Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I'm past there now actually, already at the part where it wants you to make the Dantrest amulet from the 3 pieces. Level 41, all research done again. And no idea where the pieces are atm. Beaten up to the double shield boss. I'm in sentry armor with vanguard sword. (Kinda sad that all the other swords so far seem to have an upgrade but my assassin sword dosn't seem too. So I made new ones from scratch).
Going to see if Osmium spawned in the world and if that opens any research. "Ore hunter" skill always knows what ore is next.
Edit.
Nope none spawned, level 42 now. Killed the double shield guy enough to make a level 40 of his accessory. Looked through all the craft windows. The Alatrian chests stopped having new stuff ages ago. If I had to guess either I need to level more or find para mini bosses and they might drop the Dantrest pieces?
Didn't know hitting conflict on map add area levels. I see a level 37 - 41 as the highest level in the world. Guess I'll try there.
So I wasn't too far off on trying to use it on spawners and regular monsters earlier. Dunno how long that'd have took me to figure out. Probably past level 50 since already 44.
Also WOW corrupted dream guy is not fun. He's was filling everywhere with monster spawns faster than I can kill them. While he himself does ignorable damage (15s). I never wanna go through that fight again lol. I never did figure out his gimmick, how to kill the real one. I tried by head ware, I tried grappling hook, status burn from fireball, hitting the purple orb guy. Even the fakes have huge hp. In this fight i just resorted to not killing any of them until all thier hp was near death.....( Maybe the trick is make an area with a big pit in the middle with lava for the monster spawns to fall into. Since it is the only boss where you make the area)?
Corrupted Sano was alright, but his double feather aoe after a few made the fps stay low until I left the realm for me.
Corrupted Gildar was fun as always.
Went from hitting 700 (no skills) on level 1 guys to hiting 2526 - 5134 on oil slimes with lvl 10 firebeam.
Maybe its my imagination, but I get the feeling one shouldn't give up a second weapon to carry a shield. That damage is king.
While I didn't max every skill its pretty darn close and I haven't beaten the final boss yet. I tried once but took 500 fall damage lol. Then I told my friend I'll wait for 50 so he might catch up.
Arms level 48, style 50, gather 48, craft 48, explore 39 (Explore is kinda harder to level).
I have 989 hp, 400+ mind yet max level heal only heals me about 210.
Maybe I'll try a max attack dual warrior later with healing only by food or life steal, who only uses style for the buffs (shell, protect, haste). Or maybe only style for haste and have like a max attack speed kinda warrior. Though the way this game works sadly to say only have a warrior with max haste I'll have to level style up probably into the high 40s. So my character will be a jack of everything again.
Imo dungeons were one the worser parts of the game, and ignored by me an my friend almost entirely. You pay money and get floors like "kill single monster and fail" When I set the dungeon to exp and tp and drops. I pay for the extra floors and the first one is on a time limit, the 3rd I can't kill anything. And like theres no reward for winning at all. Where if i just go hunt monster spawner red realm crystals I get free single floor dungeons with a reward chest at the end for no money cost. Also with red realm crystals i know completely what monster it will be, that the area won't take forever to create. If i die in a realm, no big deal. If i die in a dungeon thats my money lost.
The other day like I encountered a level 50 squid called the hulk. These very rare champion monsters only ever seem to drop a skull, which I can just buy 5 of whenever from the merchant. Another time I was in my 20s or 30s an a group of level 45 flying armor/shield monsters spawned with a champion guy. I killed them by being very far away an using fireball forever, I had to kill them because I was just traveling around, saw a few around a spawner and was like cool, jumped into the water with them and saw they were 45 and died. So I had to clear them for my pack.
Another frustrating time I had lol was with a paragon boar every time I tried to grapple hook to safety of the ceiling it teleported on me in the lag and got pulled onto me. Also idk why I can only craft hooks up to gold, none of the stats on higher tier hooks ever beat my 250 quality gold hooks, so to me they might as well not exist.
Anyways theres lot of other things here and there I don't know why they are made to work that way. Like omg the Falxian Alter is gamebreakingly OP, it takes away like all consequence from dying outside of a realm/dungeon. I don't even think it takes the 5% exp, even if it did thats like nothing with this games exp rates. You level really fast in this game my character is like 2-3 days old in the menu it says and level 50. Nother thing is like 70% armor pieces I craft have agility....i'm not an archer...
