
Wheel of Fate is an old-school single-player fantasy RPG with a modern take on graphics and a breakthrough AI that adapts the world to the player. Become the hero of Providence and save the world in an ever-changing adventure in this new take on old classics.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*languages with full audio support
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
There are tons of different game mechanics that I absolutely love. The "Twitch to hit" for combat is freaking awesome. I love that. It makes RPG combat not so boring. I'm two hours in, but it's been very entertaining so far. My only gripe is the audio settings. I turn them down and it is still too loud.
While I'll still be diving in for a deeper look, I did immediately fall in and lose track of time.. which is one of the primary requisites for any game.. it needs to 'suck me in' and make me lose track of the real world for a time. WoF has certainly done that. It looks great, flows well, and even my non-gamer wife was enjoying it as we poked around. That in itself is high praise around here! In the 25+ years we've been together this is only maybe the third game she has ever paid attention to.
Most of my (PC) RPG games I played have similar actions and quests, etc. Wheel of Fate changed my view once more in playig RPG again.. I enjoy playing it.
Unplayable buggy mess
This game is a mess - pure and simple. It has some neat ideas, but as I've said before and will say again: having ideas, no matter how good they are, do not automatically make a game good if they're poorly implemented. Unfortunately, this is [i[very[/i] much the case here. First off, I will admit that the premise is interesting - you get branded an Avatar of Fate after a mishap while hunting down cultists who laid waste to your village. What this brings is an ever-shifting dungeon that gets different modifiers applied to it... if you can even [i]get[/i] back to said dungeon after your first outing. You see, instead of letting you explore this dungeon, it instead throws a whole bunch of busy-work at you to set you up for the other major - or what I would assume would be a major - part of this game: town management. The cult that you're hunting is dead-set on destroying the town that is nearby this dungeon... for, I dunno, reasons? It doesn't really make sense especially since it's the main character that they're after and not so much the town. Regardless, it's up to the player to manage defenses, take care of requests and improve the town. While this is all neat, it's handled in an awkward way - and the one defense mission I got to participate in bugged out on me and didn't allow me to complete it, so... yeah. Stonewalled there. All this wouldn't be such a bad idea if the combat wasn't tedious. It essentially uses an ATB system similar to that of SNES era Final Fantasy games (although the way turn order is shown is more akin to Grandia's IP system, but without any of the neat things that that game brought along with it). However, the enemies are so much faster than your party and will continually pelt your party with quick attacks while you're sitting for longer attacks to be cast. What this means is that combat takes two to three times longer than it really should, and considering the amount of combat I faced in the 2 or so hours I played, it starts to add up. Plus it doesn't help that some abilities are [i]drastically[/i] overpowered, such as the cleric's Clarion Call spell, which had no issue wiping entire groups of enemies in one go. Plus, every action outside of using items has a timed button prompt associated with it, which isn't a bad idea at all, but it's implemented without the grace that Square brought to such a system in Super Mario RPG. And most abilities require multiple timed button presses to do any sort of real damage, so add that to the "things that cause combat to drag out far too long" pile. Plus almost every single combat gave me 50 experience points. Trash pack battle with 2 enemies? 50 EXP. Midboss battle with 4 enemies? 50 EXP. Actual boss battle? 50 EXP. It definitely deflated me when I saw a longer boss battle reward me with [i]less[/i] experience than I got from an earlier midboss fight. A lot of the areas I encountered outside of town were [i]far[/i] too large - and it didn't help that they all hung over a black, endless void, which made things feel far less immersive. I mean, I get it, it's an indie game that probably didn't have a large budget. But at least try to nail out some of the jank, especially since this spent time in EA before it hit its full release. Honestly, I don't mind some jank, but this... this was all too much. It's rather unfortunate that this game only got 1 post-launch patch 2 days after it went 1.0 (or 1.4.0 in this game's case), as with some tweaking and bug squashing, this could have been a good game, since I actually did want to see what the whole shifting dungeon situation was. But between the bugs, the overly large areas and the tedious busy-work before the game lets you get to the good stuff, it's a miss, a big miss.
great game with a lot of potential but sadly its a broken mess unable to play love the style and feel of the game loot system is nice i keep running into a bug where i am unable to do anything or move or open menus or save or do anything and end up losing all my progress and its pissing me off frankly for 15$ this game shouldn't have game breaking bugs and if the bug or a fix isn't implemented i will thumbs this down and request my money back as i cant even play this game i understand that its early access and will wait but still 15$ is a lot for a broken game
It feels incomplete but has lots of potiential. It has a day night system that seems to be purely cosmetic, same for the weather system. there is only 4 locations in the game, Town, Forest dungon, sewer dungon and temple dungon that continously changes. The town buildings get damaged ridiculously often. the crafting system is finicky and doesn't work. on rare occassions monsters spawn in walls. you have to exit and load to spawn quests on ocassion. The world feels slightly empty like the docks. It seems to only have 1 chapter of main story.
This game is unacceptably bugged (clearly never properly tested) and tries to do too many different thing to do a single thing greatly, especially for an indie game. THE BUGS : I only played 2.7 hours, and I was planning on continuing, but I encountered three major bug that just killed the game, and two of them were enough by themselves to quit the game. The first bug is an inventory bug, I had an item that started duplicating, and I ended up having it about 8 times in my inventory. I sold them, but ended up with 3 more, that I sold as well. Moving them around in my inventory moved other items around, and it feels like other items disappeared from my inventory. Inventory issues were mentionned by the dev almost a year ago day for day, but it is still broken. I did not trust the inventory anymore. The second was a softlock. In other reviews, softlocks were mentioned, and I can confirm they occur. In the main quest I had to go talk to someone (marked with a red exclamation mark on the map), but I went outside of the town, and came back. There was a second red exclamation mark, but none of them had the character I was supposed to talk with. It seems likes I soft locked myself by going out of town and in again. The third one was a UI major bug with the crafting. I crafted two items, and I closed the window, but most UI elements stayed in the forefront, obstructing my view. I went away only once I started a new cutscene. I've been playing for less than 3 hours ! I just don't trust the game anymore. This game was never properly tested, plain and simple. THE GAME : As for the game itself, it's an rpg with time events in combat, and contains dungeon crawling elements, which is fine. There is crafting, there is city management, there is a gimmick with a ''wheel of time effect'', and there is a complex story. It's just too much for it to handle. Nothing is really bad, but nothing is great neither. It really does feel like they added way too many features for their own good instead of focusing everything on 1 or 2 key elements. The graphics are not bad, and the sound effects and music are fine. The writing feels amateurish though. The backbone of the story is great, but the writing is poor in my opinion. With that many bugs though, I just can't recommend it.
I played it a little bit and planned to finish it, it's the type of game that is not revolutionary but makes the effort of proposing a chill and fun game, buy it if you want to support a indie game
even with the problems patched out this game feels like patch work and doesnt really function as a game well.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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