
Who will you become to triumph? A turn-based RPG where your personality traits change your powers and proficiencies. Combine personality traits, rare weapons, and 20+ classes into endless team compositions; combos & builds are the keys to surviving your long journey towards Yaengard.
Modeled estimate, not a reported figure. How we estimate →
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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**languages with full audio support
Engagement
Hours played at review time, across 48 reviews with recorded playtime.
Reviews
Themes across 48 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
Sometimes the game screws you over, like stun-locks and stuff. Last straw was when I had a fight against depthwalkers, but couldn't move once cause i got stun-locked at the beggining of the encounter
great game, wish there were achievements
An enjoyable turn based game, the mixing and matching of weapons and traits is a neat way to determine your characters classes and was fun to play around with. With a little more content meat added it'll shape up to be a solid unique entry.
Excelente jogo, bom nível de costumização, dá pra imergir bem na história e construir bons personagens.
Feel unfinished ...
[h1]In General[/h1] The game I think is well rounded, as far as I tried. [h1]My Perception[/h1] I thought it was gonna be a little bit more character building, but it's very roguelite. I can see the appeal of this game. I'm not a huge fan of the genre myself. When I looked at the page, I initially thought it was gonna be a more team deck building rpg With elements going to philosophy. And there's some of that. I feel like It should have two or three more cards per interaction. But, I know it's impossible to request all possible outcomes for any encounter. So what it has is pretty OK. [h1]On the topic of graphics.[/h1] I don't think the graphics are the problem. (Even though I know that they are pre-made assets, which there is no shame in using). [h1]On the topic of character building[/h1] I wish I can aim my character creation a little bit more. On the other hand, it does make sense, because it is reasonable for a character to be shaped by the world it lives in. I mentioned before that it is a roguelite. Because it's a roguelite it's very heavily reliant on luck. Attempts/runs can live and die on what you get. I played on an easier difficulty, and when I died, it allowed me to retry with an item. This removes some of the luck aspects and makes it in favor of tactics. But if you have bad gear, because the game just rolled badly for you, you might hit a wall, and makes you have a really hard time getting past.
nice
Wait for a deep sale. What's here is worth roughly $10, and further development seems minor to unlikely based on their news and Discord posting. But as someone who's already consumed a lot of their competition, I decided to take a chance on it. Meh review, but leaning towards negative due to lack of polish. There are bugs. Rewards are sometimes not given (typically Treasure/Potion related ones in my experience), a certain boss near the end of the game needs a minute or more to resolve its turns (likely some logic bug such as an internal infinite loop), settings often aren't saved or applied on change, etc. Nonetheless, annoying as they were, I was able to do a complete run. Meta seems to be less about forcing archetypes and more about finding a mix of weapons that don't care about their own weapon damage (supportive effects generally) and swapping the rest out to keep up with loot power creep. Yet, there's little reason to seek out combat when the alternative is free loot and/or personality traits, so having an AGI specialist to flee mandatory combat nodes means you can mostly be looting. Events are very repetitive, you'll have several that you see 5+ times each in a given run. The variation is in what 3 cards you'll be given to respond with, but that's not enough. "Act III" isn't really an act. Think of it more as an extended end to Act II. Line of sight is inconsistent. Some objects that don't show as a wall prevent ranged attacks, and other locations that look walled off aren't. There's a few specific maps with these issues. Trinkets are supposed to be game-changing equipment with a strong positive and strong negative effect, but not once in my first full run did I see a good reason to take one. The negative effects are consistently bad, but the positive effects tend to be niche enough that you'd have to be in an ideal spot for it to be good - and then you're stuck with it until the next trinket even as your gear changes and said effects are no longer good. Potions barely exist (Act II) and feel tacked on. Most of the loot you'll be taking are three generic armor pieces (+stats, no unique effects) and two weapons (1-3 skills and a Weapon Damage range). Overall? A passable timesink loot/dungeon crawler that's suitable for multitasking, since the complexity is on the lighter side. There's enough difficulty modifiers to challenge most players, but no metaprogression so the use of said modifiers is up to the player.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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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