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Recent reviews by Thalq

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2 people found this review helpful
1 person found this review funny
49.6 hrs on record (11.2 hrs at review time)
Dr. Kawashima's eyesight training except you're 242 years old.




Jokes and bnuuys aside it's fantastic, made by a single dev, difficulty differences are not just about changing numbers and speed but add many mechanics, boss design is really really cool (especially the crows), classes are really fun to build and it's full of charm.
The game's whole narrative is basically a dunk on social media as a whole.
Only downsides are, pattern telegraphs are too visually close to their active counterparts which will make your brain scream DANGER for no reason, and the game is absolutely not for you if you are prone to sensory overload.
I heavily recommend it especially if you have 1-3 friends to play with (fun fact a 3-player run is harder due to symmetry), and even more if you're the patient or persevering type.
Posted May 11. Last edited May 11.
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3 people found this review helpful
22.6 hrs on record (11.2 hrs at review time)
Roguelite Unreal Tournament with Borderlands weapons
Worth at full price, great in 2-player co-op too, especially if you are both pretty good at arena shooters.
It's extremely fun and you can end up with really silly builds like a heavy cryo rocket launcher (beluga cannon) with a perk that makes it even heavier, basically immobilizing you when firing, so you have to only fire when abusing the movement system's inertia through bunny hopping or by rocket jumping constantly.

Me likey Quakey, me happy.

The Good
  • Gunplay and movement feel good
  • Really nice build variety and every bot frame plays completely differently
  • Interesting guns
  • Killer soundtrack, really took me by surprise
  • Really fast; right between Doom Eternal and Ultrakill
  • Bosses sometimes get really creative (the caterpillar!)
  • Grind rails
  • Co-op!
  • No blood and gore, only robots, so technically even a kid could play this
  • Speaking of which, really cute and light-hearted story despite the post-apocalyptic setting
  • Varied enemies
  • Decently challenging unless you have a broken build
  • Made by Frenchies, there's even an achievement if you set the game to frogspeak, heh
  • Has a few funny and obscure references, I never expected the game to have a Patator!
  • Most importantly, it's a game that puts you in the zone very quickly and with very low downtime
  • Metaprogression feels rewarding
  • You can pogo on enemies
  • Addictive!

The Ehhhhh
  • Corridors, corridors, corridors... despite the funny (but empty) rooftop areas that are meant to be exploited by certain builds and are generally way too safe, the game would really benefit from more diversity and less linearity in its level design
  • Critical lack of audio cues for dangers, especially for elites and ailment-inflicting enemies; Sound effects in general are a little lacking and the guns sound a bit on the weak side
  • Enemies aggro too quickly after spawning, leading to arena/ambush rooms spawning mobs directly ON YOU that immediately start firing
  • Art direction in general lacks personality in a genre where cool and crazy stuff is the expected standard
  • Robot designs are most of the time very bland, and the main character robot is designed like a heavy juggernaut but does not feel heavy at all on top of not looking very badass in a game that wants to make you feel like one
  • Receiving ailments, especially hack, kills the game's pace and feels extremely punishing for generally small mistakes
  • Does not have enough content variety (as in, non-horizontal content unlocks) to stay interesting for a long time in a subgenre where it is primordial; you see basically everything in 10 hours
  • Build balance: Some guns and perks are absurdly strong (crit!) while some others feel like pea shooters (shock, throwables)
  • Could use another immediately accessible difficulty level between hard and guardian I but maybe that's just me turning into a rampaging ape that needs its bop on the head as soon as it gets a rocket launcher and legs

Aside from the art direction stuff I feel like all my gripes could be fixed with possible further content updates.
It's the kind of game and company I'd gladly support and it gave me plenty of dopamine rushes in what little time I gave it. Warm recommendation.
If you are new to the genre and like roguelites, Roboquest is a pretty gentle entry point.
Posted April 21. Last edited April 27.
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1 person found this review helpful
19.7 hrs on record (15.5 hrs at review time)
The best horde survivor out there is a free vtuber fangame of all things...
No, seriously! It has the most interesting perks and weapons I've seen so far and incomparably more variety and content than its competitors, with maybe an exception or two.

