
Destroy massive swarms of monsters to grind and grow stronger in this Open-World Sandbox RPG. Build automated systems that farm monster drops for you, defeat bosses, and descend deeper into an interconnected underworld.
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About

Fight swarms of monsters to level up, and build automated structures that battle alongside you. Complete quests, defeat bosses, and upgrade your gear as you grow stronger in the overworld, before taking your builds into an interconnected underworld.


Level up and customize your training rooms!


Build structures that help you train, or set up a fully automated monster-killing system!


Hunt down Elite Monsters to obtain player Enhancements that synergize to adapt to different scenarios!



Spend your loot to upgrade your equipment!


Use your growing power to push deeper into a dangerous underworld, defeat powerful bosses, and unlock new abilities.


Obtain a bike mount to get around the world quickly!
Obtain a pet that fights alongside you!
Customize your character with different hair and face styles! Collect random cosmetic equipment from the gacha machine!
Buy a home that helps you fast-travel around the open world!
Genres
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 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
Backed this on Kickstarter back in 2023 and patiently waited for the game despite slow updates and the name change. First impressions of this game were great, very nostalgic feeling as I was/am a huge fan of Maplestory and other 2D MMOs (Grand Chase my beloved.) That feeling didn't last though. The game doesn't look like it grew much at all in the 3 years since it was revealed on Kickstarter and the complete lack of content was rather disappointing. One available class? Seriously? What is here sets you up for something that could be fun...but then bombards you with an absurd amount of grind in the form of Manasims... for what? I LIKE grinding but...there is no goal here to push for yet. Nothing substantial, nothing to switch up the gameplay. The enhancements are also boring and uninteresting. The entire experience just felt like a waste of time honestly.
The game is kinda fun but the grind for some things is ridiculous for what you'd have to do to cap out Manasims. Thanks to how it was designed, instead of leveling up Manasims to actually make them more optimal (which would entail sitting in a room for hours on end not even moving and just holding the attack button... engaging gameplay), the best way to "play" if you need materials is to... Alt Tab in your house until night time, go to sleep, and repeat. The game advertises itself in such a way that implies you get to use abilities to fly around and kill things while grinding in maps, but the way it's designed makes that entirely pointless unless you want to do it for fun. People defend it by saying that's the same thing you do in MapleStory, but this isn't an MMORPG and it's not advertised as sitting in one place without moving for hours on end... The gameplay isn't bad, but the implications of how it's designed are very worrisome and I just don't know. Since there are three weapon types you could get in the Demo, I foolishly thought that meant the full version would have more classes or anything that could help diversify the gameplay loop, but there are no other classes at this point so you can't mix things up even if you want to. I regret having purchased this since most of my time logged is spent AFK since I figure I might as well grind resources to be able to build on maps in the future. Other materials you need in BULK are only obtainable a few per in-game day with a long slog of a path to get out to them each day, and it's just an unfun gameplay loop to farm said materials. I'd wait a year or two and see what all content gets added since whether or not I'd actually recommend this depend on what's added and how things come together.
