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when you start to pick modifiers, make sure you pick the minimum requirement per Curse Tier to advance further.
Curse I 4/4, Curse II 4/4, etc.
This will give you access to more materials and unlocks accross the board.
You have to do this on every map once, then you can always decide how you want to play.
Keep in mind, Map 1 is the easiest with 0 Danger level and Map 5 with Danger level 14,
which cannot be changed.
The difficulty will ramp up slowly and you are maxed at Curse 36 for all unlocks,
but you can go further up to 62 for maximum chaos and to challange yourself.
Going into Endless or Overlord is only required up to Cycle3 for all unlocks,
but you can keep as long as you like or survive.
To resolve the visibility problem:
Settings > Graphics > Special effects visibility
Here you can adjust the bar to your likeing and make the effects transparent or invisible.
You can also customize Key Bindings for increase and decrease under
Settings > Key Bindings > Increase/Decrease Effect Visibility
to adjust it midrun on the fly.
Cheers!
The increased curses do end up significantly adding to the amount of stuff that needs dodged. They do anything from increase the number of enemies and bosses (thus having more stuff thrown at you), to adding spawning pillars that bombard you, meteors that spawn on the death of enemies, and a ghost that chases you around and will one shot you if you stay in its death circle cast.
A lot of people complain about there being too much stuff to avoid, but few are claiming that with regards to playing on Curse 1.
Regarding the answers.
I probably made myself unclear with what I wrote. It might also be that Mokkuns answer gave me my answer and I'm at this point am not sure if it's meant to be interpreted that way.
I don't mind seeing barely anything. If there are 100 different projectiles at once I expect to see nothing.
The game was at this point atleast also way too easy. Didn't want to say it like that because people get offended easily in that regard.
I will try to rephrase my question.
Does the gameplayloop indeed almost from the getgo consist of massive amounts of visual clutter?
I'd assume if, as Mokkun said, the gameplay is more reliant on doging attacks than doging enemies that can and probably will increase the amount of visual clutter (projectiles, markers, environmentals, etc.)
My past experience with similar games was, that it took hours if not days and in some instances even endgame content, for the amount of stuff that goes on in here, to happen.
So it looked like "epic endgame content" but without any difficulty or feeling of progression. This annoys me because, if correct, the game can only get harder from now on but not visualy more "badass" if that makes sense.
That's why I wonder if I play it wrong. Am I not supposed to take the red portals right from the get go?
It's early access so I would understand if the intended progression pipeline isn't perfectly implemented yet and therefore I was just playing it totaly wrong.
If you know what you are doing, definetly yes.
You can escalate from the getgo, but it can get even worse.
The difficulty is kept low on purpose to prevent gatekeeping.
But the difference between Curse0 Overlord5 and Curse62 Overlord5 is significant.
You will get some special power for each char, which will add on top to the "badass look" in some cases, but not in all of them.
If you already experienced a screen full of flashy stuff and the world exploded,
ngl, it will almost always end up this way.
I dont think there is a set way to play the game.
it is more like open progression, as long as you can withstand.
I played some of "those" games myself.
Brotato, VS, Halls of Torment, Disfigure, Nordic Ashes, Death Must Die, etc.
Soulstone Survivors is out of those a "feelgood" game and one of my favorites.
Yeah that was my concern.
I don't mind it, when having good runs where I survive especially long and the last 10-20 minutes are insane but I don't want this to be the standard for every run.
Then this game is probably not meant for me.
If you wanted to know about character visuals then all characters have ascensions that are unlocked in their character trees that don't require taking a skill during the match and whenever the ascension is activated it makes the character more impressive, but some character ascensions are more visual than others. Devs have posted about updating older ascensions to make them better, as some of the newer characters' ascensions like Myrmidon's are visually amazing. While impressive visuals do occur early on in progression, when more characters/skills/ascensions are unlocked even more visually impressive combos can be made. Higher curse gameplay is more visually epic in scale too, as enemy attack indicators are flying everywhere at high speed and things like unique difficult enemies can be added via a curse.
Thanks for your reply. I was primarily talking about the enemies and their attacks and also my own attacks. As my own attacks already almost fully covered the screen. One of the primary aspects I associate with- and why I chose to put it as "can't realy become more badass from now on".
If doing the red portals (overlord portals?) is endgame, then it's what I meant with "I might be playing it wrong". Just a design decision that isn't meant for people like me. I could've easily spent 60 minutes of my first 90 minutes of this game in a tiny circle doing one wave after another getting bored and not realizing this isn't realy the intended way to play. Generaly, if I don't die I keep on going until I do.
I think I'll keep the game and test it out a bit more. Especially with the amount of different characters I can play as combined with the ascensions you mentioned maybe I find something that sucks me in and if not I wasted 5€. Who cares.
Personally, I get a similar enjoyment out of this as I did playing Diablo 3. It's about mindlessly mulching monsters, messing with builds, and watching number go up. Not really the special effects.
I'd say that if the visual aspect is your primary concern, then your primary concern probably does make this not quite what you're looking for. If you're happy enough with monster mulching number go up dopamine hits, this game is great.
There is still plenty I don't realy like but I see myself spending a few rounds every now and then.
The game is still in production.
You are in training for what's to come.
Oh great even more bling bling and effects xD
I get the feeling this game is supposed to become the realisation of the idea "what if you made tiktok into a rougelite".