
Unferat is a warlock simulator, giving the player the opportunity to go from a village boy to a powerful dark sorcerer.
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Languages: English, Russian, Spanish - Spain, German, Simplified Chinese, French
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Wow, what a diamond in the rough. I got this game for $2.99 on sale after reading about it in an obscure comment in an obscure reddit thread and expecting very little, but after playing it I feel like I committed highway robbery. The dev could easily charge three times the full price and I'd happily pay it. So, why did Unferat draw me in so hard? The magic. There's a tragically small number of games that really capture the feeling of learning an in depth magic system. If you've played Hadean Lands (I doubt it), Noita, or Minecraft mods like Thaumcraft, then you know what I'm talking about. Games where you don't just click a button and cast a spell, then wait for your mana to recharge or your cooldown to reset. Games where you're expected to learn how a magic system works, then apply that knowledge to actually doing magic. Unferat is great at this. It puts you in the shoes of someone who has just become a warlock, and is now plotting to grow stronger and destroy a nearby village. There's a few interesting things going on with Unferat's magic system. For one, you cast spells by chaining three words together in real time, which you're expected to have memorized. The way this works in game is through an overlay menu that you can access at any time that has a sort of dictionary with all the 'magic words'. Having to memorize spells to the point that you can recall them under pressure really gives you the feeling that you're actually learning a spell, not just being handed a new hotkey. On top of memorization, many spells you'll cast will require a material component which you will have to scavenge from the wilderness yourself. You may even need to combine several components in your cauldron to make more complex and powerful reagents, along with potions and poisons. The spells themselves are pretty interesting too. A few of the things you might be doing are making a phylactery (or a horcrux if Harry Potter is more your speed), creating portals to summon demons, turning into a bird, spreading various diseases, making a skeleton army, and performing rituals to turn trees into living turrets. Every spell has its own requirements, steps, and nuances that you'll need to account for. You do end up pretty strong by the end of the game, but you'll need some planning and finesse to use your spells effectively. That's the feature list, but how does it actually play? Unferat is very slow, and that's a good thing. Ultimately, your goal is to wipe out the village near your (very cozy) tower. To do this you need strong spells. To get strong spells, you need skill points. You can get skill points by killing specific targets in the world, performing rituals, doing research, eating magic berries you found on the ground (I guess that's a thing warlocks do), desecrating altars, and a few other methods. All of this is going to require a lot of resources. Once you have strong spells, you're also going to need a lot of those same resources to cast them. This creates a game loop where you're spending a lot of time gathering resources while plotting your next moves until you eventually expend your reserve of herbs and flesh and bones to strike and then do it all over again. You'll find yourself naturally falling into the mindset of the protagonist where you're constantly making plans to get more power, figure out who you want to target next, and how you're going to manage to pull together enough magic to succeed. Gathering materials and preparing everything you need is relaxing and gives you time to strategize, while going on the offensive is stressful and exciting. It gives the game a nice sense of pacing that feels appropriate for the dreary atmosphere (which reminds me a little bit of dredge). What could Unferat have done better? There's a few other systems going on in the background of the game that didn't feel especially fleshed out. People in the town all have jobs and schedules where they go out and gather resources which they bring back to the village. Doing this lets them improve their weapons and armor, prepare potions, and various other things that are bad news for an evil warlock. If you want to stop this from happening, you can use your spells to set up blockades and prevent the town from getting specific resources in. Or that's how it works in theory. In practice, I found it best to pretty much ignore this mechanic. Unless you're laser focused on cutting off roads from the beginning, the town is likely to get a large enough stockpile to do as many upgrades as they'd like. Despite that, I managed okay regardless of what the village was able to put together. Admittedly, my build wasn't optimized for this sort of strategy and someone who focuses on other types of spells may find more success in this area and have a different perspective on it. Some minor annoyances include a somewhat floaty feeling movement system and a few unexpected lag spikes. All in all, Unferat is a brilliant and unique experience. If what I've described sounds at all like your cup of tea, then it is worth your time and money. It's absolutely criminal how unknown this game is, I wish I had heard of it sooner. If the dev ever comes out with dlc or a similar game it will be an instant buy from me.
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Hours played at review time, across 40 reviews with recorded playtime.
