Info about Grim Clicker:

Official game description:
WISHLIST NEW GAME FROM ALEXANDR GOLOVKIN
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About the Game
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Grim Clicker is an IDLE/RPG clicker where you will find your own strategy to explore the lost worlds. Inspired by games such as Diablo, Grim Dawn, Dark Souls, etc., the game features a complex character development, many unique items, active and passive playstyle.
Key Features:
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*   **Skills** - A large and clever skill tree provides a lot of ways for character development.  
*   **Inventory management** - You can improve your weapons, enchant them, disassemble them and create new ones. In addition to weapons, there are plenty of other items to help you on your journey.  
*   **Ritual** - If you feel your combination no longer works, perform the ritual and start over. Every time you will become stronger!  
*   **Idle/Clicker** - The character is immortal, so you can safely let him fight on his own, and only manage the general trend. Or, if you like to click, come up with your own strategy in this manner and help the hero on his way to knowledge.  
*   **Shop** - The shop of shards and black wax will offer you improvements that will sharpen your own style and increase the power of your hero.  
*   **Chests** - The rich chests contain masters' weapons, materials for crafting, potions, pets - in short, everything that the old masters put there. This is your support in the dark world of Grim Clicker!  
*   **Cosmic Scale** - The further you go through the game, the more possibilities you have. The new content implies new game strategies.  
*   **Sound** - Beautiful soundtrack and attention to sound.  
*   **Mystery** - Who are you? Why are you here? Look for the remains of ancient civilizations, travel through the desecrated shards, find allies!

Release date: Jan 30, 2024

Categories: Idle Game, Clicker Game, Action RPG, Character Progression, Inventory Management, Dark Fantasy

Feature scans:
- MTX: score 95; verdict: Predatory / Casino; summary: The audit finds extensive direct evidence of predatory monetization in this game: premium currency purchases sell permanent stats and skill points, lootboxes and gacha are tied to real-money spending, core features such as respecs and weapon changes are paywalled, and multiple reviews allege that progression is artificially slowed to force purchases. Although some reviewers say the game can be completed for free with patience, the paid power advantages and real-money randomized rewards place the monetization firmly in the predatory/casino range.

- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $0.00
  - Reasoning: The reviews explicitly frame the game as worthwhile only as a free-to-play experience, and other comments describe it as low quality and not worth the time. This indicates little to no willingness to pay for the base game, so the community's fair base-game price is $0.
- Playtime Metrics:
  - Game completion: 50.0h
  - Story completion: N/A
  - Session length: 0.3h
  - Endgame: 200.0h
  - Reasoning: gameCompletion: one reviewer describes the game as a clicker that takes 50+ hours, so 50 h is used as a lower-bound main completion estimate. sessionLength: a reviewer says a typical check-in is about 10-15 minutes, which converts to 0.25 h. endgame: multiple reviewers report 200-hour reviews and over 200 hours of play, indicating substantial post-progression/endgame time, so 200 h is used. storyCompletion: no review gives an exact hour-based story or first-galaxy completion time; the available first-galaxy evidence is month-scale only, so this metric is left null.
- Time-to-fun:
  - Summary: Players often find the early stages rewarding or addictive, but later progression slows sharply, becomes repetitive, and can hit paywalls or grind walls.
  - Stance: Fun then drops
  - Anchor: Early stages
  - Time to anchor: N/A
  - Friction: Steep, guide-dependent learning curve for weapons, gems, and builds.; Early choices are permanent and can ruin endgame progression.; Slow animation and progression speed make early game draggy.; Premium currency and cash-shop pressure create early progression walls.; Repeated resets and rebirths become repetitive busywork.; Active clicks consume energy and weapons are locked behind RNG.
  - Unlock drivers: Perks can make click energy last indefinitely by the second run.; Permanent upgrades after galaxy or blackhole progression help long-term progression.; Using a guide helps navigate the weapon, gem, and skill-tree systems.; Smart skill-tree choices directly improve character efficiency.; Automating clicks avoids manual strain while remaining viable.; Gear variety and build tinkering keep players interested.
  - Conditions: Enjoyment depends on tolerance for repetition and slow progression.; Spending premium currency can accelerate progression.; Using a guide is recommended to avoid ruining progression.; Early choices are set in stone and affect the endgame.; Skill-tree decisions determine efficiency.; RNG loot drops affect progression.; Active play and energy management affect pacing.; Early access status means balance issues and bugs may affect experience.
- Player Archetypes:
  - System-Optimizing Build Crafter (buy)
    - Motivation: Theory-crafting and executing an optimized character build through deliberate planning and math.
    - Playstyle: Studies skill trees and item combos, plans progression routes in advance, experiments with builds, and resets or respecs to test new strategies.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Idle Background Multitasker (sale)
    - Motivation: Passive, low-effort progression that runs alongside other activities.
    - Playstyle: Leaves the game idling for most of the day, tabs in occasionally to collect rewards and spend upgrades, and watches or plays something else simultaneously.
    - Experience: mixed
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: N/A
  - Monetization-Wary Genre Veteran (no buy)
    - Motivation: Championing fair, well-balanced idle progression and calling out exploitative monetization.
    - Playstyle: Analyzes progression gating, currency costs, and upgrade paywalls in detail, comparing the design against many other idle games before deciding.
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: recovering fan of idle games
    - Reference games: N/A
  - Direction-Seeking Newcomer (sale)
    - Motivation: Making steady progress without accidentally breaking their save or build.
    - Playstyle: Follows community guides or walkthroughs, restarts after mistakes, and leans on external resources to navigate early-game choices.
    - Experience: newcomer
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Better than average clickers (weight 0.26): Players repeatedly note that the game stands out from other clickers, being more unique, fun, and well-executed than the vast majority of similar titles. It is often described as well ahead of the average idle or clicker game.
- Strong positive clicker experience (weight 0.22): Reviewers consistently describe the game as a wonderful, solid, and highly enjoyable clicker, with several calling it one of the best in the genre. The concept itself is considered interesting and worth trying for fans of clicker games.
- Expansive skill tree praised (weight 0.16): The large skill tree with multiple branches and diverse paths is highlighted as a strength, encouraging build experimentation and varied playstyles. This feature adds depth and replay value.
- Generally positive reception (weight 0.16): Many reviewers simply state that the game is good, great, fun, and interesting overall, reflecting a broadly favorable impression. These comments lack specific details but reinforce the positive consensus.
- Ranked among top idle games (weight 0.14): Several reviewers consider it one of the best idle or clicker games they have ever played, while a few call it decent. This indicates a high regard within the idle game niche.
- Good replayability mechanics (weight 0.13): Replayability mechanics are well-designed, with reviewers noting amazing replay value. Figuring out builds and mechanics keeps the experience engaging over multiple runs.
- RPG elements differentiate it (weight 0.13): The inclusion of RPG elements makes the game stand out from other clickers/idle games. Reviewers see it as a successful hybrid that adds depth and variety.
- Dark fantasy style appreciated (weight 0.13): The dark, stylish graphics and dark fantasy aesthetic are highlighted as cool and visually distinctive. The unique dark pixel aesthetic contributes to a cohesive mood.
- Mixed okay impressions (weight 0.12): Some players find the game just okay or not bad, describing it as an enjoyable but limited idle game. These reviews suggest a moderate level of satisfaction without strong enthusiasm.
- Art style receives mixed feedback (weight 0.12): Some reviewers find the sprite art ok-ish, while others call it neat. The dark fantasy and pixel aesthetic is generally appreciated for its cohesive mood.
- Satisfying smooth progression (weight 0.08): Progression feels satisfying and smooth, with a well-paced sense of advancement. This contributes to the overall enjoyable experience.
- Simple yet deep gameplay (weight 0.08): The game is described as relatively simple and relaxing, yet with underlying depth. This balance makes it accessible while still offering engagement.
- Suitable as background game (weight 0.08): The game works well as a free background game, providing pleasing passive entertainment. It is suitable for players who enjoy idle progression without constant attention.
- High potential for improvement (weight 0.08): Reviewers note that the game has a ton of potential and interesting features that could make it great. This suggests optimism for future updates or full release.

