
Adventure awaits in the award-winning Action RPG debut from Runic Games! Explore the randomized depths of this boom town, collect loot, and level up to save Torchlight - and possibly the world.
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Hours played at review time, across 45 reviews with recorded playtime.
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Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Torchlight для мене завжди була такою собі бюджетною версією Diablo 2. Не тому, що вона погана. Просто коли дивишся на неї, одразу розумієш, звідки росли ноги. Але знаєте що? Іноді навіть бюджетні речі залишають після себе дуже теплі спогади. Познайомився я з нею завдяки старшому брату. Якраз у той день до мене прийшов друг, і ми одразу вирішили пограти разом. Але була одна маленька проблема... гра дозволяла лише 30 хвилин безкоштовної гри, а потім люб'язно натякала: «Хочеш далі? Купуй». І ось почався справжній марафон. За ці пів години ми намагалися встигнути абсолютно все. Бігли вперед, не читали діалогів, відкривали кожну скриню, били кожного монстра так, ніби після тридцятої хвилини світ перестане існувати. Це була не гра, а змагання з таймером. Потім прийшов старший брат, подивився на нас, добряче посміявся, щось там поклацав на комп'ютері... і раптом обмеження зникло. Для нас тоді це виглядало майже як справжня магія. Ми навіть не питали, що він зробив. Головне, що тепер можна було грати стільки, скільки хотілося. Графіка на той час виглядала досить приємно. Хоча чесно, у подібних іграх для мене вона завжди була далеко не найважливішою. Коли навколо сиплються предмети, летять заклинання, а вороги вибухають золотом і лутом, вже якось не до полігонів. Я майже завжди обирав мага. Завжди подобалося засипати ворогів блискавками, вогнем та іншими красивими ефектами. Самі ефекти були дуже соковитими, і навіть зараз вони виглядають досить приємно. У кожного класу були свої цікаві здібності: воїн ішов напролом, стрілець розстрілював усе здалеку, але саме маг дозволяв влаштовувати на екрані справжній феєрверк. Окремо запам'ятався домашній улюбленець. Здавалося б, дрібниця, але наскільки ж це була зручна механіка. Поки ти продовжуєш чистити підземелля, кіт або пес може сам побігти до міста й продати весь непотрібний мотлох. Зараз це звучить звично, але тоді така можливість дуже дивувала. А ще була риболовля. І ось цього я взагалі не очікував побачити в Diablo-подібній грі. Стоїш собі серед монстрів, а потім раптом ідеш ловити рибу. Причому спійману рибу можна було згодувати своєму вихованцю, тимчасово перетворивши його на різних істот із новими здібностями. Дивна механіка? Так. Весела? Ще й яка. Локації не сказав би, що були чимось неймовірним. Переважно це знайомі підземелля, печери, шахти, руїни та інші похмурі місця. Але атмосферу вони тримали добре. Завжди було відчуття, що спускаєшся дедалі глибше під місто, де на тебе чекає чергова порція неприємностей. Боси теж запам'яталися. Не всі були складними, але багато хто вимагав хоча б трохи рухатися, використовувати здібності й не стояти на одному місці. Для свого часу цього було більш ніж достатньо. Звичайно, якщо порівнювати Torchlight із Diablo, то масштаби тут значно скромніші. Менше контенту, простіший світ, історія теж не вражає. Але гра й не намагалася стрибнути вище голови. Вона просто чесно розважала, і це в неї виходило. Пройшов я її із задоволенням. Але чесно сказати, це гра максимум на один, ну добре, два проходження. Після фіналу не виникало того самого бажання одразу створити нового персонажа й почати все спочатку. Їй трохи не вистачило різноманітності та глибини, щоб затягнути на десятки чи навіть сотні годин. І все ж, коли згадую Torchlight, першою в пам'яті спливає не битва з фінальним босом і не купа знайденого луту. Перед очима знову двоє хлопчаків, які за тридцять хвилин намагалися пройти гру швидше, ніж закінчиться пробна версія. А потім старший брат, який кількома рухами мишки зробив для нас справжнє диво. І, мабуть, саме такі моменти запам'ятовуються набагато сильніше, ніж будь-які легендарні мечі чи обладунки.
It's fun. :) - Computer not that strong, so runs well on it for what I have.
Actually, it is almost identical to Diablo 1. Even the music seems identical. But I do know that TL does have some of the same people working on it and it was made as a homage to Diablo (or similar games) that came before it. So I thought it was brilliant. While it could have had a bit more depth and a less cliched story, it still holds up quite nicely. As a single player dungeon crawler I really can not fault it much.
Nice game! Quote: "Remember that Jesus Christ is the Way, the Truth, and the Life. Probably worth a google?"