When this game was released on itch I had barely any idea of what a HoloLive was. All I knew was that it was Kay Yu's pet project and I've been enjoying and following this deranged workaholic's stuff for years.
Now I'm still confused but at least I'm having fun in all this chaos. Thanks Kay and the people who helped him work on this!
Today's Lesson: Vtuber simps are not to be underestimated.
Posted April 13. Last edited May 1.
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No one has rated this review as helpful yet
8.9 hrs on record
Uboa game that destroys your eyes with funny vampire survivors soup then when you're blind enough it turns into touhou. After a while it gets bored of making your eye sockets pour out rivers of blood so it switches to ravaging your brain instead, and then guns for your soul.

Your ears though? They're ok. Turns out the dnb/jungle/breakbeat/breakcore/glitchcore soundtrack is pure copulation. Other than that it plays way better than VS (closer to 20 Minutes Till Dawn) and has a lot of variety for so little content, and tons of really cool ideas especially in its presentation. Very refreshing.

Oh also the game will make you hate fish and testicles for some reason.
Posted March 24. Last edited March 24.
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151 people found this review helpful
5 people found this review funny
16
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12
135.8 hrs on record (86.5 hrs at review time)
I love GBF and I'm happy. I'm eating real good right now. Welcome to my table, friend.

This game has no right to be this good
First, let me open the windows real quick:
Downsides are criminally bad EN voice acting (for the love of god switch to the godtier JP VA) and localization, some stability jank and hub CPU overhead despite the good perfs and instant loading times, badly thought-out co-op downscaling that makes playing with underleveled friends a sad experience, underwhelming rewards for quick-questing, no PC<->PS crossplay, no GBF codes on PC, endgame grind rng, and multitarget attack magnetism hating you.
Okay, we can breathe now.

We are only in February and it's already my mercilessly uncontested GOTY.

Immediately buy it now if you like any of those: Character-action combat (Platinum games), MMORPG raidboss mechanics, Final Fantasy aesthetics, Monster Hunter beast slaying and game loop, Tales of JRPG comfort food, Skies of Arcadia or floating islands in general, or huge angry lizards.
Worth at a discount if you just want to enjoy the short and generic, but explosively spectacular tutorial that is the main story.

Gameplay, presentation, visuals, and soundtrack are at the top of the J-ARPG genre.
Count 60-ish hours to complete the game up to the current Proud difficulty last boss. 8-16 intense hours if you only want to play the main story. Hundreds if you want to be that one guy with every character maxed to high heaven. Post-game is very challenging and has some cheesable grind.

Unexpectedly blue skies
Granblue Versus first introduced me to the franchise with a stellar fighting game, and made me fall in love with its world -as a huge fan of anything celestial fantasy- and its characters, from my goofy main bro Lowain to the ever so popular Narmaya. After a while, I made the mistake of touching the browser game and got hooked by its progression, story, grid system, Narita's music ( https://www.youtube.com/watch?v=zPjsv056BXE ) and Minaba's pretty draph pictures ( https://gbf.wiki/Character_Tier_List pick your poison).
While every love story has its honeymoon, what follows is often a bitter marathon. And good lord if Cygames isn't a company that masters the monkey paw like no other...
Every great addition was punctuated by terrible management decisions and very strong disconnections with their games' identities and playerbases. After years of going through nonsensical balancing in VS (and still going, hello 66L), and debacles like GBF's infamous summer fortune, revans weapons BS and simply inhumane grinds, I got used to the ways of that company... Or so I thought.

After 7 tumultuous years of development, what we thought was basically vaporware, came back from development hell to slap our collective behinds, into a now million-selling release on PC alone. And... just wow.

A game that knows exactly what it wants to do
The identity crisis most JRPGs and ARPGs face generally takes the form of a thick layer of bland-tasting fat, with stories that try being impactful but fall flat, convoluted and broken systems, endless padded sidequests and oh my god the pacing! Here, most of it is trimmed, with some remnants to remind you that this is a Granblue game, and to lure you in with some sweet suspension of disbelief. And by the time you realize it, you're enjoying the gameplay so much you just forget about everything else. You know the story is McDonalds JRPG slop. Relink knows the story is McDonalds JRPG slop. You look at each other and nod, then cut to the chase.