Common complaints:
- Intrusive and stingy monetization (weight 0.55): Monetization is heavily criticized as intrusive and excessively stingy, with premium currency needed for essential actions like respecing weapons or buying new ones. Many feel forced to pay early on.
- Slow and grindy progression (weight 0.39): Progression is repeatedly described as very slow, especially for free players, with huge grinds yielding minimal improvement. Many hit progression walls early, such as being stuck on shard 5.
- Skill descriptions hidden until unlock (weight 0.28): Players cannot see what skills do until they invest points, making build planning confusing and turning point spending into guesswork. This issue persists even after version 1.0.
- Poor value for paid currency (weight 0.27): Purchased shards give very little for the money, with $17 only yielding 4000 shards, and free-play shard acquisition being minimal. Premium currency is overpriced relative to what it buys.
- Repetitive and monotonous gameplay (weight 0.23): After several hours, gameplay becomes highly repetitive and monotonous, with reliance on repeated resets feeling like busywork. The core loop offers little variety beyond clicking.
- Long quest wait times (weight 0.16): Quest wait times are excessively long, with some quests taking nearly a day to replenish while offering tiny rewards like 4 shards. This creates frustrating downtime for players.
- Buggy game experience (weight 0.1): Players report numerous bugs throughout the game, though specifics are vague. The presence of bugs detracts from the overall experience.
- Minimal story presence (weight 0.07): The game has little to no story, with almost non-existent narrative elements. Players looking for narrative-driven content will be disappointed.
- No challenge, only time (weight 0.07): Players feel there is no real challenge, only time-gated progression that requires waiting. This makes the game feel unrewarding and tedious.
- Energy depletes quickly (weight 0.07): Clicking consumes energy that depletes fast, limiting active play. This adds a stamina system that many find restrictive.
- Offline rewards feel minimal (weight 0.07): Offline rewards are negligible unless the game runs 24 hours, with 8 hours of offline progress being unnoticeable compared to active play. This reduces the incentive to idle.
- Tedious skill point redistribution (weight 0.07): Redistributing skill points requires clicking once per point with no automation, making it extremely tedious. This discourages experimentation with builds.
- Lost BlackWax bonuses on reset (weight 0.07): Bonuses purchased with BlackWax are completely lost when clearing a stage and moving to the next universe. This punishes progression and feels unfair.
- Undocumented hidden mechanics (weight 0.07): Many hidden mechanics are not explained in-game, forcing players to consult guides or ask on Discord. This creates a steep learning curve and frustration.

Gameplay feedback:
- Idle and clicker hybrid (weight 0.6): The game is frequently described as an idle game with clicker mechanics and RPG elements. Some players note it requires more active play than typical idle games.
- Skill tree system (weight 0.49): A skill tree with branches for different playstyles is a core feature. It often includes three main branches: strength, agility, and intelligence or wisdom.
- Rebirth and prestige system (weight 0.34): The game features a rebirth or prestige system, often called a ritual. This resets progress for permanent bonuses like Black Wax or candles.
- Permanent upgrades via shards (weight 0.21): Permanent upgrades can be purchased using shards. This adds a layer of long-term progression.
- RNG-based loot system (weight 0.21): Weapons and loot are obtained through RNG loot boxes. This introduces randomness to gear acquisition.
- Progression mechanics (weight 0.2): Players mention a progression system with in-game currency and pacing. Character development is a key aspect of the game.
- Character builds and synergies (weight 0.2): The game supports creating different character builds through skill and item combinations. Synergies between skills and items are important.
- Active clicking boosts progress (weight 0.17): Active clicking can accelerate combat and speed up progression, especially early on. However, clicks require energy.
- Free-to-play with purchases (weight 0.15): The game is free-to-play with optional in-game purchases. Some players note it is not pay-to-win.
- Premium currency for weapons (weight 0.1): Premium currency is required for weapon respec and purchasing new weapons. This can be a point of contention for some players.
- RPG elements and growth (weight 0.07): The game incorporates RPG elements such as character growth and progression. This appeals to fans of the genre.
- Background play possible (weight 0.07): The game can be played in the background, but some players feel it requires active management for optimal progress.
- Crafting and loot system (weight 0.07): There is a crafting system that allows players to create items from loot. This adds depth to item acquisition.
- Daily quests feature (weight 0.07): Daily quests are available, providing regular goals for players. This encourages daily engagement.
- Multiple worlds and zones (weight 0.07): The game features multiple worlds, each with around 40 zones. Progression involves advancing through these zones.
- Achievements included (weight 0.06): The game has achievements that players can earn. This adds additional challenges and rewards.
- Repetitive gameplay loop (weight 0.06): Some players find the gameplay loop repetitive. This may affect long-term enjoyment.
- Weapon slots and costs (weight 0.06): Weapon and item slots can be unlocked with in-game currency or resources like wax. This adds a layer of management.
- Skill stat requirements (weight 0.06): Some skills require meeting certain stat thresholds to unlock or hover over. This encourages balanced character development.
- BlackWax bonuses temporary (weight 0.06): Bonuses purchased with BlackWax disappear when clearing a stage and moving on. This adds a strategic element to resource spending.