Torchlight is a wonderful Diablo 1 alternate with the similar ARPG gameplay with 3 classes to choose from. The story is a bit short, but the gameplay and music are eerily comparable. Once you complete the story you can continue to play to your heart's desire with randomized levels (floors) but do not expect anything new to really shake up the core gameplay. If you're looking for a mindless hack and slash alternate to Diablo, then you must try Torchlight.
A solid Diablo 1 clone. I played it a decade and a half ago back when physical media was a thing, and again now. It still holds up honestly. If you are looking for a hack and slash RPG, you could do worse. I don't know why they seem to have borrowed more from the first Diablo game, when Diablo 2 came out almost a decade before this. Though I still appreciate the quality of life improvements like being able to send the pet back to town to sell gear. It has a passable plot, but not something you will remember a couple months later. An interesting McGuffin, Ember is something that you can use to socket and enchant items, and it is what is being corrupted by something in the bottom of the mine. The characters are rather boring and bland and one note. I honestly don't remember their names or anything about them, even right after playing it, but I can still remember everyone in Tristram. The environments all look well done and pretty cool, but nothing is really all that cohesive. When I think of the original Diablo it had a solid setting. From the church, to catacombs, and then into hell; all blurred together. In this game you go from mines, to jungle ruins, to suddenly a library/necropolis, then to magma caves, then to dwarven ruins and finally some kind of weird demonic fortress? There really isn't any kind of cohesion to it or realistic progression. The music for the town is lifted right from Diablo, and for the rest of the game it is passable. Honestly, the music and ambience isn't great, and I put my own music or podcasts over it. Sound effects are a mixed bag, they are mainly from other games/sound libraries. When I fired projectiles and a heard ricochet sounds from Turok 2, it really took me aback. The classes are alright, a mage, a ranger, and a warrior. All called different things, of course. The skills for each are interesting, but nothing really works well together. Diablo 2 came out before this game, but for some reason Torchlight took more inspiration from the first Diablo. None of the skills buff any other skills, and there really isn't any kind of a theme. You can't specialize into any single damage type, or really any class type, with your spells or abilities. It allows you to blend the different classes though, which is an interesting path to take. A Ranger/Vanquisher that uses staves and wands, or a Warrior/Demolisher that uses bows and guns. You can make some interesting blends, but it seems like they generally end up being weaker than pure builds. Regardless, it was a lot of fun to go back into and play again, and you can get it super cheap for something like $3.00 CAD when it goes on sale. I would recommend it if you are a big fan of this genre of games and are looking for something you haven't played in a long time, or haven't played before.
Most of my time playing this was on the GoG version. This isn't the best ARPG. Nor is it the most optimized dopamine siphon. But it has the simple joy of clicking things, it was made with love, and it has G O O D V I B E S Also, this is the game that got me into the Diablo-like genre in the first place.
Torchlight — Уютный Diablo для казуалов. Прошел за ~15 часов. (Забавно, что игре есть ачивка на 5 часов.) Шутки шутками, а игра действительно выглядит и чувствуется более дружелюбной, по сравнению со своим «Отцом». Когда Torchlight вышла в 2009 году, её называли «лучшей Diablo со времен Diablo II», и это не было преувеличением. Созданная выходцами из Blizzard North (теми самыми авторами оригинальной Diablo), игра взяла проверенную формулу и не стала изобретать колесо. 1 город, 5 биомов на 35 этажей, плюс финальный босс. В отличие от мрачных и депрессивных конкурентов, Torchlight предложила, в свое время, яркую, стилизованную «мультяшную» графику. Это позволило игре отлично выглядеть даже спустя 15 лет. Атмосферу дополняет приятная музыка. Всё, за что мы любим жанр, здесь работает идеально. Сражения быстрые, врагов много, а дождь из «качественного» лута вызывает приятное привыкание. Разделение на три класса: Разрушитель, Алхимик и Победительница дает четкие (максимально размытые) и понятные стили игры. Питомец-помощник: Одна из лучших находок игры. Питомец не только помогает в бою, но и (самое главное!) может сам сбегать в город и продать лишний хлам, пока вы продолжаете зачищать подземелье. Это избавило от лишней беготни. Игра полностью на английском, поставил русификатор, который не ломает ачивки и перепрошел игру спустя 13 лет. При игре с русификатором главное не называть героя и питомца на русском, игра вылетает. Казино Зачарования! Лут в игре АБСОЛЮТНО не сбалансирован. Помимо того, что одинаковые легендарки выпадают с разными стартовыми статами. Так статов еще и очень мало! Чтобы добавить статов на предметы можно их зачаровать. Что дорого. 1. Покупаешь предмет. 