Hello Adventurers!
Today I am showing you
Dungeons of Sundaria!
Disclosure: I received a free review copy of this product.
INTRODUCTION
Dungeons of Sundaria is a cooperative action RPG with an emphasis on nostalgia, where players explore procedurally generated dungeons filled with monsters, traps, and treasures. They can select from various character classes and team up to defeat powerful bosses and uncover hidden secrets. The game emphasizes teamwork, character customization, and replayability through its dynamic dungeon layouts. Developed and published by Industry Games, an Arizonan developer, it was released in 2023.
PREMISE AND STORY/NARRATIVE
The storyline in this game isn't a main focus; it's mainly a pretext for exploring dungeons (the devs pretty much went
all-in on the dungeons) and completing quests. Tasks typically involve finding missing persons or collecting items for NPCs.
The quest descriptions are straightforward and simple with minimal narrative depth. The overarching plot is simple: "Bad guys are causing trouble; go stop them." Players receive quests in Galdrin's Crossing and embark on their adventures from there. That's the gist of it.
Before arriving at Galdrin's Crossing, players create their characters, choosing from standard and exotic races along with classes.
Character Creation
CLASSES
The
Champion excels as a warrior, utilizing either a two-handed weapon or a weapon plus shield in combat. Ideal for close-range fighting, they offer a variety of abilities.
Clerics function as fighters and healers, competent in both melee and ranged combat through spells. Indispensable in team play for reviving fallen players. They can employ one-handed weapons with shields or two-handed weapons, their primary attack being a divine flying hammer, enhanced by multiple protective spells.
Rangers, the "Bow and Arrow" class, or dual crossbows, may find playing alone challenging due to confined spaces and rapid enemy approach. Although they can use shields and other weapons, their limited melee abilities suggest focusing on ranged attacks.
Rogues are designed for surprise attacks, their abilities reflecting this role. They can become invisible, appear behind foes to inflict heavy damage, and possess self-healing abilities due to their lower resilience compared to the Warrior or Ranger. A valuable addition to a group.
Wizards deal significant ranged damage while appearing stylish. They can wield any one-handed weapon, but must keep one hand free for their orb. Without it, they cannot cast spells, rendering them ineffective. In my opinion, the Wizard was the most enjoyable class to play.
The game also has a system called
Heroism meaning you can continually increase your power, akin to the Paragon system in Diablo 3. After reaching max level, you still earn XP, but now it goes to raising Heroism, earning points that you spend on multiple passive abilities that make you stronger, such as faster attack speed, more resilience against fire damage, and so forth.
RACES
You've got Humans, Dwarves, Elves, Halflings, Orcs, Goblins, and Drog'al. The last one is a lizard race, which is nice since there are not many games where you can play one.
Race selection is purely cosmetic, with no impact on abilities, stats, or interactions.
WARNING: However, smaller races like dwarves, halflings, and goblins experience more camera issues. Also the crosshair is body-blocked...
UPDATE: Despite a recent patch aimed at improving the camera, these issues persist, especially for dwarves.
After creating your character, the game greets you with a pop-up explaining certain things to you before you begin adventuring. Instead of moving freely through Galdrin's Crossing, you click on buildings to enter them and interact with NPCs. These interactions feel like a cheap Flash game. The town comprises thirteen buildings, each housing NPCs who offer quests or services.
At the Blacksmith, you encounter Kadrick, who assists with crafting, salvaging, selling, and buying items. Gweyir Dorra initially seems unimportant but later becomes somewhat important for increasing the Star Level of your items. Cletus Thornhue offers armor painting in different colors, though he is a bitch that insults you after he finishes recoloring your gear.
In the Guardhouse, Captain Laurent provides quests that advance the storyline, though his usefulness is limited beyond this role. At the Hovel, Singen offers services to change your appearance for a fee, requiring gold to alter your look without changing your race and a Token of Change to switch races.
The Ivory Tower is home to Morfec, the master alchemist, who sells potions and components necessary for gear upgrades. Meanwhile, the Silver Dove Inn features Samrock, the innkeeper selling various brews, and Leena, the tavernmaid offering different food items, though both have little else to contribute.
