
Town of Night is a RPG-First-person dungeon crawler hybrid. Visit the town that sits atop a series of vast and dangerous dungeons. Explore, battle, loot and survive!
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
Как проект для университета по сдаче курсовой - Town of Night сойдет. Но как, что-то серьезное способное увлечь и быть заслуживающим внимания - отнюдь. Это криво сделанное инди в РПГ жанре лишённое описаний там где они нужны, и какого либо внятного сюжета; потому брать чисто из-за карточек. reVote 4/10
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[h1][b]Not Recommended[/b][/h1]
Very generic, unbalanced, repetitive and boring. It doesn't help that the game doesn't give you any directions and you have to wander around until you find where to go next. There's some potential to be better but the limitations of Smile Game Builder doesn't leave a lot of room to improve either.
(Эмо стих) Опять дожди, октябрьские дни, И на душе такая же погода, Надежды чистой яркие огни Недолго светят в купол небосвода. Не знаю, почему такой закон Окутал судьбы многих душ прекрасных, Вмиг счастье превращая в страшный сон. Страшнее нет усилий, чем напрасных. Но главное от боли не сломать Остаток веры, путаясь в тумане, В себе и недостатки принимать, Не стоит жить в слепом самообмане. Тернистый путь достался многим здесь, Но слаще мед, когда хлебнешь и дегтя, Признаюсь, склонен мир клянуть я весь, Когда ошибся и кусаю локти. В заблудшей голове моей весы Не прекращают резко колебаться, То вижу в мелочах вагон красы, То пик желаний - вовсе не рождаться. Не видеть и не слышать и не знать Суровых дней в погрязшем в боли мире. Потом через часок себе сказать - Да жизнь прекрасна, просто надо шире Смотреть на все пощёчины судьбы, Понять, что ведь могло в разы быть хуже, Что может я и псих, но от толпы Безмозглой я иду всегда снаружи. Ну что же, напоследок дам совет, Пускай я жизни не учу обычно, Во тьме полярной ночи тоже свет Сияет краше радуги привычной.
Судя по всему это очередная недоРПГ, сделанная на бесплатном 3D движке для подобных игрушек с использованием таких же бесплатных наборов текстурок и прочих вещиц... Я пообщался вроде как со всеми персонажами на карте, но так и не разобрался чего же от меня хотят, впрочем, не велика потеря (учитывая уже упомянутое вначале).
Playing it feels like finding a cursed bootleg DVD in a bargain bin titled Night of the Evil or something, complete with bad everything, clunky movement, and dialogue that makes you wonder if google translate was moonlighting as a scriptwriter. Just another anime styled dumpster game,
BU OYUNU SATIN ALIP KOLEKSİYON KARTLARINI SATARAK KAR ELDE EDEBİLİRSİNİZ.BU VE BUNUN GİBİ 250 ADET OYUNU GÖRMEK İÇİN PROFİLİMİ ZİYARET EDİN! ARKADAŞ EKLEMEKTEN ÇEKİNME
Town of Night is a deliberately old-school first-person dungeon crawler that embraces classic RPG traditions with little compromise, for better and for worse. Developed by Delusional Games and published by Back To Basics Gaming, the title is clearly inspired by early dungeon-delving experiences where exploration, party management, and methodical progression mattered far more than cinematic presentation or narrative spectacle. From the moment it begins, Town of Night establishes itself as a game aimed squarely at players who appreciate retro design philosophies and are willing to meet it on its own terms. The premise is straightforward and intentionally minimal. You arrive in the small, isolated Town of Night as Corr Algrimm, a self-styled adventurer drawn by rumors of monsters emerging from nearby dungeons. The town functions as a central hub where you recruit party members, manage equipment, and prepare for expeditions into the labyrinths below. Storytelling is sparse, delivered in short dialogue exchanges and bits of background flavor, leaving much of the motivation to the player’s imagination. This lack of narrative hand-holding reinforces the sense that the true story of the game is told through exploration and survival rather than scripted events. Dungeon exploration forms the core of the experience. The game uses a grid-based, first-person perspective, with movement handled step by step through corridors, rooms, and intersections. There is no built-in automap, a deliberate design choice that strongly echoes classic dungeon crawlers and encourages players to manually map their progress if they wish to avoid becoming lost. This mechanic adds tension and immersion, as every wrong turn carries consequences, but it also introduces friction that may frustrate players unfamiliar with or uninterested in manual mapping. Navigation becomes as much a test of memory and patience as it is of combat readiness. Combat is turn-based and party-focused, occurring frequently as you move through the dungeon. Encounters are largely traditional, pitting your group against monsters that grow steadily more dangerous the deeper you venture. Building a balanced party is essential, as different characters fulfill different roles, such as frontline damage dealers, ranged attackers, or support units. Progression is handled through experience gains, leveling, and equipment upgrades, creating a steady sense of advancement that rewards careful preparation and risk management. While the combat system itself is simple, it is functional and consistent, supporting the game’s slow, deliberate pace. Party management adds another layer of strategy. You can recruit multiple companions and customize your team composition to suit your preferred playstyle. Choosing who to bring into the dungeon, how to equip them, and when to retreat to town becomes an important part of the loop. Death and failure carry weight, encouraging cautious exploration rather than reckless advancement. This structure reinforces the game’s old-school sensibilities, where survival and attrition are constant concerns rather than temporary setbacks. Visually, Town of Night is modest and clearly constrained by a small budget. Environments are simple, with repetitive textures and limited environmental variety, especially within the dungeons themselves. While this can make long sessions feel visually monotonous, the restrained presentation also keeps the focus firmly on mechanics rather than spectacle. Sound design follows a similar philosophy, offering functional background music and effects that support atmosphere without drawing attention to themselves. The overall presentation feels utilitarian, serving the gameplay rather than attempting to impress. The game’s pacing is slow and methodical, which will strongly influence player enjoyment. Those who enjoy careful planning, incremental progress, and the satisfaction of conquering a dungeon one tile at a time will likely appreciate the rhythm Town of Night establishes. Others may find the repetition of combat encounters, backtracking, and sparse storytelling draining over time. The lack of modern quality-of-life features can further amplify this divide, making the experience feel either refreshingly uncompromising or unnecessarily dated depending on perspective. Community reception reflects this polarization. Players who are fans of classic dungeon crawlers often praise the game’s commitment to its inspirations and its willingness to avoid modern shortcuts. Conversely, players expecting smoother interfaces, richer narratives, or more varied encounters often criticize its rough edges and limited scope. Town of Night does not attempt to bridge this gap, instead standing firmly in its niche and trusting that its intended audience will understand what it offers. Ultimately, Town of Night is a sincere homage to an older style of role-playing game design. It values exploration, caution, and player-driven discovery over convenience or spectacle. While its limited presentation and repetitive structure may prevent it from appealing to a broad audience, it succeeds in delivering a focused dungeon-crawling experience that feels authentic to its inspirations. For players who enjoy mapping dungeons, managing parties, and slowly unraveling hostile labyrinths through persistence and preparation, Town of Night offers a compact but earnest journey into classic RPG territory. Rating: 5/10
-А давай что-нибудь к чаю купим? - А ты чего бы хотел ? - Ну, не знаю... Может, пива возьмём ? - Точно, и скумбрии копчёной
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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