
Enjoy a unique kind of roguelike party-based tactical RPG that features real-time combat with actions on pause and management/base-building elements. Explore the various apocalypses caused by the Mad Empire. Will your next journey be a glorious victory or an epic failure?
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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Russo | |||
| Inglese | |||
| Tedesco | |||
| Francese | |||
| Spagnolo | |||
| Polacco |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
I knew I was going to like this from the demo, so it was an instant buy for me. This is a retro pixel roguelite game that has you doing dungeon runs with a party rather than as a single character. Each party member is under your full control, and they act independently. Recruitment is from a randomized pool, so sometimes you get lucky and sometimes not. Note that not all recruits are created equal... you may get a sorceror with 16 intelligence or you might get one with 14 intelligence and 14 strength. Sometimes you just need to wait and see who is available after the next run. That said, I've been pretty happy with most of my recruits except the first assassin I rolled who had low dex, so I'm leaving him in the pool to refresh after my next run. Runs work in a similar fashion to many other roguelikes where you have a screen with multiple paths toward a final encounter, and you select t
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very engaging but quite rough. This is the first time in my life I've encountered a game where the negative feedback from leveling up outweighs the positive feedback. By the late game, I didn't even dare to level up anymore. The design issues are very significant
If you like BG3 combat, or stoneshard, or old isometric rpg real time combat with pause, or darkest dungeon, or god, then at least try this gem I really think that it could be much more popular project, it has everything to succeed except some good marketing decisions to attract audience, so developer, if you are reading this, please, think about something, because it is criminal for game like this to be not to gather much more audience, maybe if not right now, then at least in the end of early access. Also, hope to see archer class soon, it is odd to see 13 different classes build around every other equipment in the game, but not archers, when there are bows and crossbows and 999 types of arrows
Before I say anything bad, you have: - the Darkest Dungeon team and town management style - D&D game plays - Diablo-style set items and randomized stats - Slay the Spire stage progression - I'm pretty sure there are other goodies I didn't mentioned. This game is deep and it's a S+ tier game, but if I have to nitpick one thing, and it's a personal preference, the one thing that's preventing me to go deeper is the art styles - especially the character icons and the home base, they are unpleasant to look at. After 20+ hrs game plays, my eyes are like the berserker's - crying with blood. And if possible, please release more character icon choices for us to personalize our teams. Thanks Keep up the good works
I want to like this game so badly. The idea of a dungeon crawling, party based, roguelite experience sounds awesome, but the game ends up feeling unsatisfying, unfinished, and the core gameplay loop feels like a chore. The combat system feels like its having an identity crisis. You control a party of 5 characters in real time sort of similar to the way you control units in an RTS game. But you additionally have the ability to freeze time whenever you want and select characters to cast specific spells and use special attacks, and these happen instantaneously while time is still frozen. The result is really really awkward. youre constantly unpausing for a quarter of a second to let your characters run into range of an enemy, pausing to use spells and abilities, then unpausing for another half second while you need to reposition slightly, then unpausing to let your characters finish off a
Structured threads, verified dev answers and player expertise without chat noise


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