The Bank, devoid of any NPC, serves as a valuable stash for your items, providing much-needed storage space. Lastly, the Guildhouse hosts five NPCs, each corresponding to a specific class. Only the trainer matching your class will teach you new abilities, making it a critical location for skill development.
Thus, Galdrin's Crossing becomes the hub of your adventures, with each building and NPC playing a distinct role in your journey.
When you are done checking out Galdrin's Crossing, there are two bridges leading you to the world outside the Town.
CAMPAIGN MAP
The campaign map features three difficulty settings:
Normal, Hard, and Nightmare. Each setting offers a progressively challenging experience, with enemies becoming stronger and more dangerous. The map includes multiple areas, each akin to a dungeon, and each area has three modes corresponding to the difficulty settings,
I'll highlight two of them:
At
Dreadforge, your journey starts in a windswept dune. Suddenly, a roar—Smoulderwing soars above, raining fire. You must dash through this inferno, taking cover under rocks scattered about. The ominous Black Gates of Dreadforge loom ahead, beyond which lie layers of battles against fiendish orcs, demons, and grotesque creatures.
After a while, you confront Smoulderfang in a magma-filled chamber. A long, arduous trek through this black and orange sludge culminates in a fierce duel with Molabog, the grotesque Demon King. There are also many jump-and-run sections in the game, where you either die because you timed your jump wrong, or you land way down and have to go back up and do it all again. The Dreadforge has these sections, and they are in rooms full of magma, meaning you insta-die.
The Icy Depths: You start outside in a forest, right before the cave entrance adorned with a huge dragon skull with horns, covered in ice. You run through an icy corridor full of barricades and ghostly enemies. A huge wall of ice then blocks your way, and a summoner attacks you while calling forth her ice giants. Afterward, you reach the city of these ghostly beings. After dispatching the archers in the towers and defeating some bosses, you reach another cave entrance adorned with a huge skull.
As you enter, you see only a slab of ice covering the floor. When you jump on it, it breaks, and you fall way down into the water. Now the difficult part begins. You must jump and run through these mines. As if that isn't bad enough, there are enemies here that can knock you away from afar. You also reach a number of caves adorned with tombstones emanating evil energy. You climb ladders (you probably will die once, as a goblin is just waiting to knock you back) and while jumping around you reach a cave full of treasures and its owner: The Goblin King.
You can also ride a mine cart here, and with the final ride, you reach a big arena-like cave with a very angry cave troll called Migion. After that, you jump on ice blocks and reach the last boss of these icy depths. In this huge arena made of ice, you fight against LORG, a very jumpy troll. After beating him, you ascend steps that look very much like the Icecrown Citadel from Warcraft, leading to a long tunnel full of trolls. At the end of this tunnel is a big cave full of red and blue crystals and one big, angry crystal demon called Valu'Nathala.
After killing him, you jump around on ice slabs towards what appears to be the exit but is just the next layer of the dungeon. Here, a big metal and ice platform immediately catches the eye. To reach it, you have to clear the room of the Ice Giants. Then a portal opens, and here you fight against Holdurbraan. After that, you have to fight King Joldurbraan in the next room. You don't kill him; rather, you defeat him and his guards so that you are allowed to descend into the depths to reach the halls of Quoron the Dread. After a hard-fought battle to the death, you teleport back to Galdrin's Crossing. Overall, this was way too long and should've been reduced by a ton of layers. (Remove the jump and run sections and it might've been nice to play).
Higher difficulty settings not only increase enemy strength and damage but also introduce more frustrating challenges, such as instakill attacks that make the game even more unappealing. For instance, in one part of the game, you traverse a town-like area with watchtowers. Archers in these towers shoot arrows that can take you down before you have a chance to react, forcing you to restart from the checkpoint. Not very fun if you are alone.
In summary, while the campaign map offers varied and increasingly challenging dungeons, the difficulty spikes can sometimes make the game less enjoyable, especially for solo players.
