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Moonlighter proposed a way out, azrure dreams (old PS game with 40 floors) also had one.
A rope or a magical item to find/buy at a shop or even an NPC seems to be a logical.
Or is it the Deadcells die and retry style that was meant to define this rogue like rpg ?
If it's the case, I assume that it would have been wiser to mention it on the trailers adds (like deadcells showed right from the beginning of their sales campaign....).
Please let us know if there is actually a way out of this problem.
it's abit anoying but i guess it makes sence.
Maybe you should google the definition of roguelike/roguelite? It's exactly what this genre means - you die and you lose your stuff. It doesn't need to be mentioned explicitly, that's literally what the genre is. Per run progression.
Imagine someone crying in Dota or LoL that they don't get to start the game at lvl18 with all their items from previous games and that's it's not explicitly mentioned in the trailers lmao... As if it's not implied by the games being MOBAs.
And it's not a roguelike - it's rogue liTe. In roguelike you die and you lose EVERYTHING, there's no permanent progression. Here there is so it's lite (it's also not turn based, etc).
You're asking for the game to change it's genre, that will make much more people mad than how many it would please.
If I'm not mistaken, having some method of allowing a player to return to his base, and buy upgrades is infact included in MOST roguelites... but not this one - which makes this one the "EXCEPTION", which is not conforming to the "RULE".
Which is basically the concept of every rogue game.
Not sure what type of game OP thinks they are playing?
The whole point of the dying thing is that, if you look at the start screen where you choose your save, you see peasants one after another jumping into the mine. That's the whole plot of the game. You're playing expendable peasants that die at the end of each run.
Granted, I've only played Neon Abyss and Enter the Gungeon, but both of these you start with nothing (Neon Abyss being a bit of an exception since you progress through a talent tree of sorts).
There is a way out of the mines, you just go to the Esc menu and give it. Yes, you lose a percentage of your gold, but not if you have the sewing kit relic which gives you 100% of your gold, or you can also get blessings that allows you to lose less gold on death too.
As for "perfect runs", these are also possible. As soon as I beat the 5th boss for the first time, I'm more than likely to be able to beat all 5 bosses each run, meaning I keep ALL gold, thanks to beating the last boss.
I've also never seen a roguelite/roguelike game where you can return to the main hub with everything whenever you wanted. I've only ever seen ones where the only way back is to die/give up. As someone mentioned above, that's the whole premise of roguelike/roguelite games. You jump into somewhere. and the ONLY escape is to die. But, please, since this one is an exception, name a few that play different and I shall have a look to see if they do or not.
We, or at least "I" - fully understand that we will die at some point, and we don't have a problem with that - it's just ♥♥♥♥♥♥♥♥ that we have to die, to return to our bases.
Is this a joke? Every single roguelite that I have played, has allowed my first character access to it's store to buy upgrades - in fact... I cannot think of a single one, that I have played, besides this one, that does not let your first character buy upgrades... Here's just a couple right off of the top of my head, that I have played:
Risk of Rain
Naxia
Rogue's Tale
Dark Bestiary
Crying Suns
So... what are a few of these games that you guys are playing, where you were denied access to the "store" to buy upgrades and equipment, until after you killed off your first character?
What are you talking about? Undermine has shops you have access to during your runs where you can find relics, potions and restore hp just like any other games you just listed.
What neither of the games you listed does (not sure about Rogues Tale) is give you the option to abandon a run and keep everthing until your next run.
The difference between Undermine and those others are the way the progression system works.
While Risk of Rain and Crying Suns starts off at 0 and progress during the runs. Undermine steadily progress the starting point away from 0, meaning your starting values get stronger as you buy upgrades in the hub rather than that kind of progress during the runs and leavs that progress to blessings, curses and relics which are temporary for that run just like the upgrades in those other games.
Also those games well besides RoR are more towards RPGs, Undermine is not.
You don't build your character/s with skills and perks you.
While they all of the games are Roguelike/lites their 'sub category" differs ss much as their combatsystem does.
So again, what the initial post is about is a way to end your run without clearing or dying and retain all gold and items to use for upcomming runs. That would be the opposite of how rogue-type games fundamentaly work.
Completing a run or getting enough upgrades and blessings does allow for retaining all gold gathered during the run.
I'm fine with losing my stuff if I die - what I am talking about is being able to buy upgrades for my character, so that I can progress without having to die first - the Pilfer shops do not offer "upgrades" - they offer only temporary boons during your run, but do not allow you to upgrade your equipment - none of the games that I specifically mentioned - nor any others that I can think of (such as Pop-up Dungeon, Stone Shard, Everspace, Darkest Dungeon) forces you to die, in order for you to progress - but there are rooms in this game that you literally CANNOT access without upgrades that you have to buy at the shop, which you cannot get to, without dying.
Every single Roguelite that I have played - has allowed me to build up my first character - I cannot think of one that did not.
Again... I have thought about it, and still cannot think of even one - not one single example of this common "almost all of them" roguelite that you guys are talking about, where you cannot access the shop to buy upgrades with your first character...
You upgrade your equipment at the blacksmith, what are you talking about?
What I am saying is that it is not the act of visiting the blacksmith before or after you die that makes this game a roguelite - what makes this game a roguelite is that after you die, you start over with a new character - not the same one - but people are arguing with me, that if you were allowed to visit the blacksmith at any time, then it doesn't matter what character you are playing, even if you start over with a new one, this cannot be a roguelite.