2. Зачаровываешь (каждый раз всё дороже). Есть 3 результата. • Получил 1 стат / получил ячейку для камня (до двух). • Ничего не произошло. • Предмет потерял ВСЕ статы. // О последнем чуть подробнее. Каждый раз зачаровывая предмет он получает 2% шанс того, что он «сломается». Эти 2% спокойно могут сработать на втором зачаровании, а могут не сработать при 15 зачаровании, когда шанс поломки 30%. И на этом долбанном казино строится всё обновление шмота для персонажа. Потому что статов на предметах мало, а новый, подходящий тебе лут может быть просто хуже твоего и его надо зачаровывать. В итоге я так и бегал до конца игры с некоторыми предметами 5-10 уровня, которые чудом улучшил. Вы даже не представляете, сколько предметов я сломал. Денег никогда не было. Для облегчения себе жизни советую использовать билды с 1 оружием. Никаких парных мечей или жезлов, никаких меча и щита. Чем меньше предметов тебе нужно, тем лучше. Твое единственное оружие можно так же запихнуть в кузницу, которая иногда встречается во время зачистки подземелья, там у меня никогда ничего не ломалось. Казино покупок! Лучшие предметы мне выпадали у специального торговца, который предлагал покупать неизвестные предметы. Например, мне нужен жезл, покупаю у него жезлы, пока не выпадет что-то полезное. Забавно, что желание получить легендарку выше, чем получить шмотку из сета, тк сетовые предметы обладают малым (или вообще без статов) обилием статов, в вот фиолки и легендарки очень даже ничего. А сетов в игре много, у меня скопилось около 20 разных предметов из 15 разных сетов. От начала и до конца игры я не нашел/купил НИ ОДНОГО ожерелья выше зеленого. Билд без ошибок. В игре нет сброса характеристик и навыков, как что думай, что качаешь. Я пошел за Алхимика, через 2 жезла и петовода. На 30 уровень я максимально возможно прокачал маленьких бесят, и к концу игры, не смотря на все бонусы прокачки, они отлетали с 1 удара. Кстати я ни разу не видел статов на бонусы питомцев. Страдал с 1 по 10 уровень, перекачался с 10 по 20 и страдал с 25 по 30. И всё это на Норме. Финал. После финала открывается возможность гриндить бесконечные генерируемые подземелья, для получения 100 уровня. Зачем? Не знаю.
[b]TLDR:[/b] "Baby's first ARPG" Lower end mediocre experience plagued with many flaws which even older games in the genre figured it out Trying some new things is welcome, straying too far from the core basics of the genre is not.. Not having that nailed and polished first is its downfall Update: Torchlight 2 is actually pretty f-kin good [b]Le Wall of text:[/b] After hearing lots of good things about this series i decided to give it a go This a miserable experience, for 2007-2009 era ARPG Beat Ordrak on Hard difficulty with Vanquisher mainly using basic attacks and later arrow rain Melee runs on higher difficulty are basically impossible without losing your mind and hair (or both) as difficulty scaling bloating enemy stats outpaces your power growth quick Era had arpg releases like: Titan Quest 1 Mage Knight: Apocalypse Silverfall and Silverfall: Earth Awakening Dawn of Magic 2 or (Магия крови: Время теней) Sacred 2 And with a bit of flexibility to comparison - Hellgate: London (The OG release not korean touched mess) [b]The Good:[/b] - Non class spells: You and your pet can use spell scrolls that ARE CONSUMABLE to learn spell Your skill tree's will have a node that improves them as well, meaning you can beat the game exclusively using them The only bad bit about them that they are not that common as drop and shop while has them, stock is completely random - Pet Good mechanics around the pet Being able to transform into some monster with its own abilities is really neat You can actually get a "permanent" transformation (unlike lower tiers this one doesnt run out) but its quite rare, while i did get spider one i later overwrote that with 1h duration Tunnel Shark as pet just kept dying too quick but when it ran out it reverted back into dog Being able to use accessories and spells is nice customization option which can help quite a bit with pets or whole teams survivability Pet having its own inventory was a big help, ability to send him back to sell the loot while being in dungeon that doesnt allow teleporting out did help (Curious which game started this, as only other ARPG with this mechanic that i played was Van Helsing with Katarina) [b]The Bad:[/b] - Enemy hitboxes They are so well/badly made that its near impossible to click on smaller enemies when they are moving Was forced into minion run relatively quick when i couldnt click on half of the enemies and relied on Shift mode attacking 95% of the game This could also be just modern resolution scaling problem - Level design: Extremely basic, looks nice but everything is just a straight line with side area or two There are not many well hidden side areas as they all have some easy to tell feature like a lever The only better hidden extra areas were in Estherian Ruins Travel points are far apart, and walk of shame because you forget to put down portal can be up to 20 minutes of redoing floors. Quite a few reused segmented layouts in later maps - Settings and UX Absolutely minimal.. No settings for keybinds, coupled with the hitbox problems the game was probably designed to be played with controller so the auto lock on will do all the work for you which explains a lot when you think about it No confirmation when going to other areas, first time ever running