There's the hubs, the main story and the co-op monster hunter-like gameloop. Everything else is treated like the aforementioned fat and aggressively cut. Forget long character intro monologue cutscenes. Here you have a few gists in voiced text blocks in the form of fate episodes. Collectables? There's just a few barely hidden chests in your way. Side-quests? It's just auto-complete stuff you automatically hit as you progress through co-op with some handy repeatables for that endgame grind. Character banter? Percival orders Vane to bark for him as you chain skybound arts together, no need for a dedicated cutscene that cuts your gameplay for 5 minutes.
Dialogues and cutscenes exist to put the fights in context and that's it, and they are all skippable and handily summed up if need be. Hub area, dialogue, short cutscene, repeat. The momentum never stops and you surprise yourself binge-eating the game at 2 AM, wanting for more every chapter...

...And that's only the tutorial.

All of it is presented in a polished package with one of the most beautiful and tightly executed art directions this techart nerd has ever seen. It's Hideo Minaba's illustrations coming alive, with jaw-dropping vistas and hub areas that brim with life and personality from Folca's retired draph soldiers teaching swordfighting to a bunch of kids to Ghandagoza getting lost in Seedhollow's backstreets.
The visual effects are omnipresent and bursting with energy while staying perfectly readable in some Proud fights' bullet hell situations. I very much know how difficult these things are to pull off and this simply leaves me in admiration.

The game keeps raising the bar on every chapter in every form. And one I haven't talked about yet is the soundtrack. In short, you are not ready.
As always, Tsutomu Narita + Nobuo Uematsu + Stella Magna is a very deadly combination.
While it sometimes re-uses tracks from good ol' GBF, it has many original tracks that are among Narita's very best works. If you don't mind me spoiling you the battle track for the base antagonist in the game's cover art, Id, here's a sample of what you can expect from this game: https://www.youtube.com/watch?v=RDq5_PZ57xg

And now, the meat
This is the best-feeling action combat I have ever touched. It's heavy and observant like Monster Hunter, fast and deep like a bayonetta, over-the-top flashy like a Metal Gear Rising, strategic and demanding like an MMO raidboss, bullet hell-y like a Nier Automata, and has big number soup that goes brrr with insanely complex itemization theorycrafting like.... Granblue Fantasy.
You control one character in a Xenoblade-y party of four, starting with 6 base playable skyfarers and a pool of 12 you progressively choose and unlock as you progress through the game.
They are all incredibly varied, ranging from Lancelot's mash & dodge gorilla gameplay to Rosetta's buff and rose turret uptime rotation, Zeta's pogo stick loops with gradually tighter timings, Narmaya's super technical and fun stance dancing, Eugen's third person shooter mode, Io's cast-for-hours nukes... Every character is like playing a different game, and not a single one of them is boring, with multiple possible builds each. Fantastic kit design.
Teammates can be players or CPU, which are, surprisingly, really good, like, better than the average player!
You hit, hit harder with another button, do character-specific combo routes, manage character mechanics and stacks/bars/etc, block, dodge, jump, attack in the air, use one of four skills of your choice, break enemy "parts", do linked attacks, chain ultimate moves into each other, use a variety of potions, revive teammates, become a doormat, spam silly stickers when the big dragon boss fires a huge laser so that all your teammates can see on their screen is a dumb obscure old man GBF meme bathed in blinding, lethal light.
Your equipment consists of your levellable weapon (customizable stat stick) and slots for sigils which contain traits that conditionally modify your stats or build you a certain way. This is pretty much GBF's grid and weapon mod system, and if there's one thing GBF vets will always say good things about aside from the pretty JPEGs, it's the grid.