[h1]キャラもプレイヤーも鍛錬が必要なアクション作業サンドボックスRPG[/h1] ユマナイト(冒険者みたいな役職)を目指す、どこにでもいる学生だった主人公が、ある晩見た夢をきっかけに様々な困難に見舞われながら成長(重要)し乗り越えていく王道な内容。 老舗MMOのメイプルストーリーに似たビジュアルで、PVを見ても分かるように派手なアクションと画面に表示される賑やかな数字が更にそれっぽさを感じさせる。 しかしボタンをポチポチしながらポーションを飲みつつ無限湧きする敵をダラダラと1000体倒すようなゲームでは無く、あくまでアクションがメインでありその過程で育成を始めとする強化が重要になる。 [b]このゲームを一言で表現するのであれば作業ゲーならぬ修行ゲーである。[/b] まず始めに、このゲームは「アクション」と「強化(作業)」がメインである。 ストアのタグに「メトロイドヴァニア」というタグが付いているが、基本的にメイプルのようなマップ形式 (※地面と足場が独立している1画面1マップという括りのステージを、画面端にあるワープゲートをくぐって次々に移動していくスタイル) であり、不明確な地図を頼りに未踏破の部屋に向かい探索するプレイはEA時点では終盤にかなり薄味のダンジョンが1個あるだけなのでそれ目当てで手を出すことはお勧めしない。 まずアクションを紹介しよう。 難易度はやけに難しい。死にゲーとまでは行かないものの[b]ゴリ押し攻略お断りの骨太難易度。[/b] PVを見るとプレイヤーキャラは画面を縦横無尽に軽快に飛び回れるように見えるが、実態はEA時点でのプレイヤーの機動力は極めて鈍重、素のジャンプ力は脅威の自身の身長以下。プレイヤーキャラの移動性能の低さはアクションゲームに置いて、かなりのハンディキャップという事は容易に想像出来るだろう。 しかし苦難はそれだけには留まらず、プレイヤーの当たり判定はキャラそのものの大きさという仕様に加え、大小様々な弾を弾幕かとばら撒いてくるボスが立ちふさがる。なので特にボス戦は被弾が増えるわけだが、このゲームはポーションやエスト瓶のような持ち歩き出来る回復アイテムは1個しか存在しない。その上使用回数に制限があり回復量もごくわずか。マップ上にはちらほらと回復スポットがあったり、倒した敵が稀に(微量の)回復を落とすようになるスキルもあるが、基本的にレベリング以外での継続戦闘をさせないような調整になっている。ボス戦ではまともに回復が出来ないと言っても過言ではない。回復に頼らず被弾を最小限にしてなるべく素早く倒す。というアクションゲームらしい理念を感じる。 さて、この惰性でプレイさせないスタイルはゲーム内の制限時間からも見て取れる。このゲームは時間の概念があり、起床から就寝までの活動時間が最大およそゲーム内時間で20時間。ただし22時からほぼ全域に「とても強い敵」が湧くようになり行動が一気に制限されるので実質16時間。このゲームでは一定の条件下を除いて1時間が40秒という超スピードで時間が流れるので現実時間での1日の活動時間は10分ちょっと目安になる。10分もあれば…と思われるだろうが、鈍重なプレイヤーキャラはマップ移動でもそれなりに時間を食うので体感ではもっと少ない。 何故こんなに寝かせたいのか。プレイヤーとしてはもっとガッツリプレイしたいし若干テンポが悪く感じる部分ではあるが、この就寝時がデータがセーブされる唯一のタイミングであり、同時に毎日払われるお給金の受け取りが絡んでくる都合だろう。(なお、日数経過とカウントはあるが、期日内に課題を終える等の制限は現時点では無い) ではお給金というワードが出た所で、強化について紹介しよう。 ストアの紹介にも書かれている通り、自動化をして強化するレベリングが本作の特徴だ。 都合のいい地形のマップを探し、そこに様々な種類の罠を配置し、全自動で敵を倒したりあるいは一箇所に纏めて効率よく倒すといったことが可能だ。敵の湧き数や補充速度を上げて団子状態になった敵を纏めて叩く。素材と経験値稼ぎを気が済むまで(または深夜まで)続けて家に帰って就寝、その日の成果に応じたお給金がもらえる。レベルはこの作業で上げ、貰ったお金は装備の強化に充てる。 装備には穴がありそこにチャームというお守りをくっつけて強化値を得るのだが、これが基本的に店売りかつ強化値は決められた数値からランダムで付与される(改めて言うがセーブは就寝時のオートセーブのみである)強化対象がHP最大値と攻撃力のみで内容はシンプルなのが救いか。 そして更にマナホイールという強化要素も存在する。これは装備の素の値に先述の攻撃かHPのチャームによる強化値を[b]含めた[/b]ステータスのどちらか(或いは折半)を割合で強化するという強化要素。しかしそれだけに留まらず、このマナホイールを使用した量によって上昇値が増えていくというもの。 つまりチャームとマナホイールをふんだんに使用した装備を作るという行為を続行するためにも、強化費を稼ぐ必要がありそのためにも日数を重ねる事になる。 その強化を重ねた装備で、マップに現れるエリートモンスター(小ボス)や、先ほどの深夜に現れるとても強い敵を倒せるようになり、それらの敵が落とす素材がさらなる強化につながる。 