into rift portal i was confused what happened as i killed the enemy and instantly got loading screen Later areas of the game like to have bunch of enemies by the start and while kiting them its too easy to go back the floor No option to respec your skillpoints, the only way do to it is to use console commands and spawn in item that exists only for devs "respecPotion" or mod You can imagine my surprise when i wasted couple points on early skills that i didnt use too much and figured that one out... Idk why it was too hard to add it as some MSQ reward, Ember Forge is perfect spot to do it - Combat balance This one is bad Damage mitigation is REALLY basic, its flat reduction by stat you have. 100 fire resistance will reduce fire damage taken by flat 100 and ect, problem on higher difficulties that enemies will start to out scale you like mad and you either farm or die a lot... Game is balanced around normal difficulty and rest is just lazy hp and damage modifier values Character doesnt gain that much health from level ups, and the only way to actually increase your health outside leveling up is gear Starting around level 25+ its noticeable how health/damage of enemies start to ramp up I was getting nearly 1 shot more the closer to the end of the game because you are completely reliant on gear, even then it doesnt help much when your hp pool is a puddle Racked up ~5 deaths on Oldrak alone, not from him But being swarmed by spawns he calls in I had 246 fire resistance with 1688hp and i still got hit ~260hp per damage instance on breath attack from enemies he spawns in groups of +10 so you can imagine how bad it is Outside Oldrak which is stupidly big damage sponge on Hard, not a single boss was actually challenging Most bosses died faster than champion versions of random mob you encountered on that floor. I didnt expect a lot but when your bosses die quicker than champion mobs before it you know something aint right especially on Hard I had my pet transformed into bug thing, it had ~7k hp, then i saw ice elemental at level 28 hit him for 2.4k and then later i took one projectile for ~830 with ~150 ice res myself, at that point it takes 5 on level potions to heal him to full... - Economy I barely had money unless i went to farm special loot rooms Most loot even if identified sold for scraps i rather had coins drop than item, a Fireball 1 spell scroll sold for more gold than identified level 25 legendary item which is dumb - Gear and loot Set items (Purple) are nearly always worse than blue item and set bonuses are pretty bad for the most part Legendary items have pre-set stats on them, but only like 3-4 and then rest are pure rng Drop tables are kinda a mess, even in level 25+ areas mobs would drop items with no level requirements like at the start of the game... Also who was smart as a stick and didnt give socketable items their own storage, this was royal pain to manage and overall waste of time for the hassle they caused compared to benefit - Enchanting Interesting system gets pulled down by poor scaling and high cost + chance to wipe item +5 Resistance roll on level 3 item is nice, but on level 30 item its waste You cant control the outcome so "keep adding and hope it doesnt wipe" the system I rather craft in diablo 2 than this - Game stability and performance Lost 4 hours of progress and really good gear gambles with rolls to a crash right after i defeated Krag and save file deciding to end itself... Thank god for steam cloud but it only synq when you close game... When i re-ran everything, i crashed bit more often Seems like the worst offenders are: Molten Prison - 3 crashes Lost Fortress - 15 crashes I had to stop every ~20min windows and exit to main menu so it would save my progress, Black Palace - 1 crash right after entering boss room The Lair - 2 crashes during combat Would you like to have 10-30 second loading screens on S70 Blade M.2 NVMe drive? I sure get those every time i change area.. No clue how is this even possible as other old games from the same era had loading times that were way faster than this So this ended up as huge disappointment and opposite of all the nice things ive heard about it
As a huge (former) fan of ARPGS, I have to say thanks to Torchlight for making me realize how messed up putting a 'hardcore' mode in your video game actually is. From today on, I refuse to play any game that has achievements locked behind hardcore. Because after 100 hours in this game, I can confidently say, nothing is funner than spending hours on a character to lose it all from enemies shooting you off the screen that you can't even see yet. The whole Diablo-like genre suffers from hardcore punishment where achievement completion is locked behind hardcore progression and I just don't think that is fair. If you want to have hardcore mode in your game, sweet, go for it. But the moment you lock achievements behind it, I'm done... hardcore is not fun, it's just annoying. So farewell Torchlight, Grim Dawn, Wolcen, and all you other masochistic excuses for 'video games'!!!
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Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
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Languages: English**languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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