Due to steam's review character limit, the last paragraphs of the review are in the comments
(Last page, from last to first)
Posted February 14. Last edited March 6.
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40 people found this review helpful
12.5 hrs on record (11.3 hrs at review time)
Momodora 5 is a fitting finale for an amazing series with a lot of soul, that can be picked up as an entry point to it as well.
Count about 7 hours of play, 10 if you aim for the 111% completion, more if you want to do the post-game content.
It plays similarly to Momodora: Reverie Under the Moonlight, and takes place after Momodora III.
If you have missed other titles, the librarian lad in Koho village gives you a set of short notes that summarize (and complete!) their story and put this one in context.

Way prettier, more polished, and bad*ss than its predecessors (including Minoria), it also handles better and has more gameplay depth, with the most fun and synergistic perk/item system (sigils) and best feeling powercreep in the series.
It further fleshes out the characters, and does a good job at tieing loose ends and referencing the other games, making it even more enjoyable if you are a Momodora fan.
Momo is virtuous yet a bit sassy, Isadora mellowed out despite her fiery temperament, godly beings aren't perfect and make dumb mistakes, and as usual, the game's narrative elegantly slithers between light-hearted interactions, gorgeous and whimsical landscapes, and very somber and monstrous events and areas. Oh, and so many cats it could be categorized as one of those "find all the cats" games that've been all the rage lately. I hope you're not allergic.
There's one nail I must hammer once more: The art direction and world building are absolutely stellar, insane.
Stopping to smell the roses is not really my thing, as my dumb gorilla brain is too too busy trying to brutally annihilate the movement and combat systems of every single game I touch to admire the scenery. But this? This is one of those rare games that make me realize that I, in fact, have been attached with eyes.
Additionally, the soundscape goes perfectly well with it, weaving a mystical and immersive atmosphere in every single region of the game. Some tracks are also pretty memorable, with a very strong main leitmotiv and really good boss music.

The combat is closer to RUtM than Minoria and it is designed to be enjoyable by both dodgeroll-focused players and those who prefer spacing, air control and positioning. Oh and I guess filthy, arrow-spamming, turtly heathens too but they lost their human rights long ago so who cares!
Level and boss design are extremely varied and will always surprise you. No two bosses or areas are alike and it just never goes stale. I would even say that variety is MMF's strongest suit.


It is not without flaws, however. There are two things that prevent it from being perfect in my eyes:

First, (very minor mechanic spoiler) fast travel not being available for 70% of the game, forcing you to often backtrack over long distances without much to do (especially if you're the type of player who is paranoid about missing things), as the game's level design is that of a "linear", one-region-at-a-time metroidvania (think Metroid Fusion) that focuses on making firsthand exploration feel great at the expense of fun backtracking. Typically the kind of game that immensely benefits from having easily accessible warps.

Second, and most importantly, difficulty.
The difficulty curve in MF is more consistent than its predecessors, with perfectly placed spikes that are designed to challenge your gameplan in specific areas each. The problem is overall difficulty, and the lack of immediate reward for going beyond the challenge.
If you are new to the series or just not used to this kind of game, it'll feel just fine (heck, it even has a Lite mode with togglable adaptive difficulty!). However if you're one of those who quickly catch on to how an enemy or bossfight works, you will breeze through the game with little to no death, and left hungry for more, as there aren't enough threats. In RUtM, this was compensated for in the form of an additional reward if you beat a boss without being hit once. Here, perfecting a boss feels almost as fun (they are overall easier to cheese) but there is no incentive to it and the game even autosaves after beating some of the bosses, making it impossible to retry if you mistakenly end the fight after taking a hit.
It still tries to allow you to spice things up (and prevent the aforementioned scenario) in the form of a sigil that leaves you at 1HP but there's no point outside of speedrun builds and it takes a precious grimoire slot away...
On the other hand, it does provide you with post-game content to test your mettle with, an arrange NG+ mode and a hardcore permadeath mode, as well as a boss rush, it is just unfortunate that you have to finish the game to get a fitting challenge if you're a brute, a masochist or a fossilized NES/SNES-era monk like me.

Mind you, those are mainly the nitpicks of a seasoned player and most people won't even be affected by them.
I've been a fan of the momodora series since the second game, contributed to RUtM as a playtester and its french translator, and consider rdein to be my friend. This game was the fruit of much struggle and it came out an absolute beauty. Go and buy it, eyes closed!