それだけやってゲームが楽になるのかというと、それでも無双状態とは言えない。 このレビューを真面目に読んでくれたのならお気づきだろう。HPや攻撃力は強化出来てもキャラの機動力の強化に言及していない事に。 先ほどちらっと書いたエリートモンスターや夜の敵を倒すことで、多段ジャンプスキルなどの新スキル解放や回避が使える回数は増えるなどの能力の底上げ行えるが、基本的な移動性能は一切変わらない。 低いクセに上昇量が常に一定という曲者過ぎるジャンプと、壊滅的な遅さの横移動、YとX軸の動きが終わっている上で回復リソースが限られたこのゲームではあるものが必要不可欠となる。 それが見出しにも書いた、プレイヤーの鍛錬で得られるであろうプレイヤースキルなのだ。 自分のプレイスタイルに適したビルドを組み、避けるべき攻撃を前方ステップで避け、多段ジャンプを駆使して安全な場所に陣取り、スキルを無駄なく使い、自分が最善と思う方法で戦いを有利に運んでいく。罠で纏めた敵をポコポコ叩くだけの脳死で作業する特訓中とは真逆の思考が試される。 ここまでしんどい点ばかり書いていたがどうしてお勧めしているのかというと、キャラクターとプレイヤーの成長の曲線とゲームの難易度が合致している点や、1日の短い制限時間が終わりのない単純作業の区切りを強制し、そのタイミングで強化費用の獲得で別の作業や息抜きの探索へ誘導する仕組み。これらの設計がEAながらも丁寧に作られていることを感じ取れる。それだけでも評価に値すると判断した。 [b]脳を使わずにキャラクターを育て、脳を使ってプレイヤーを強化する。[/b]この対極の構成もプレイにメリハリを与えてくれるだろう。 でも回復の制限と、キャラの当たり判定の大きさは正直どうにかして欲しいかな。 キャラとともにプレイヤーも鍛えられていくこの作品は、あなたに成長の喜びと達成感を与えてくれるだろう。 このレビューで興味を持ったのなら[b]とりあえずDemo版から触ってみてほしい。[/b]セーブデータは製品版に引き継げるぞ。 レビューみたいなこと書いただけなので、後続にTips置いときますね。(v0.2.4実装分クリア済み) Q.石や石炭がねえ A.ロープーウェイ(ボスが居ない方)で登った先の山。爆発属性で装甲を壊す雑魚が持ってる。 Q.鉄がねえ A.ロープーウェイ(ボスが居ない方)で登った先の山の奥地。爆発属性で装甲を壊す雑魚が持ってる鉄鉱石を、かまどで精錬。 Q.狩り場へ通う移動が辛い A,作業台で作れる「Lupos Door Set」は画面内のみならず、別のマップからの移動にも使える。2個セットになっているので片方を自宅付近に、もう片方を狩り場に置いて使う。狩り場を変える時は回収を忘れずに。 Q.ボスがすんごい辛い A.まずはレベリング。序盤ならエリートボスを倒して得たスキルをメニューのEnhancementsで装備。スキルツリーでエンハンスの装備枠を増やすのも大事。 夜に現れるあいつが倒せるようになった時期なら、その敵の落とすアイテムで自宅右の像で能力強化が出来るようになる。特にstaminaはマスト。 装備の強化は最大HPも育てる事も重要。マナホイールは基礎値+強化値に補正をかけるものなので、攻撃力0の鎧に攻撃アップチャームをつけてホイールで攻撃補正を上げる行為は、折角の基礎値のHPが無駄になる(攻撃極振りのロマンを追うのも悪くはないが…) Q,一度倒したエリートモンスターが毒撒いたり雪降らせたり何か強くなってる A,2体目以降のエリートモンスターは特殊効果を付けてくる。対応するお茶で特殊効果のみ対処可能。ボスは相変わらず自力で倒す。 Q,お茶ってどう作るの? A,森マップで採れる葉っぱをTea pot(ティーポット)という専用のクラフト台で消費して作る。回復やバフ効果のあるお茶も作れる。 Q,着せ替え要素は? A,髪型と目が数種類と、色が変えられる。衣装はゲーム内ガチャでもらえる。ガチャコインはクエストなどで少量もらえる。EAである現状では、豊富とは言えない。
I would recommend avoiding this game for right now until it gets more content. It is pretty painfully slow in terms of grind. Rather barebone in terms of content considering how long it has been in development in Kickstarter. Even a Cookie clicker game feels more action packed.
grew up with maple story and other free online mmos, very happy to see a game aiming to recreate and give their own spin on such old games! although low with content at the moment, what's there is very fun and I'm very excited for the future of this game!