I really do like the level system and that you can't cheese it with ramna crystals to max everything. But outside hp, I feel like 49x2 level up points is only equal to about 1 level 40 250 quality accessory like say suno's. I didn't try but I'd imagine if you invested all those points into def or mind you wouldn't get much benefit.
One thing me and my friend both agree on being extremely annoying is we can't shift + click items into the merchent's sell ui.
Just going to answer some of the questions you had (or just respond to some of the statements) in the order they come.
Our statistics tell us that most people "finish" the game by beating the final boss before level 45, then stop playing shortly after, so you being level 50 first is an anomaly (and interesting to hear about).
Reading some of what you're saying, it sounds like we might have to take a look at how strong characters are at higher levels when we finally get around to doing a large balance patch to smooth out the power curve.
For the shield, it depends on the playstyle. Jasson originally designed the shield to be essential for melee combat, requiring you to block most monster attacks. He found though that a lot of people wanted to play without shields, and instead double wield weapons to create power combinations, so the game was adjusted to make that viable. The shields might be inadvertently weak now because of that. Again, we'll have to take a look when we do a balance patch (which we'll do one of these days).
The fact that you leveled everything indicates that it might be a little too easy to level some things. Alternatively, it's indicative of a playstyle where you interweave spells with melee dynamically, which is something we want to support. Is this the way you play? Do you feel it's too easy, or too hard to gain talent points for particular areas.
The explore talent is really balanced towards large worlds, which I personally think is silly for the sole fact that large worlds take forever to generate (foooorrrreeeeevvver) and thus a lot of people don't make them. But yea, it's quick to get at the start, then as time goes on, it becomes harder. Best way to get it is to find new areas, which by your point are mostly underground.
Did you find that the different weapons offer enough different styles of combat?
That's an interesting point that you might want a build that only uses one aspect of the syle tree, but is fairly deep into the tree. Might be worth looking into a "flat" skill tree for some areas.
I agree that dungeons are awful right now. We haven't done much with them since their inception, cause really they need a good long look and a redo of some of their core design philosophies.
Hmm, the hulk and other similar monsters of this sort (we call them apex monsters internally) should drop special items that are hard to get, skulls were a placeholder. I'll have to check if they were ever actually updated to drop the things they're supposed to. Thanks for bringing this to my attention.
Hmm, the ones you encountered that were level 45 when you were between 20-30, that sounds like a bug. A couple of questions: how many other players were in the game and what were their levels. Were they around an apex monster (what you called a champion) named the "Matriarch" or were they on their own? If they were on their own that means it was a monster swarm.
Falxian Alter: I don't remember what this does but it sounds like I should take a look >_<
With most armor you craft having agility, there's two possible reasons for this. One: You're getting unlucky (which can happen, it's randomized, so bad luck is possible). Two: You're upgrading a piece of armor with agility on it. Upgrading armor or weapons (which occurs when you require an armor or weapon to make a new one) preserves the stats of the old armor or weapon, and adds new stats on top. Thus is you've been upgrading a piece of armor that had agility as one of its stats, that stat is going to stay. That said, some armors have higher chances for different stats. There are indeed some armors that boost dexterity by a ton a lot of the time, there are others which add a lot of defense, or HP. I'd recommend finding which do which.
Yea, we've heard feedback elsewhere that people want more possible stat points per level. We'll consider it whenever we do a balance patch.
Shift+click for merchant sell: noted. Code-wise that's not actually as clear cut as it seems, as it's easy for that to accidentally do something other than what you intend (the computer unfortunately can't read minds).
For giving up on melee combat, this is once again a result of us needing to do a balance patch. If you want melee combat again take a look at the aersword. That thing's usually what I use when I need an OP character for testing purposes now that we fixed shotgun bows.
