Vaporum is a grid-based dungeon crawler RPG in an original steampunk setting, inspired by old-school classics of the genre. Stranded in the middle of an ocean, in front of a gigantic tower, the hero has to find out what the place is, what happened there, and most importantly, who he is.
The game presents a real-time combat system that emphasizes tactical positioning and evasion. Enemies exhibit distinctive attack patterns, with some utilizing area-of-effect abilities or ranged attacks. To overcome these challenges, players must carefully maneuver around the grid-based environments. The game's "stop time" mechanic allows players to pause the action and plan their moves, adding an extra layer of strategy to combat encounters.
At the outset, players choose from three exosuit "rigs" that determine the character's initial specialization - whether it be combat, technology, or defense-focused. As players level up, they can invest skill points into a variety of passive and active abilities, enabling a high degree of customization and the ability to experiment with different playstyles.
In addition to traditional melee and ranged weapons, the protagonist has access to a variety of "gadgets" - the game's version of spells or abilities. These gadgets can provide offensive, defensive, or utility-based effects, and players must carefully manage their limited "energy" resource to utilize them effectively in combat. The equipment system also plays a significant role, with players able to outfit their character with gear that provides a range of statistical bonuses and unique properties.
The game encourages careful exploration of its grid-based environments, with numerous secrets and optional areas to uncover. Environmental puzzles, such as pressure plate activation, object manipulation, and hidden switches, provide a welcome break from combat and require players to think critically about their surroundings.
The game's emphasis on a single playable character, combined with the stop-time combat mechanic, allows for a more deliberate and thoughtful pacing compared to traditional party-based dungeon crawlers. Players have a high degree of agency in choosing how to approach combat and puzzles, further reinforcing the game's focus on player choice and customization.