Thank you rdein, and pkbt, paul, nk, as well as hernanz, elektrobear, daku & co, for making such a great series. You have no idea how much it inspired me over the years, as a game developer.
May your future games kick as much ass!


I want Sariel to perform her entire moveset on me including her dive-stomp attack
Posted January 15. Last edited January 15.
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2
1
193.5 hrs on record
I updated my review to a negative one after many more hours of play. I am hopeful that they completely revamp the game on a fundamental level and change their design philosophy for the 1.50 summer update, but as of now, this sums up my experience with GBVS Rising:

In terms of gameplay, it fails at everything it intended to do from GBVS. In fact, every addition ended up having the opposite effect.
In terms of art, content and netcode, it is a net upgrade and a great success however. But you're not here for this, are you? You're here for the rant :)

GBVSR is a chimera of a fighting game that stubbornly struggles against its own identity.
Its neutral game core, around which its entire cast was designed, is dead. In fact, it is so dead that this game has less neutral than Skullgirls. I am not joking.

  • Let's start with the elephant in the room, 66L.
    Everyone now has an extremely far-reaching, ~8f normal that is +2 on block and easily leads to very damaging combos. This ate-waza tool absolutely kills its natural counter, space control, provides the attacker with efficient on-block corner carry (yes), and turns situations where you should autotech and return to neutral into +ob meaty. The nerf only made it slightly worse as a get-in tool (2M and 2L now beat it), but that didn't change anything.

  • Brave Counter is a plus on block guard counter (yes) that turns the game into a tug o' war between who will run out of BP and get disintegrated in two hitconfirms first, and makes grapplers and any character who has to work to get in, miserable. Some people say it's the strongest guard cancel mechanic in fighting games history and I'd definitely see why. Fun fact, some madlad counted the amount of BC's that were used at Arc World Tour Top 8 and iirc they were above 200. So much for wanting to make the game interesting to watch eh?

  • Ultimate skills were intended to make the game look and feel more dynamic. Now whenever a player has 50+% meter, their opponent stops pressing buttons in neutral and just turtles into the aforementioned BP tug o' war. If you dare to press anything else than a jab you will eat an instant fullscreen hitbox that leads to your opponent's most damaging combo, removing at the lowest, 60% of your HP, and barely costing them any resource because these get partially refunded on hit.
    Oh and almost all the non-DP U skills are safe on block too. Remember when neutral skips were risky character-specific commits? Yeah...

  • Auto throw-tech rewards mashing, in a game that already tries to put you in as many micro-window mash situations as possible and as a result feels very unreliable and claustrophobic.

  • Removing cooldown on simple inputs has had the consequence of removing a very important layer of depth to the game. Now nobody does technical inputs anymore, it's just not as reliable for the mere 10% damage gained on naked hit.

  • GBVSR is the only fighting game in which I actually complain about the input buffer. It is as inconsistent and nonsensical as what you'd find in a kusoge fighter. You have a separate buffer size for neutral, wakeup, combos, manual dashes, dash-button dashes and it buffers abominations such as doing 5S on the first frame and 4 while releasing S on the second, outputting a 4S.

  • Simplifies inputs and streamlines combo routes in order to appeal to beginners but then gives most combo string extension links a window below 3f on non-stupid followups with a microscopic input buffer and a meta centered around absurdly small response/mash windows (non-frametrap).
    Oh and you know what beginners hate too? Long combos. A lancelot corner bnb lasts as long as my squigly undizzy bnb in Skullgirls. Except the difference is that in SG people will reset you and you have to closely watch their cool-looking and creative combo route, where lance's route is always the same thing and you have nothing to do, which also kills your momentum. Half of the cast has really long combos and I'm not even talking about avatar belial (at least he pays his taxes).

  • Speaking of taxes, a third of the cast just plays a completely different game while the rest don't have basic human rights. You've heard of the abomination that was Nier on release (she's still top1 by a very large margin, just not insultingly gamebreaking anymore) so you get the idea.

  • You can't map L M H U S Dash Block Record Replay Reset & Start (11 important buttons) on a fightstick with 8 face buttons and 2 side ones. If you want to have the Replay button to lab things, you need to sacrifice the Dash button, forcing you to do unbuffered frame-perfect manual dashes (66) in an extremely dash-heavy game where everyone else can just buffer it.