Leveling fast: Taking a look at your steam profile, it looks like you spent 74 hours on the game. Assuming it took all the time to get to level 50 (which isn't necessarily true), that's probably a pretty good number as far as we're concerned. To my knowledge we generally aim for around 40 hours of content for a playthrough of the game on average. Some people will spend more time on it, some less, but we generally want most people to experience 40 hours since we feel that's a good amount of content. Previously we've pushed for length, but we're confident now that we reach 40 hours, so look forward we're probably going to focus on quality and density. The last new feature (anomalies) was intended to be a step in that direction by making the world more interesting, and we hope to add a lot more monsters in the next content patch in order to make fighting somewhat more interesting.
All in all, sounds like you enjoyed the game! If you have any more feedback, we're always listening! We might not implement it right away since we're often busy on other things, but we definitely keep it in mind and factor it into our decision. Most of our new features and content comes about cause someone asked for it (anomalies and the specific death penalty we have being the two most recent ones that were community requested).
Speaking of respawn. Since you respawn with max hp. I have never had any use for the healer npc, ever. Its not as in say terraria I can put her near boss fights (or summonable event waves). So I just don't see the point in her. Maybe if she gave say a long buff with the heal maybe she'd have a point. Are you suppose to put her in an area you struggle to beat out in the wild to click on her during your battles? But...most of my important battles are inside red realms.
The best merchant system I know is when you open the merchant and open your inventory. Holding shift, the sell prices appear on all your items and holding shift + click sells them.
Right now except by trial an error I don't know what sells for any money, most items don't sell for anything. When I was brand new, one reason I was always poor was I didn't want to sit and learn what few items were worth money with all the 0 gold ones. And the items that did sell were like 5 and she sells common items like a single cloth for 56 (with all barter buffs I didn't have when new), a single log is 18 gold. It felt like you were being completely cheated.
I have atm 9600 money in a chest, max barter, and still don't use her because I don't think he/she is worth it. Except when a craft recipie needs a rare select item I don't feel like getting like Skulls or ghost shells. I don't feel like her stock of items kept up with my levels or world's progress at all. The scavenger seems to a little, but still don't find her interesting except that one time I got her lore page.
I save my money in part because maybe I want to use an expensive all positve dungeons a few times in the future? Or maybe power level my friend in one? I know if I'm fine with being bored I can select increased TP dungeon and spam magic for Increased TP without fighting anything.
Sometimes yesterday I was thinking "I corrupted the 3 bosses, I can't alter summon them anymore in this world as their easy forms. I don't want to refight the corrupted forms, I just want to easily farm the weaker versions for thier drops. Wish I could pay to create a boss room dungeon with increased drop rates, higher exp or TP, Or pay to fight easier bosses like corrupted Suno without his shield (So I don't have to wait for his shield down moment) or dormian without his fake clones, ect. Or maybe even set the boss dungeon difficulty to hard for better quality drops.
Seems silly in hindsight. But that was my thought as soon as I saw suno always respawned as his corrupted form. My second thought was crap, I don't want this. He's too tanky for my build to fight for the same drop I could get from his lvl 10 form. Followed by "What if contained chaos was an upgrade like the workstation, but for the alters. So when I want to fight easier suno I take it off. As an upgrade I can visually see easily which version I'll summon.
My other thoughts on dungeons in the past were like, that recipe wants those. Wish I could know what monster types a dungeon has ahead of time. I want to fight harvesters for refined incense and stuff will this dungeon have them? Quick do any of the dungeons look like death for harvesters? Why won't it let me select the monster types? Or this world has almost no water monster spawns, can I make a water monster dungeon for mass water ramna? No? Fine, I'll go find a red realm at the beach.
"Oh what do these dungeon mods in the dungeon maker menu mean? Why do I have to go inside a dungeon to learn their meaning? Reincarnation? DOES THAT MEAN IF I DIE THE DUNGEON DOESN'T END!!? I'll just respawn infinitely back at the start of the floor and get my money's worth? It means they respawn on me after I'm out of stamina from melee killing them the first time >.>'.
Well this random dungeon says I need to kill 30 monsters to win it. But it randomed reincarnation and doesn't count the second time I kill them, that just feels unfair. Also going into this random dungeon I ignored all game so late in the game was a terrible idea. I'm like a ton of levels too high. Why couldn't those dungeons tell me thier level?
The cartographer never seems to have anything to sell to me. I don't find remna shrines and just leave them for later. Or anything I can think of for that matter. Every option for him to sell me is always grayed out. I don't understand him. I've only used him in my single player world, does he do something useful in multiplayer?
