We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/
Chat client updated, if you have issues using chat press CTRL + SHIFT + R to force a hard refresh.

Fatekeeper

For discussing role-playing video games, you know, the ones with combat.
Ignore Topic
User avatar
stormvermin
Posts: 272
Joined: Apr 30, '25

Geolocation

Adventurer's Guild

Post by stormvermin »

I might just throw the 8 bucks at this if no other reason than to report back. Seems like there might be some disconnect between the size of the skill tree jungle and the runtime, unless it's ultimately leaning into some kind of loop/NG+ mechanic down the road.
User avatar
stormvermin
Posts: 272
Joined: Apr 30, '25

Geolocation

Adventurer's Guild

Post by stormvermin »

Took the plunge.

Right off the bat, there's some cringe small talk dialogue with the rat companion persistent voice in your head *******. The game's equivalent of a destiny ghost. Voice acting isn't very good, wonder if it can be turned off.

Immediately you're dropped off in the hub zone. It's cozy. I like that the grass on the roof extends between buildings. Make it feel like almost like they're hobbit holes. It was here that I was reminded that it's indeed a UE5 game. Feels like it's giving you eye strain.
20260603170757_1.jpg
20260603170714_1.jpg
Of course there's a big choongus lizard boi
20260603170400_1.jpg
Before you're allowed to venture out proper, the game forces you into a combat tutorial. The only reason I'm mentioning this is that the game explains that going through portals is unbelievably painful, stretching and tearing the body apart.
The character is slooow and not very mobile, though there is a dash. Also I can't tell if the hitboxes are super precise or what but you have to be pretty close to an enemy to connect an attack with the sword I was using at least.
Tutorial over, I have a skill point. The tree isn't actually as big as I thought it was going to be but it's certainly lamer. Each quadrant corresponds to health/resistances, weapon damage, alchemy, and magic respectively. All of the tiny nodes are menial. 3% attack speed, 10% alchemy skill, 5% melee weapon damage, 6% spell power, 5 health, etc. and the larger nodes aren't much better. 30% axe damage, 20% sword attack speed, -50% spell cost with telekinesis spells, 15% to all resistances. This is stupid. And to top it off, some don't do anything, just WIP.
20260603170533_1.jpg
20260603172842_1.jpg
As for alchemy, there are appear to be potion recipes, the product of which is greater than the sum of its reagents, but you can combine any ingredients up to three and the resulting potion gives you exactly what the combined effects of the reagents are.
Onto the caves, it runs better than the hub, probably due to significantly less foliage/simpler geometry. So far, the level seems to be linear with little alcoves here and there with jumping puzzles leading to an extra chest. The most apt comparison I'd make is to nu-GoW where every room is a little combat "puzzle" where the player has to decide threat priority.
The last thing I've got is that it's punishing. Healing is whatever potions you craft at cauldrons and save points don't replenish health. There is no estus, this is not dork souls.
You do not have the required permissions to view the files attached to this post.