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Pros: * Magic is based around reciting magic words in the specific order and/or using certain reagents. I like this detail; adds character and makes the spells feel unique, and you more like a real warlock * I like the variety of spells to choose from * Varied objectives that the game doesn't force you to do in any particular order; assassinating key characters, poisoning camp pots and shrines, repairing your tower, performing rites to gain skill points * The difficulty levels, and variety of spell builds, give it replayability * Good challenge; game requires you to be prepared Cons: * Movement is slow, and the tutorial section at the start kind of emphasises that. May put people off early * Game doesn't go out of it's way to tell you how to heal effectively (tips below) * Some enemies will chase you forever, right into your tower. If you can't kill them you might want to reload... hope you didn't save at a bad time (you could try to turn into a raven and fly away if you remembered to pack a feather reagent) * Camera rotation via middle mouse movement is very under-sensitive and weird. Default keyboard controls are better. I mapped them from arrow keys to WASD but... * Sometimes changed game settings revert upon restarting the game... maybe because I just clicked out of the settings menu instead of hitting "Apply"? Weird: * Some text seems untranslated, like the names of animals. I like it; it adds characters Some useful tips: * Put it on Easy until you know what you're doing, learn the layout of your tower so you know what items get stored where (start stockpiling), and repair everything asap * Save everytime you are at your tower and it's safe (there is an autosave, but I'd save manually and use different slots) * After fixing the cauldron, you can click the yellow question mark on it's UI to get a list of recipes, such as cooking meat from animals you kill to make meals. On my laptop's resolution, the inventory screen opens over the question mark (bad UI design, close the inventory with 'i') * To use an inventory item, left click to attach them to the mouse icon, and then press 'e' * When you find the Trime...something-or-other plants (i forget the name; the text is yellow in the inventory) use them immediately. After eating 15 you get a skill point. * How to heal? Repairing the bed in the tower heals you verrry slowly, you can find healing potions, and cook meat from animals at the cauldron. But I'd really recommend the long term healing crafted item (called "Haliport" or something weird like that) top middle of the Alchemy spell page. it has pretty easy crafting requirements * Most important skills to get you going are the ones which have easy reagent requirements. I recommend rat summoning skill; keep a rat tail in your inventory, and learn how to make the upgraded rat tail (poison rats!). Spam your enemies with rats! * The third level of the Demon Portal skill allows gives you a one way "town portal" back to your tower * Spell rune combos are available at any time (click the scroll with the dagger on the right). But this doesn't pause the game! Make sure you memorise the import combos before you encounter an enemy * You can click the ! icon on the right and cycle throw previous quest/info text. Sometimes recipes are given as quest text, so you may want to recheck them * The skull counter on the right specifies the plot counter... as you kill more human enemies, the counter ticks up and proceeds to the next plot development
Love the concept. Too rough around the edges. Suggestions for improvement - Don't make the tutorial so boring and tedious - Increase character walk speed (it's abysmally slow) - Allow me to click on the map and allow my character to start walking to it - Too many options for the player at the start with only 1 skill point. (Could invest in the wrong skill and be completely screwed). - Give more freedom over camera movement - Moving and attacking should not be the same hotkey. - Ingredients on the floor should be highlighted in someway. Similar to pressing Alt in kenshi highlights all items on the ground.
It's a bit clunky but I really enjoyed it. As someone said the crafting is indeed quite methodical. There's not much plot or lore but it works. You're really left with your own thoughts a lot of the time just brewing (no pun intended) in your own solitude. It's kind of melancholic but maybe it's because I took my sweet time sneaking around. You cannot automate any of the crafting either which can get a bit annoying when you need to do the same thing 10 times but again, it works. You're essentially the inept village layabout seeking revenge with the powers of dark magic. The spell casting system works well in the setting. Adds a sense of esotericism. Really wish this got a sequel. Amazing concept and setting that could be vastly improved and expanded in various ways. But it absolutely works as is for the current price. There's just a lot of unrealised potential, imo. P.S.: I did not experience a single crash.
I really enjoyed this game and I think it has some super cool ideas and mechanics, but I can also see that it's clearly not going to be for everyone. If you're intrigued by magic systems that rely on gathered ingredients and rituals as opposed to all-too-familiar mana and cooldown systems, and are willing to look past the rather plain presentation of the game I can wholeheartedly recommend you at least try this game out. The system of magic and alchemy in the game is very methodical, and often must be planned out in advance of encounters to ensure you have enough ingredients to create the necessary items and reagents to cast your spells. I loved this, personally, but I'm sure a lot of people would simply find it too slow-paced. The day/night system in the game somewhat facilitates this gameplay loop, with enemies hiding in large numbers in their town and camps during the night, making them difficult to attack head-on but giving you free reign to roam and collect ingredients and craft. Then during the day they spread out and are easier to catch alone or in smaller numbers. This gives the game a strong tactical aspect which on the whole I did enjoy a lot, but as the game progressed I found it could be a little slow and frustrating at times. I'd find myself sitting around and waiting for daybreak because I'd already exhausted all there was to do during the night before I was even half-way through it, but that could also be caused simply by my gathering routes being more optimised the longer I played. That being said, if your character is strong enough or you're playing on lower difficulty settings attacking during the night can be totally viable too.
This game is by definition a hidden gem. It's dark, it's deep, it's about revenge, it's rough around the edges and can be a bit unresponsive in terms of controls. But most importantly: It's fun! A word of warning though: Unferat is *very* minimal in terms of quality of life. There's no key to highlight items. Constantly being on the lookout for ingredients for your spells and potions is a crucial part of the gameplay. There's an innovative, syllible based spell-system. Study them spells. Remember them. Cast them. You won't find Keyboard-Shortcuts for your necromancy. (Alchemy system very similar to Daemonica, spell system very similar to Avencast, but minus the hotkeys!) [url=https://www.myabandonware.com/game/daemonica-jia] Daemonica on MyAbandonware [/url] [url=https://www.gog.com/de/game/avencast_rise_of_the_mage?gad_source=1&gclid=CjwKCAjwyo60BhBiEiwAHmVLJfaLpH1n4tFJkx-4TFoUwb2Kkwjp5HDE93lAPuDiPt2J51L8ILfVXRoCCLQQAvD_BwE&gogID=GAD_DE_DSA_PURCH_PROD_SMART_ONG&r=true )] Avencast on GOG [/url]
Interesting and engaging warlock simulator where magic feels a lot more like...actual magic unlike most other games where basically you have ammunition (mana) and different types of guns/weapons (spells). This, you have to remember incantations, gather reagents, and be very careful with what you do. It's been fun so far! Protip: Save often
Pretty good for a scuffed unity game. It's a passion project and you can see lots of details. Well worth the low price
Well scoped little game. One core idea executed very well. Feels like a fleshed-out game jam entry, which is about the highest compliment I can offer.
Really good little necromancer sim.
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