Thats my thoughts on npcs in the game and a bit more on dungeons.
Different weapons?, I didn't try spears at all (Or bows). But saw that a high level spear has take no fall damage on it alone almost made me switch in the past. When I was fighting the throne boss and fell near the spear shrine and took 500 fall damage I was annoyed that effect is only on a spear. I even considered making it to see if I could hold it one handed instead of my shield for that fight. If its one handed I might even craft it so I hold my pickaxe in one hand and no fall damage spear in the other. Except well you can't hold a multi tool and weapon in the same ui. And multi tools can't come with take no fall damage, that would so over powered and useful.
Spears have so many interesting sounding effects. Higher jump, beserker stacks, ect. But none of them were magic seming and my build was pumped all Int. Weapons would be easy to know at a glance if they said like.
Lead Pipe
Physical Power = 70
Magical Power = 0
Etheral Air Guitar Axe
Physical Power = 0
Magical power = 20
Spooky soup launcher
Physical Power = 43
Magical Power 11
Like moon beam lists lower "Power" than vanguard but I have to assume both are magical since they are upgrades to a magic sounding sword. I went vanguard do to the higher "Power".
And maybe it is luck on the crafting. The other day I crafted like 10 studded vests and 7 were +agility. Which is how it seems to go with everything I make from scratch at 250 quality. I do know the craft system. I threw away a huge amount of scratch made warrior and mage armor pieces that were +agility. The only hard question I had when making my mage gear was "stamina for more casts or luck for more critical chance?" I went stamina on gear that was already +hp, Def, int, mind.
+agility, reach, pickup, hp regen, stamina regen, move speed, ect were auto on my throw away list unless they gained it through the next armor set always having it.
Atm I'm trying to switch out lvl 40 Suno quality 250 3x acessories for 3x dreamworld boss acessories ( +luck, +stamina mod, and without pick up/reach) that give +50 int each. But its painful, because every suno I take off I lose around 75 hp and the dreamworld accessory takes off a further 25. So to gain 90+ Int total I'm giving up 300 hp and I think losing over 100 defense. Really doubful it is worth it. (I haven't even checked to see how much I gain/lose on the level 50 version)
There is the flat 15-20% more mage damage rings but with no other mods or upgrades (even at quality 250) at all they do not look good enough and very plain (but nothing looks as pointless to me as the crystal cluster ring). There are elemental boosting rings and elemental idols (I'm fire) I never found the ability to craft those rings, plus like the mono effect mage rings they look boring next to late game accesssories with 50 and multi 20s all over in nearly every stat.
I keep putting off making master gloves too because I don't feel like it's worth seeing what happens, which I can't even guess how their end benefit would be. Other upgrades are one at the time and your first, master gloves are 5 combining into one. Which no other craft I've seen in the game does (beside throne badge). And If I'm trying to get it to have my perfect stats, some of those gloves to me are expensive, lucky charm is expensive to me too because going for 3 perfect ones is a ton of gems, I always get bad stats on mine. I didn't want to think about what 3 perfect master gloves might take.
One acessory I've found and would love to use, but like the rings just have nothing but a mono effect is the don't drown acesssory I've found. Maybe if I had an underwater base....maybe. But probably not.
But I did drown yesterday. It was the angler fish Red Realm in multiplayer. I sank too slow, even trying to skip the reward chest in I drowned. The exit crystal spawned at the very bottom of the water area and there was slight lag.
Another accesory I've found and made me go "But why even?" Is the +1 ore finder or treasure hunter one. I couldn't upgrade it and with only 1 or 2 effects it was auto pass.
ITs real late here, I'm very sleepy and may have gotten some things wrong. Those are more of my experiences playing so far. Crea is a fun game. I can see why people would quit after beating the throne boss. (I keep putting him off) though.
Maybe most people quit at 45, but I've beat junk jack with its 12 different world types with portals you have to find to unlock every one, I got 100% of terraria's achivements, I beat starbound and would have gotten 100% of its achivements too if they weren't insane like collect 42 .02 or .002 drop rate figurines from every monster and boss in the game. Where multi playthroughs netted me like 3 or 4 total.
It can be interesting seeing the games different mechanics and comparing.