ART DIRECTION
Dungeons of Sundaria features a colorful fantasy style reminiscent of
Dungeons and Dragons, with classic characters and environment designs. This aesthetic helps create an immersive dungeon-crawling experience. The areas are thoughtfully designed, with each new layer of a dungeon logically connected to the previous one, enhancing the sense of exploration. However, the dungeons can feel excessively long, often stretching about six layers more than necessary.
The game successfully balances vibrant, cheerful areas with darker, more atmospheric crypts, caverns, and other brooding places of evil. It embodies the spirit of a
Dungeons and Dragons game in every aspect except name and license. Many characters, enemies, and locations clearly draw inspiration from this iconic franchise. For instance, the game features "cacodemons", which are essentially beholders, and a boss resembling an Illithid or Mindflayer, further underscoring its D&D influence. (
Tsk, Ghaik.)
VISUALS
Despite the positive aspects discussed in the art direction, the visuals in
Dungeons of Sundaria are quite dated. Compared to modern standards, even mobile games often look better. While the game’s aesthetic might invoke nostalgia, the graphics are poor, with character and environment designs lacking the detail and polish expected in contemporary games. Additionally, the outdated animations contribute to the visual shortcomings, making it difficult at times to comprehend what is happening on screen.
SOUND DESIGN
The atmospheric music of the town and various areas is well done, enhancing the immersive experience. However, other aspects of the sound design fall short. Footstep audio, enemy attack sounds, and dying sounds can sometimes be grating and hurt your ears. Character dialogue, when present, tends to be dull and uninspired, often missing the context of the gameplay. Despite these shortcomings, the soundtrack stands out as a highlight, with each area featuring a well-composed track that sets the tone effectively. Unfortunately, these tracks are frequently interrupted by combat music. For a better experience, you might prefer muting the sound effects while keeping the music on.
ENEMIES
Standard
The game presents a varied roster of enemies to challenge your progress, including humans, beasts, demons, and supernatural beings. This diverse cast adds to the richness of the game’s world. However, as the difficulty increases, these enemies become progressively more frustrating. On higher settings, they often spam abilities and spells that can stun or freeze your character, making encounters more annoying and challenging.
Bosses
Each dungeon is populated with numerous minibosses and culminates in a final boss encounter. These bosses are designed with unique weaknesses, immunities, and special attacks. They also feature distinct phases, adding complexity and variety to the battles.
GEAR
The game offers a standard array of gear, reminiscent of what you might find in
World of Warcraft. This includes light, medium, and heavy armor, cloaks, rings, and a variety of weapons.
The gear quality improves with higher levels of difficulty, as indicated. The rarities in order of quality are:
Common
Superior
Rare
Epic
Legendary
Eternal
These rarities reflect the quality and value of the items, with higher rarities offering better stats and attributes.
ISSUES
There are problems with the hitboxes, resulting in missed attacks despite proper aim. The animations appear outdated, lacking the justification provided by older games. The game might grow on you, but more akin to a tumor. The gameplay turns repetitive quickly, losing appeal after the initial dungeon. Enemies frequently use abilities that restrict movement, making the experience more annoying than fun. Using races other than human can lead to camera issues, and even human characters face these. The enemy strength matches your level, making it hard to overpower them. Improving gear through grinding becomes less effective as the percentage boosts are outweighed by enemy scaling on higher difficulties.
GAME MODES
The game is playable both solo and 4-Player Co-op. It is also possible to play locally.
A word of warning though: playing solo makes you more prone to being stunlocked and quickly dying because of it. During solo play, you may find yourself having to accept death more often, as nearly every enemy has some form of stunlock or snare ability that can overwhelm you. I know I did.
CONCLUSION
I played the game up to lvl 20 (max level for normal difficulty runs) it took me about 8 hours but I simply cannot recommend this game in good conscience. It is just not a good game, simple as. Everything in this game feels outdated, tedious and ugly. The only good thing about this game is the dungeons since they look nice.
It's a shame that it didn't meet my expectations since I was looking forward to it prior to it's release but wasn't able to play it because of work and personal life. It did however save me frustration back then because it surely was worse than it is now.
4/10: Cannot recommend it