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Loot in general definitely needs some improvements. There are tons of empty locked containers and I don't know if it's deliberate or just RNG having issues or what. Same for enemy loot, loot from breakables, etc. It just needs a lot more variety.
Item durability could do with a bit of a buff too. I love the system to repair stuff in the field, but for how long it takes everything should be at least twice as durable as it is, or give us whetstones, etc. to put the edge back on a blade for a smaller repair.
I disagree about Navigation, I don't want an arrow poiting the way of the quest to me. There's a compass and a better description on the journal would make a difference. Maybe an Option to turn on and off Quest Pointers on the Game Menu would be the perfect solution. But I feel like this game's trying to give a Kings Field vibe.
BUT, stamps to mark locked doors, chests, npcs, shrines, etc would do wonders!!!
Teleportation do work and I use to Lysandria to Heart, but it's not that intuitive to do so since you have to find the room of the teleporter and organize the runes to the correct location every single time.
About the points, I don't know if I agree with you or not. Maybe 2 Stats and 3 Skills would totally change the balance.
I tried a Dashing Rogue with Steath, Lockpicking, Piercing, Search and Athletics and I felt VERY weak.
Then I built a mage and focused 10 points in Cosmic (I won't say the reason for the 10 specific points, but they're a game change) and focus only on Magics, INT and CONCEN. Totally glass canon, but it's working. But finding repeating Magic Spheres was insanely frustrating.
But eh, that's an Early Access game. Maybe things will improve a lot. Specially the loot and chests.
This would turn the game into just another POS hand holder.
Which of these changes is supposed to achieve that effect? Can you provide specific reasoning?
Zero concrete points in your argument—you're thinking in outdated terms and clearly don't understand how things work. Your perspective seems to be the classic 'I like it, and that's all that matters.' Saying the game has 'character' without backing it up with specifics doesn't add much value. Just because you personally enjoy it doesn't mean it's immune to valid criticism. Dismissing legitimate issues like exploration, inventory management, or rewards as 'fine the way they are' isn't constructive. And seriously, teleporters 'work great' if someone can 'figure them out'? That's not a feature; it's poor design if it's unclear to players. As for smashing vases—maybe some players want to explore all possibilities. Not everything is about sitting back and doing nothing, but it shouldn't feel like an exercise in frustration either.
No, but I did play Zork. Ultima. Gothic etc.
uh, that's what the search function ("v") ALREADY does. People should actually pay attention during the tutorial portion.
and your answer was literally just rephrasing and repeating yourself. useless, but in a different way.
"Inventory is fine, especially with the backpack"
not only that, there are actually THREE backpacks in the game... so far. having one backpack to start forces the player to get used to sorting their items and using their memory. Then the game opens right up and all of a sudden you have plenty of carry space.
This game keeps reminding me of Ultima Underworld, in a good way, but it is SO much less buggy. Hope it does well.