Healer: The healer is a relic from when health worked very differently in the game, and there were very few sources of healing. It probably should be adjusted for the current state of the game.
Money was never really intended to be the main progression, or even an important progression item in the game. I agree that it needs either more uses, or a clearer purpose for its usage.
Bosses aren't intended to be farmed (our general assumption was more or less that if people fought all of them, they'd probably stop, or be strong enough that they don't care how strong they are). That said if you want pre-corrupted bosses you should be able to make a new world and fight them there with your old character.
For monster types and dungeons: Dungeons really were never meant to be a "fight and brawl" sort of place, they were supposed to be more puzzly, exploration based endeavours. Think LOZ dungeon type things. The implementation fails miserably at this, but that was the intention. On the other hand, Horde realms were always supposed to be the "fight everything" place. The idea being that's where you want to go to farm stuff. For everything with dungeons, just assume we know, and the whole system needs a rework =p
Cartographer: Not quite sure what you mean
Not quite sure what you mean by "physical" and "magical" power. All weapons have a power. The power determines how much base damage they do before accounting for stats of yourself and the monster. Beyond that, they have stat bonuses, and often an ability. Abilities are usually not raw bonuses to damages or such, but instead have an effect. So one might make you heal a percent of the damage you do, another might make it so that after 5 attacks in a short time you gain an attack speed buff, another might allow you to channel it for a shield. Effects are usually described in the flavor text or description text. We could definitely do a better job describing some though.
The lava in this game looks like orange water, not dangerous looking or scary, but like orange juice. I think that every time I see it.
So I don't get the signifigance of the spear altar, maybe theres a lore page that explains it I never got? I know it can attack an theres nothing wrong with that, but why can it?
Losing my defenses down to the 200s didn't make the fight hard. I still had 900 hp.
After I defeated him I went to grab the new ore. And a couple things made me kinda wanna quit. Better gear but why? He was the end. And I already was as a double wand mage killing easy even on level 0 monsters in realms.
I needed to go into realms to farm the new ramnas (Or dungeon) to make all the different kinds of purified items all at once very slowly in the infusier. That my main weapons didn't have any upgrade. That I need many corrosive metal I believe aka more of the boss fight. Another thing that hurt my end game enjoyment a lot for a long time was altarin chests stopped having loot that kept up with my level so treasure hunting lost much of the appeal. I feel strongly that another tier or two of chests is needed.
I didn't particually find the throne fight interesting. It was mainly tank damage while attacking the spear altar. Then jump to a further platform and use heal (200 hp) and then regeneration to make up where heal lacks. I didn't really see clear patterns or things with the boss (That I needed to care about). My main fight was on the platform next to the altar using ranged attacks. My old lower level character was kind of the same way, except meleeing the altar before jumping back to heal. Most of the time I felt like the spear altar was the true enemy, while the boss was in his 40s, the spear altar was 50, like me.
I didn't really feel like the boss had personality and he seemed really generic. Where as suno, dream, and 2 shields gild are interesting visually and mechanically. He looked like a knight guarding who the final boss might be.
My other memourable experiences I remember would be when I opened an altarian chest and saw what looked to be a +200TP coin consumable. But its effect was -48 hp, +49 stamina +9 defense. I was taken aback because I thought thats a heavy long term choice that may be worth consuming. But finally I realized its an accessory, not consumable "Guarded Hp to soul converter" it was called.
My characters end game stats were
Hp 901
Stamina 352
Attack 141
Defense 295
Int 527
Mind 401
Agility 183
Luck 65
I may start the melee only character later. Just not sure if I should do it now or wait for the UI lag fix.
The cartographer might have beemy fault I might have never had money when I talked to them since I always use the deposit on chests, so it alwways looked like they had nothing to sell.
That was pretty much my first playthrough experience and trying not to use a wiki or anything as much as possible. The only thing I've considered a lot, but haven't wanted to try is using corruption on the throne to see if a super version of the final boss spawns o.o But why would I? The corrupt other bosses never dropped anything new.
The gimmick for Baritus (last boss) is supposed to be the fact that he has rediculous damage reduction unless you kill his altars. For most people at the level they fight him at, he's extremely difficult due to needing to get to the altars, kill them (and kill them all before he revives them) all while not taking fall damage and dodging Baritus' attacks. For you, it seems that the extra levels made this far easier, and in return made the fight less interesting to do. We'll keep this in mind for the future.
