uhhh...it's a not bad game. not my kind...but to each their own.
not a fan of roguelite as you guys know and it's one of those where you clear an area then choose a branching path and just try over and over again to progress.
honestly, it's a MESS. this mixing and blending of genres is just a big mess.
this is a fps semi-non-linear roguelite. with the camera moving, tilting, and bobbing no matter when or how you're moving.
i'm sure there's an audience for this sort of game but i am NOT part of it.
as for the infinite weapons claim...no. there's 4 currently. and they use the roguelike modular weapon design thing where you just swap around different effects to customize them on the fly. ...then get them reset when you die.
i'm assuming the schematic thing plays into that but truly, all that is is the roguelike philosophy of rewarding failure.
roguelike: let's fail upwards to success through rewarding failure!
that's all that genre of game design truly is. it's the logical end point of participation trophy philosophy.
just why? why did game devs start rewarding failure at some point?
you're supposed to learn and improve your skills as a gamer over time. instead, you get rewards for failing and grow stronger FOR failing and sucking at something! it's so wrong and BACKWARDS!
youre missing some point here, simply throwing yourself into failure wont make you better at these game. some roguelikes are less punishing than others thats true, but you will never progress far without figuring the flow of the game.
its a bit odd to say that roguelikes love to reward the player for playing badly since the genre is notorious for its unforgiving punishment upon each death. modern roguelikes usually provide compensation mechanic to alleviate that pain and give you some boost for the next run, but this is always proportionate to how well youve played on the previous run. If you never learn to strategize your run and die early, there wont be much for you at the end.
not sure about "mixing of genres" since this game is quite generic in its roguelike formula, outside of the destruction mechanic which is its biggest selling point imo.
"simply throwing yourself into failure wont make you better at these game"
i didn't say it would. i said failure is rewarded in roguelikes.
"its a bit odd to say that roguelikes love to reward the player for playing badly since the genre is notorious for its unforgiving punishment upon each death."
with each run, you progress till you die > bring back resources from said run > spend them on passive upgrades that persist across all runs > do another run to get a bit further till you die > repeat till you beat the game.
not only is that a reward for failure, it turns failure into a progression system.
"roguelike", as a genre, can also be called the "fail upwards" genre. but being that literal about what the genre truly is would be a bit...pedantic.
That is not a reward for failure as failure would leave with little to no resources in most games of the genre. You get rewarded for your effort until the eventual point of failure in which you earn what you have been gathering through the run. Where as a long near successful run is more rewarding and thus rewarding success more so than the scraps of true failure.
Is this the 0.9.64 version? Edit: nope, still from 20/08/2025 Edit edit: Update Request sent Edit³: Game has been updated to 0.9.64 Is that the latest version when you read this? check builds here: https://steamdb.info/app/2615540/patchnotes/ <3
So there is a small fix that has been made since the posted version but it is that of fixing a tiny error that is mostly unnoticeable. The current upload is from September 3rd rather than the 5th in which they fixed items not being picked up sometimes if your to close. If anybody else wishes to post for an official update feel free. I will not be putting the time for it. If someone does please put a reply to this so others dont spam it out with needless update messages.
not a fan of roguelite as you guys know and it's one of those where you clear an area then choose a branching path and just try over and over again to progress.
honestly, it's a MESS. this mixing and blending of genres is just a big mess.
this is a fps semi-non-linear roguelite. with the camera moving, tilting, and bobbing no matter when or how you're moving.
i'm sure there's an audience for this sort of game but i am NOT part of it.
as for the infinite weapons claim...no. there's 4 currently. and they use the roguelike modular weapon design thing where you just swap around different effects to customize them on the fly. ...then get them reset when you die.
i'm assuming the schematic thing plays into that but truly, all that is is the roguelike philosophy of rewarding failure.
roguelike: let's fail upwards to success through rewarding failure!
that's all that genre of game design truly is. it's the logical end point of participation trophy philosophy.
just why? why did game devs start rewarding failure at some point?
you're supposed to learn and improve your skills as a gamer over time. instead, you get rewards for failing and grow stronger FOR failing and sucking at something! it's so wrong and BACKWARDS!
its a bit odd to say that roguelikes love to reward the player for playing badly since the genre is notorious for its unforgiving punishment upon each death. modern roguelikes usually provide compensation mechanic to alleviate that pain and give you some boost for the next run, but this is always proportionate to how well youve played on the previous run. If you never learn to strategize your run and die early, there wont be much for you at the end.
not sure about "mixing of genres" since this game is quite generic in its roguelike formula, outside of the destruction mechanic which is its biggest selling point imo.
i didn't say it would. i said failure is rewarded in roguelikes.
"its a bit odd to say that roguelikes love to reward the player for playing badly since the genre is notorious for its unforgiving punishment upon each death."
with each run, you progress till you die > bring back resources from said run > spend them on passive upgrades that persist across all runs > do another run to get a bit further till you die > repeat till you beat the game.
not only is that a reward for failure, it turns failure into a progression system.
"roguelike", as a genre, can also be called the "fail upwards" genre. but being that literal about what the genre truly is would be a bit...pedantic.
Edit: nope, still from 20/08/2025
Edit edit: Update Request sent
Edit³: Game has been updated to 0.9.64
Is that the latest version when you read this? check builds here:
https://steamdb.info/app/2615540/patchnotes/
<3
interesting...reminds me of uh...i forgot the name...oh! axiom verge, where glitches were a gameplay mechanic.
and your zalgo speak does not scare me, ai...