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Path of Achra... it is simplistic, yet profound and thoughtful gameplay.
Input is rather simplistic like move keys, stand still and handful amount of active skill keys from religion. but a lot of skills, items and prestige classes interconnect with triggers (e.g. On Step, On Attack, On Prayer). Comparing to highly complicated games, Path of Achra relatively have compact, cohesive explanations that I can understand what items/skill/prayer does easily.
along with that, you do not farm in-game currency for having better start. but more of planning what kind of build that you gonna do, based on culture, class and religion (at start). Thus, it is more of trying/finding out various builds. Thankfully, it is more of "easy to learn, hard to master", yet "hard to master" is for when you beat already and play harder difficulty with screwing around other builds. Lastly, overall the game pace is fast and streamlined, comparing to other turn based/roguelikes. Even if the run is failed, it is easier to "restart new run" than raging quit by "I have to do all these dragging turn based combats".
You can try Demo. But the demo is old version and it is too luck based. current version is well polished, less luck driven.
that's all I can say.
Each class has cool stuff that you can toy around with, with general overlap and synergies between classes. For examples of 'cool stuff', astral allows you to teleport around the battlefield, hit enemies without even moving, and, it makes me feel like a mobile artillery battery. Lightning is mostly about the blitz: Literal lightning war focused around movement, but even then, you can use a few things from the tree that does not focus around movement. Then, there are, as GreenOwlHead said before, prestige classes that add more to your build. For example, there is a dedicated necromancer class that lets you pump out skeletons, and another class, called a pain cleric, that revolves around damaging your summons so that you can damage you enemies.
I can write more, but to sum things up: Awesome, interesting build variety, and what I said was just scratching the surface!
Autism.
The theme feels Middle Eastern. I have no idea what anything means.
Couldn't tell you the story.
Couldn't explain to you what the stats mean, how they work or interact.
What I can tell you is the pixel effects are very cool. It manages to engage me with its vibrant colors and fairly hands off playstyle. It is quite casual in the sense that it almost plays itself.
It feels like a cross between an Autobattler and an Indian Musical.
I like it.
Don't be forgotten in the breeze, OP.
Getting killed by a boss after you kill him is some ♥♥♥♥, though. lmao
Even beyond the game-play this game has a nice art-style, and oh boy its lore is amazing- exactly the sort of fantasy world I love. Strange magic, bizarre locales, interesting peoples.
I played one round and thought 'what the ♥♥♥♥ is ♥♥♥♥?' but then overnight I kept thinking about different skill/combo/item combinations. It's wild and kinda fun.
I only had 2 playthroughs so far (1 win), but I'm having a blast. The sound design really helps it, it's really fun when you find synergies/increase your power and watch&hear everything get melted, but it's not entirely brain off so you can still strategise.
It's a bit like DCSS if it was more fun and most of the tedium was removed from it.