The ROGUELITE that feels like a ROGUELIKE. Praised for its fantastically generated dungeons, real-time combat and surprising amount of content and depth. One of the BEST GAMES OF THE YEAR according to PC Gamer and VICE Waypoint.
The game uses a unique "cyclic generation" system to create richly detailed, interconnected dungeon environments. Each floor of the Dungeon of Doom feels carefully hand-crafted, with a consistent ecology and intricate layout that encourages exploration and backtracking. Players praise the developer's ability to generate complex, varied dungeons that never feel repetitive or random.
The game provides players with a wide variety of equipment, items, and environmental elements that can be used in creative, unexpected ways. From utilizing torches, ropes, and potions to bypass traps and obstacles, to wielding dual weapons and mastering the real-time combat, the experience rewards experimentation and smart, adaptive play. Reviewers highlight how the game fosters a sense of discovery, as players uncover new synergies and approaches to deal with the dungeon's challenges.
Weapons, armor, scrolls, and potions start off unidentified, and players must decide whether to safely identify them or take a risk and use them blindly. This risk/reward mechanic adds tension and meaningful choice to the experience. Correctly identifying a powerful enchanted item can be a game-changing boon, while using an unidentified cursed item can lead to disastrous consequences. Managing inventory and carefully weighing the risks versus potential rewards is a crucial skill.
The game blends classic roguelike mechanics with real-time action, creating an accessible yet challenging experience. It maintains the depth and unforgiving nature of traditional roguelikes, with permadeath and a focus on careful, thoughtful play. However, the real-time combat system, which allows players to dual-wield weapons and use the environment tactically, adds a layer of skill-based action that appeals to a wider audience. Reviewers note that the ability to pause the game and plan their next moves helps make the real-time format feel less punishing than some pure action roguelikes.