The concept is great. Very nostalgic of the old 2D MMO playstyles with flashy graphics. Unfortunately that is all it has. The story is meh, the controls are janky, the grind is ridiculous, the leveling has no feeling of actual progression, and worst of all there are no alternative classes. I will break it down below. Story: Starts fighting some unknown boss while leveling up too fast with no significant difference between damage dealt and enemies faced. Then jump to being a student of some kind that just dreamt the whole thing and some little floating pixie thing seems to automatically know about your dream without any dialogue to make it fee; organic. Then they just info dump random things at random times and tries to force you into following a "tutorial" that doesn't really explain much. Finally the whole point of the game(?) seems to be fighting some evil goddess that is flooding the world with monsters (minions) and her three generals. Though the explanation of this is rushed, not particularly informative, and bland. Controls: This game supports both gamepad and keyboard/mouse gameplay. Though not all controls in the "change controls" settings actually work. For instance, I repeatedly tried to set the skill tree to a button so I didn't always have to open the menu and move to the category for the skill tree then click on the icon for skill tree to finally assign skill points. Alas, no matter what I did the menu did not open with any button I assigned it to. Instead I always had to go through that convoluted process. Then you have the traditional "hold down and jump to drop through platforms" setting which works for the most part, except most of the time once your character hits the lower level they bounce and if the upper level is too low you'll just end up back where you started. There are other examples of jank, but I think this is enough to get the point across. The grind: After your ridiculous "dream" sequence at the beginning you are returned to level one with basic attacks and nothing else. Which is fine. However, the monsters you run across provide next to no experience starting out. Games like this usually try to kick you off with the first 5 - 10 levels being fast and easy before really getting into the grind so you get that initial dose of dopamine, but not this game. It'll take you several minutes and killing a few dozen monsters before you can even get your first level. This can be sped up a little bit once you get to the point in the actual tutorial to get the training device that turns the local monsters into holograms and with enough time spent killing monsters in that area to level it up a couple times to increase the spawn rate. However, once you get to a certain point in the tutorial they start a day/night cycle and start spawning unstoppable flying death creatures that swarm you once night starts. And if you can't out run them and make it home they kill you and you wind up restarting back at your house. You don't lose EXP, but you also don't have a very long day to work with to get your grind in. Meaning you will spend a lot of time either dying and running back to your grind spot, or running back and forth to avoid dying to begin with. This in turn slows down your leveling. Finally, because they lock off the progression of the game behind a boss fight, once you reach level 10 you can't assign any more skill points until you can kill the boss blocking the next zone to get the promotion from student to warrior (they call it something else, but you still only have a basic melee attack and basic ranged attack. So their weird class title is irrelevant.). Leveling: This was the most disappointing part. I was completely unable to find any way to change basic stats such as STR (strength), DEX (dexterity), INT (intelligence), WIS (wisdom), or CHA (charisma). Instead you get a skill point every level that you can add into one of two categories. Category one, melee. This includes the chance for mobs dropping food items that heal you and the ability to dash. Category two, ranged. This includes the number of times you can shoot before having to recharge your shots and the amount of time it takes the shots to recharge. None of these actually make you feel any stronger and with the base stats increasing at set amounts each level and at a very minimal amount, it makes it feel like you aren't actually getting any stronger. Even after reaching level 11 and still fighting level 4 monsters, each monster still took the same 3 hits to kill that it took when I was level 1. Which seems pretty lame. All together, there was no feeling of actually getting stronger as I leveled up. Meaning the grinding was not only slow and boring, but incredibly unfulfilling... Classes (or lack there of...): There is just one class. I don't remember what they call it because honestly I don't want to dedicate that much memory to this sadly disappointing game. This class is your basic warrior class in most other games, though they do give you a pretty basic and lame ranged attack with an icon that looks like a sling shot. Your attacks vary from attack 1 (single swing of melee weapon) all the way to attack 2 (aim and shoot basic ranged weapon). There are no other classes like healer, mage, paladin, ranger, thief, ninja, or other versions of warriors. They try to mitigate this with something they call "charms" which can have bonuses like sending an attack at another mob after the one you are attacking dies, or the mob you are attacking