The fact that Baritus drops better gear is a complaint we've seen several times, and one that makes perfect sense. The problem is, we don't know what to put there. Obviously we want to drop something in order to make people feel like the fight was worth it, but other than gear, the amount of things we could give are limited. We have some ideas on it (like items that do things like make construction easier) but nothing solid enough to implement it.
I didn't feel the need to terraform/construct too much in crea. Examples would be in an effort to reduce lag I might try to remove vine taken over areas (Like placing a wood block under the dirt). I made rows under a crystal to see if that increased crystal cluster growth, realized that caused vine growth, later replacing the dirt with soot (Almost did sand but prickly pears/cactus didn't seem worthwhile) for crystal growth and no vines or grass growth. Also to grow dead trees for seeds to craft extras with, I usually always got all I needed, so I didn't need a farm. I did make a small one when playing with a friend for fun, dead tree, ghost shell, ashberry. Whenever I got Auri seeds those could go into the grass.
Idk if some blocks have blast resistence but paragons explode and can destroy blocks I've seen. So if there are these future paragon events? I might be inclinded to make a blast proof base if they attack ones home while you are there.
Another reason building in terraria is useful is if you keep lava low, you can make mob traps (An mobs have very good but extremely low chance drops). Everytime I've seen monsters die in lava in crea I know the drops vanish from the lava. Theres also situations you would construct places in terra to kill enemies because its too dangerous outright.
When I made my friends base, I made it in the air. Above the high level ground area. Often monsters would spawn outside the base and attack through its walls. I'd be in the craft room and get a fire wall from the floating fire golems. Or air slash from the harvesters. I'm not sur if theres a way to top enemy spawning, Auri tree seeds I think hinted that they might have an effected but that might be flavor text.
My own base is near spawn.And while i'm crafting oil slimes wander in all the time, rarely they create nests on the roof. I don't always remember to close the doors.
Junk jack too an approch quite different. They made tools and weapons have durability, but armor does not. So you always need to get more ore. But terraforming for fun or a large base is a very large resource drain. It also made 11 portals so you needed or desired a portal room. Where as in crea 1 crystal can teleport you anywhere. You wouldn't say find a forgotten realm crystal then take that home and create a room for these different warp areas you've collected or created.
On idea I've not seen any terraria like take is you need to build a large aquarium for your base, stock it with fish for important resources. Terraria had green ore farming, but that only mattered if it was multiplayer, a very old world, or you used the ore like no tomorrow.
It could be fun, if you have tool from the king for building and terraforming. And a harder game mode where you need to build many things to do well. Terraria expertmode mostly does that with potions, but that can be pretty boring since its only about buff potions.
Ayways I'm not sure what would be a good drop either, other than something that creates the next harder challenge. Many games I think the final reward is a little video and the credits lol.
Oddly random idea what if one reward is new npc outfits? Like you could make the daughter, and the king, and talk to them and stuff. Or some very important npc. Or an item that lets you use dungeons for free to level up the last of your TP. Or a way to create or craft realms, like the infusor, but you put in the monster drop and it creates that monsters realm.
Maybe this sounds odd, but since you craft all the npcs, and other little things here and there. To me it feels like the game is taking place inside your characters head. That your using leaves as money. And your crafted puppets have resources, and stuff. I just imagine that your paying yourself for your own resources. Then the paragons and dungeons with odd rules like can't kill any monster for "reasons". You find bits of lore, but you don't really see people or see the impact anyone else left on the world, besides the odd deep underground house. The first boss suno, I can only guess is a corrupted angel (Or person due to badge piece) since his horns have healing properties rather than demonic.
You could say suno is afterlife, domain is nothingness (robes around nothing), Gildian is the gatekeeper (Blocking both the physical and magical), an the final boss is loss of self and what remains after. They can all relate to death. That's probably a huge stretch or looking for something where theres nothing on my part.
Cant you use the letters that you find on the ground and in boxes? Also, arent there scattered special rooms that have chests and such? They could tell a story as well. Each message could be a pointer to the location of the next message and so on.