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That aside, Vault is very much intentionally leaning into being within a niche - the game has less RNG and more control and tighter balance, but all of those increase the skill floor and attention requirements. Keep in mind that even for a game leaning for a hardcore audience like Vault, maybe 15% of the actual audience is hardcore - in the general gaming milieu, that number is usually more like 5%.
A lot of people play video games at the end of the day to chill and see amusing stuff happen, and not because they wanna pay close attention to numbers and mechanics. Also, content creators of various types - who can form a lot of the effective marketing and viral spread for a game - generally have their hands forced by big snowbally communities. We've had a few people tell us they like the game but it just doesn't do as well on stream, so they play it on their own time instead. Runs are slower and more deliberate, the name itself is less likely to draw attention, etc, and all of that helps keep a game from breaking into the mainstream.
Obviously myself and Josh would've had a ton of discussions on this topic here and there over the decent few years it's been since EA, but it is worth mentioning we never really expected more than just "maybe be on the bigger side of a niche within a niche" - while getting onto mobile will hopefully help add some attention, we settled on having an up-front price precisely because of the knowledge that this isn't a game that'd appeal to casuals well and would just get butchered on reviews with any other attempt at monetization.
All that said, I'm really glad you like it - ultimately I worked on designing a bunch of Vault because I showed up one day as a player like you, back in closed beta like 7ish months before it entered EA - and really loved what it brought to the table. And while by now I'm biased, I hope it's only gotten better since. Having someone like you enjoy it goes a long way to justifying all that time spent. Feel free to hop on the discord if you ever wanna chat more about it - the community isn't big or anything, but there's a few friendly regulars who'll actively respond if you wanna discuss anything.
Thanks again for the kind words.
I have a friend who's very hardcore deck builder and he stated "what brings me back to slay the spire is the boss design". Make what you want out of it though, I repeatedly dropped slay the spire and ate VotV instead. What I really appreciate about VotV is the extreme focus on combo-ing, from the get-go, all the way to the insane combos at the end of the game. Makes me feel powerful, really cool.
I do have to say from my perspective, I wasn't into VotV with the first class though. I got into VotV only at the third class, when I started punching into the future :)
I have a personal opinion that when it comes to these sorts of games, those with a higher degree of unpredictability tend to be more popular; VotV is a bit of an outlier in that it explicitly gives the player a ton of information to work with up front instead of gradually feeding you new, randomised goodies after every fight
I can definitely agree that it's less random and that the deck construction challenges don't hit you quite as hard and fast, but at least as a designer I've been satisfied with the degree to which I see experienced players engage with it. We've had 20 minute discussions over a single card upgrade choice. :D
Don't get me wrong, I really like it! I think the balance of stuff you get to see in advance and plan for vs. times where you are just rolling the dice is more or less perfect. I find the total lack of ability to plan your deck development in most RLDBs to be a real turn off. But I also think that there's a lot of players who particularly enjoy that feeling of delving into the unknown and not having even the vaguest idea of what the game will offer them.
That makes me think that a fun challenge coin would be a mode where you don't get any regular card rewards, but get STS-style card picks instead... (unless that exists already and I missed it)
The combos and class variance keeps things fresh (please add more monsters in the future!), while the purge and retain mechanics give you much more control over combat (something that I absolutely hate in Slay the Spire).
I will eventually purchase this on steam as well to support you guys (along with the supporter pack that you released).
I look forward to a DLC with more monsters!
PS: Please keep the mobile version up to date with the PC one, a lot of mobile games go neglected and deckbuilders are much better played on the go.
Thanks a bunch for your support! Our current short-term plans are still releasing stuff for free, although of course that might change later down the line, be it a future class or something like more enemies. But for now you shouldn't expect it in the near future - part of the reason for the supporter pack is to give people a way to toss something extra for all the free updates.
Thanks for this awesome response. I will see if I cannot find some time for the Discord soon. And for another run of Vault. My first was a blast!
Looking forward to new content (both class and monsters). Thanks for the reply. I will be buying the supporter pack soon enough as well.
That explanation is surprising to me. I dont know any game of which I would say it has "better baseline mechanics" than sts. its not just optionality, its about how complexity translates to gameplay. e.g. having more keywords or more systems obviously doesnt make a better game. i think vault of the void has some very smart mechanics and from what i played so far it works out pretty well *but* sts is one of the best games of the last 10 yrs and exemplary in almost every regard. i would say one of the reasons sts is more popular is that its a lot easier to learn and more directly fun to play. can you give like 3 examples of games you think are mechanically "better"?
i mean being too taxing on the old flesh cpu might be some of a reason a game is less popular. like i think gloomhaven is the best tactics game ever made but every person i tried to play it with gave up after 3 sessions and i understand why: every decision is a tradeoff and there are only few sanity checks for over analyzing. in a similar sense you could say its part of the reason into the breach is less popular than ftl but i dont think its all of the reasons. besides popularity, being first, having a good mix of chance and strategy the game has a very good "time to fun" and a very nice run dramaturgy. I guess that still gives the option of having "worse mechanics" but I would argue that you cant look at the mechanics isolated of its context in the full game experience.
So yeah Im really interested in seeing some games you think are "better" (or just mechanically great) because I think i looked at most card games and for me its STS then probably Monster Train and then everything else.