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번역 관련 문제 보고
We have nothing but respect for pure rogue-like designs; we just wanted to make a game that took some of the sting out of defeat, and made losing feel not just less bad but maybe even kind of good. When you 'die' in Hades, a lot of interesting stuff happens and the story advances.
We went there to always be some sense of forward progress, if not through acquisition of resources or new talents, then in the story / character relationships. Hope you enjoy it if you decide to check it out.
Thanks to you and the other commenters. I like roguelikes but as long as there is always that step (no matter how small) in tangible progression.
I will get this right now!
Also, i'm still actually trying to win a 32 skulls run. so if you don't need prodding you could edit your saves and you won't get annoyed by the game's (very light, actually) grinding.