  • Mixup does not exist.
    High-low -> very rare, and when it happens it's hard beaten by fuzzy guarding.
    Crossup -> guard button :)
    Strike-throw -> barely exists due to commonly used option selects that are only countered by an almost frame-perfect delayed meaty; at low level you have auto-tech, at mid-level you have delayed tech removing most of the mindgame.

  • "Characters now have more HP and deal significantly reduced damage"
    Most of my rounds end in 2 hitconfirms and a throw. Yes it has more damage than GGST, and Strive allows you to burst out.

  • Grand Bruise, which was supposed to keep the game alive through a steady influx of mini-games to funnel more casual players to the game, has been dead for 3 months.

  • They wanted to make the Story mode more interesting to play by... removing the interesting part (gridbuilding).

  • They advertised lobbies to be a fun place to hang out in, with activities and exploration. It's just mostly empty space with barely anything to do.

  • We're at the 4th battle pass now and it's been 6 months.

  • We've only had one single actual balance patch and it's been 6 months. Too little too late, that didn't even have a tangible effect on the game's meta aside from 2B getting punished way too hard.

  • You can AFK farm character levels in online matchmaking, treating other players like your slaves since they now have to beat your rotten carcass and then wade through the game's criminally unresponsive UI to block you. Reporting does nothing and AFK players are plagueing casual and low rank matchmaking.

  • Rank is character-based. This means that at S and S+ rank (where I am) you will queue against Masters who are learning a new character more often than people of your own rank. This is made even worse whenever a new character releases.

I could go on and on, between the game's unlockable economy, the terrible english localization that takes the "you can sometimes take liberties when translating" thing way too far and writes daily mission prompts that have absolutely nothing to do with what they really intend, the godawful english VAs, the tutorial that still hasn't learned from modern game design principles, the unresponsive and clunky UI, the game's login sequence sending the very same redundant api calls to japanese AWS servers which is the exact same problem GGST had and leads to login from EU taking over 2 minutes...
Oh and the playerbase is already in a state where finding ranked matches takes minutes.

I rarely get salty in fighting games. I actually love to lose and learn. But the only way to make me mad is to give me the feeling that my opponent didn't have to work as much as I did, that they didn't even have to try. And not as a matter of skill, but as a matter of odds.
My victories in GBVSR felt bitter, and my losses miserable. It is the only fighting game that makes me genuinely feel that way, in my 10+ years of playing them as my main genre.

It's crazy how I had no expectations for Re:Link and all the hype in the world for Rising, and they both completely bamboozled me. The former was my early GOTY (go play it, seriously), the latter the biggest disappointment I've had in years.

Play the free version, go gorilla for a few hours, uninstall.
Posted December 14, 2023. Last edited May 23.
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1 person found this review helpful
1 person found this review funny
0.6 hrs on record
Thankfully they nerfed the flamethrower but now it's your CPU that burns instead.
Posted December 9, 2023.
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No one has rated this review as helpful yet
13.5 hrs on record (11.0 hrs at review time)
Early Access Review
In its current state and when compared to its competitors, it's so-so.
A more involved and difficult Vampire Survivors clone with much less interesting powerups and less variety and content, but it compensates with equipment slots that are partially tied to meta-progression and can affect your playstyle a lot.
Each playable character feels very different due to their unique autoattack and stats and the game has pretty fun bosses, which is unusual for the genre due to its simplicity of gameplay not allowing for very deep challenge, here it's the other way around.
The big selling point of course is the OG diablo art direction, but the soundscape is pretty similar too!
When it comes to the soundtrack however, it falls flat with very bland BGMs that barely add to the game's atmosphere and aren't memorable either, most of the time I felt like it mentally pulled me out of the game (suspension of disbelief yadda yadda) and sometimes even annoyed me.
It starts more slow and uninteresting than its peers but gets way better after unlocking the wellkeeper, then after a while it gets too trivial and boring as you reach its current meta-progression lategame.
The maps are also few and without enough points of interest to keep your mind busy with concrete goals for the run's whopping 30 minutes. Here, these feel too long.