explodes upon death. These are neat, sure. Unfortunately they have next to no attack power. So despite adding extra attacks into the gameplay, they are so low damage that they don't actually make any meaningful difference in combat. Even when facing the lowest level mobs. So its just visual and not actually functional. Meaning that in the end you are still just using your attack 1 or attack 2 options and with the incredibly slow recharge rate of attack 2 at the beginning, you'll really only be using attack 1 the whole time. To sum up. The game has potential to be a fun game that those of us that remember old 2D games like maplestory (before the big bang update that ruined the game...), or LaTale (before it turned into a pay to play slop game...) and the like with fondness. Unfortunately as it is, this game is garbage with a shiny coating. What could be done to make the game worth playing? well there are a few things. Fix 1: abolish/change the day/night cycle. Having your character arbitrarily pass out at 2am (if you can even survive the massive swarm of boss monster level creatures once night starts...) is just tedious and annoying. Personally I'd advocate making night an event that happens once in a while, like every 10+ hours of cumulative gameplay. This way the player has a chance to do a bit of grinding/playing without worrying about randomly getting swarmed with creatures they have zero chance of killing and either having to run back home or getting warped there before having to run back out to the grinding spot. Fix 2: Add classes to the game. Having just one basic melee and one basic ranged attack with useless bonus attacks that are triggered by enemy deaths leaves no room to personalize your character. And while you can enjoy a game with a preset game character, like jack and daxter, or ratchet and clank. They are not designed to tug on your nostalgia of the old 2D MMO days like this game is. Plus they have so much other stuff to keep you playing that the linear character progression doesn't actually become a complaint, but instead is part of the charm. This game however doesn't have that going for it. Have the first 5-10 levels be basic and then allow them to transition to a mage, warrior, ranger, thief or whatever else you can think of. Preferably before having to face an actual boss monster like the one they currently have job progression locked behind. Then once they actually start their class and gain their first
As an early access, this game is awesome!! The mechanics, the vibes, the idea. It has a really good and relaxing grinding. I liked how the story is silly, it matches with the visuals and the good vibes. It's looks like a MMORPG, but the idea of being a single player instead multiplayer isn't that bad... if we look the actual MMOs, they are almost a single player adventure. The map bosses levels are a good idea, and the Major boss mechanic was cool as the first one.
No momento dessa review o jogo está na versão 0.21, Como esperado de um early acess, Yuma nest não tem tanto conteúdo no momento mas apresenta um potencial gigante dentro dele, animações, artes e as mecânicas do jogo já mostram que nas mãos certas esse jogo vai longe. Por isso, recomendo muito testar pelo menos a demo do jogo para ver se é algo que te cativa. Fica minha recomendação pois acredito bastante no futuro desse jogo e do que pude testar do EA realmente vale a pena
Game was promising. Biggest issue is you have to turn on all your farming devices every day. Also can't have multiple setups having a menu where you can select which one turns on or just not make me walk there every day. orrrr JUST GET RID OF THE DAY/NIGHT CYCLE WHY IS IT EVEN A THING!!!
this review is of around patch 2.2, so keep that in mind. many small thing I found annoying have already or are being fixed (mount dosen't go through portals as an example) or being reworked (enhancing equipment). Ill talk about stuff that will be in the far future. the first and only class, psychic, is pretty underwhelming in terms of what it can do with skills and attacks (at the level I got to, around 18 or so). half the skills you unlock from beating bosses later one, & some of the skills can feel a little disjointed from what the Psychic class is suppose to feel like (sort of keep awayish) at least in my opinion. I understand that this game is only in patch 2.2 to 2.4, so allot is subject to change. Some of These could be universal skills and the classes (the only class) will have their own to give you a wide variety of skills. Could also not, I cant say since the game isn't complete yet. at the current time, it seems very hard to jump from high 10s/low20s to lvl 30s, since monsters in the sewer are around lvl 18, and the next lowest (that I cant find) are lvl 25s in the palea area. I have yet to beat the final boss of the sewer, only got to part 2 of it. The other main gimmick, Manaism grinding, is interesting and is fun to try to build the best Rube Goldberg machine to farm money and goods, though enemies have a large issue with stacking on top of each other and pushing each other around at the moment, so still needs some refinement. It scratches some of that Maple Story Itch I remember way back, if lightly and briefly. I don't think I can fully recommend it though since its so early in access, but I would recommend keeping an eye on it for when it finally has enough to sink some meaningful time and energy into it.
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