后还得3选1,凭什么不能把所有可能的奖励放到一起结算的时候让我选? 过关结算里面强化选项靠右无伤大雅,但是基础动作也要拆开强化是怎么想的?完全随机也就罢了,居然还没有强化当前技能的选项,强化过的选项如果被替换掉,假如之后抽选时再遇到的等级也不会继承。 好不容易刷了一局强化效果不错的结果游戏报错
The game is fun, get it on sale. The combat is the real selling point.
9块9,不能再多了
Good game, you can't stop playing This combat action system is exciting, a master level combat system, but it would be great if there were more cool execution actions I also noticed that the production team has update plans and I hope to play the new character as soon as possible
Wow, that's it? I mean, it's fine. But playing a bigger budget title on a discount is a far better way to spend your time. I wish there was a middle arrow of some sort, because I found it tough to say yeah or nah to this. Because honestly? It's just so mid. Like, it litterally does nothing overly wrong, but nothing excited me at all. I felt like within a few short minutes. I already knew what the game has to offer and it left me saying- I mean sure, at 10 bucks I didn't feel cheated....but definitely like I wasted my time. If I'd bought it for the full 17 it normally is, I'd feel ripped off though. The sequel definitely looks to be a better game, at least.
Fun but still has a lot of bugs. certain items in shop doesn't appear so you don't know what you are buying and the game froze and gave me a fatal error after I made it to the third chapter so yay that was fun.
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