I would say, if you have already played VS and 20 Minutes Till Dawn and are impatient for more, go for it.
Otherwise, wait until more content gets released. There is already a new stage in the beta branch and more is to come. Play those two I mentioned, HoloCure or Brotato in the meantime!
Posted August 1, 2023.
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1 person found this review helpful
349.8 hrs on record (38.4 hrs at review time)
Limbus Company is a gory turn-based RPG with an extremely gentle Game as a Service model, in which you make mince meat out of your enemies by tossing coins at them, and sometimes your rolls fail because your sanity is too low and you become the hamburger instead.
Rather than having a trillion characters like other gachas, there are only 12 and you're using variations of them called Identities. All twelve Sinners are really cool and you'll grow attached to them really quickly.

Here is what you will find in Limbussy in no particular order, including "subtle" spoilers:
  • A locomotive that's actually a magic bus that moves with the power of devouring people friendship and is driven by an autistic child.
  • A literal clockhead MC whose name is Dante and who gets routinely made fun of by a man named Vergilius.
  • Headcrab chicken.
  • Banger soundtrack with some guest tracks by Mili (Goblin Slayer anime OP/ED).
  • An annoying tree woman.
  • Mirror dungeons that don't have any mirrors in them.
  • Drugs.
  • The least aggressive gacha system out there since you can just egoshard grind every character in the game, and those you can't from the previous season just come back 3-4 months later permanently.
  • Don Quixote. If something goes wrong, 90% of the time it's her fault.
  • A demoralized kid dancing with maracas.
  • The only "sane" people are a jewish cockroach man and a british, redhead girl in a slime suit who gets PTSD from whales.
  • Fire, nails and christmas.
  • Sensible chuckles.
  • Cool art direction and really badass and polished presentation.
  • Pink shoes.
  • Reality-warping depression.
  • Depression as a status effect that also fuels the highest damaging skill in the entire game that can be performed by a bush-man.
  • An ex-yakuza who transforms, sailor moon-style, into a fisherman in a shrimp costume.
  • A complete SCP outbreak.
  • Machines that turn into hamburgers.
  • Infinite chicken tendies.
  • A freshly opened membrane.
  • Really good writing.
  • A Hotline Miami boss.
  • The Spanish Inquisition.
  • A very tasty apple.
  • Gambling mommy Rodya.
  • A french man wearing mad drip who likes smashing his head on the floor (and on people).
  • A ragtag group of reckless idiots who murder each other daily for fun because you can endlessly revive them anyway. What do you mean the process is agonizing? Everyone knows clocks don't feel pain.
  • The same world as Lobotomy Corporation.
  • Very expensive (Free).
  • Giant Enemy Crab.
  • An Auto-Win button.
  • Death, that may or may not be related to the previous point.
  • A cute summer beach event with volleyball and a nice boat!
  • Giant Enemy Crab.
  • The boat floats for a few seconds.
  • Korean controversies so stupid they'll make you crawl on the ceiling.
  • Warhammer dwarves except they are yakuza.
  • Enter the c*m zone. Exit the c*m zone.
  • Pretty mermaids. Very pretty and likeable mermaids.
  • Very pretty and likeable ice cream and brand perfume.
  • A smart*ss with a fishbowl for a head that houses a shiny butterfly.
  • Medievalpunk yandere girlfriend who really hates robots.
  • Faust sh*tposting on an imageboard while cosplaying as a medievalpunk yandere gf.
  • X from Omega Strikers.
  • A squirrel (it dies).
  • Kung-fu butlers.
  • A procedurally generated mansion.

Let's play a little game ok? Grab a coin and toss it.
If Heads, you will play the game and buy the limbus pass (it's super cheap and hella worth).
If Tails, you will play the game and buy the limbus pass but with a confused frown on your face.

...Did I mention the 30-employees company behind this game are actually also running a restaurant at the same time? It's called hamhampangpang.
Yes, it's a whole ass gacha made by a small indie company. No, a real small indie company.
Posted July 9, 2023. Last edited April 5.
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