Performance notes:
- Poor performance on high-end PCs (weight 0.14): Multiple reports indicate the game runs poorly even on powerful hardware like i9-13900K and RTX 4090, with frequent freezes and low FPS compared to other demanding titles.
- Unreliable save system (weight 0.14): The save system is volatile and unreliable, with issues such as local saves not working, cloud saves loading every time, and save file corruption.
- Game runs slowly (weight 0.07): Users report the game runs terribly and is really slow, indicating general performance problems.
- Game continues after closing (weight 0.05): The game process remains running in the background after being closed, which can waste system resources.
- Frequent game crashes (weight 0.05): Users report that the game crashes, which may be related to the save system issues or other bugs.
- Low FPS at 1280x780 (weight 0.05): One user could not achieve a stable 30 FPS at a relatively low resolution, suggesting optimization issues.
- Offline gains not working (weight 0.05): Offline progression did not work for over 20 offline periods, indicating a bug in the offline gain system.
- Low-resolution main menu (weight 0.04): The main menu background has very bad resolution, which detracts from the overall presentation.

Recommendations:
- Mixed or Conditional Recommendations (weight 0.45): Several reviews give mixed or conditional recommendations, such as recommending it only if you like idle games or if you don't mind typical F2P limitations. Some say it's worth a try but with caveats.
- Suited for Idle Game Fans (weight 0.38): Many reviewers recommend the game to fans of clicker or idle games, noting its addictive nature. They suggest it is worth trying if you enjoy this genre, though it may not appeal to others.
- Not Recommended Due to Bugs and Issues (weight 0.37): Several reviewers do not recommend the game in its current state, citing game-breaking bugs, developer silence, and progress resets. Some call it a waste of time and advise staying away.
- Aggressive Monetization and Pay-to-Win (weight 0.26): Multiple reviews criticize the game's monetization, calling it pay-to-win and warning about non-refundable purchases. Some advise avoiding spending money due to the risk of loss or forced payments.
- Use Guides and Plan Ahead (weight 0.23): Many suggest checking guides or walkthroughs before playing to avoid mistakes and understand progression. Specific advice includes focusing on certain skill trees and saving before opening chests.
- Progression is Slow and Grindy (weight 0.21): Reviewers frequently mention that progression is extremely slow, requiring active play, luck, or money to accelerate. Some warn that the game becomes a grind and may not be suitable for those seeking a relaxing idle experience.
- Positive Recommendations for Specific Niches (weight 0.18): Reviewers recommend the game for players who enjoy build-focused ARPGs, auto battlers, strategy games, or optimizing character growth. It is also suggested for those who like mindless leveling and resetting.
- Pay-to-Win Concerns with Shards (weight 0.13): A few reviews specifically warn about the pay-to-win nature regarding shards, with one stating you shouldn't play unless spending hundreds of dollars. Another does not recommend the current gating system for shards.
- Not for Deep Story or Active Control (weight 0.1): Some reviewers note that the game is not suitable for those seeking a deep story, active control, or a completely free experience. It is more suited for passive or incremental gameplay.
- Guide for Beginners: Strength Branch (weight 0.08): One reviewer advises beginners to level the strength (red) branch to overcome obstacles. Another provides detailed early-game skill point allocation for agility and strength columns.
- Save Scumming for Chests Recommended (weight 0.08): Some reviewers suggest saving before opening chests and reloading until getting desired results. This practice is recommended if you don't mind reloading saves.
- Not Suitable for Relaxing Idle Play (weight 0.08): Reviewers note that the game is not recommended for those who want to relax and watch numbers increase. It requires active play and may not fit the typical idle game expectation.
- Rated 4/10 for Instant Gratification Seekers (weight 0.07): One reviewer rates the game 4/10 for those who want to stare at it and expect instant gratification. Conversely, it's rated 10/10 for those who passively leave it running while multitasking.
- Automate Clicks to Save Wrists (weight 0.04): One reviewer suggests automating clicks to save your wrists. This implies the game involves a lot of clicking, which can be physically taxing.
- Not for Children or Gamblers (weight 0.04): One reviewer warns not to let children or gamblers touch this game. This suggests the game may have gambling-like mechanics or monetization that could be harmful.
- Compared Unfavorably to Idle Slayer (weight 0.04): One reviewer states that compared to Idle Slayer, they would not pick Grim Clicker. This suggests the game may be seen as inferior to similar titles.
- Quitting After First Universe is Acceptable (weight 0.04): One reviewer suggests that quitting after clearing the first universe is acceptable. This implies the game may not offer enough long-term content to keep players engaged.
- Unlock Equipment Slots Before First Universe (weight 0.04): One reviewer recommends unlocking equipment slots 6 to 7 before clearing the first universe to make things slightly easier. This is a specific progression tip.
- Not Recommended Due to Conceptual Flaws (weight 0.04): One reviewer does not recommend the game even for clicker game fans due to conceptual flaws. This suggests fundamental design issues that may deter even genre enthusiasts.

Other player notes:
- Free-to-play with premium monetization (weight 0.92): The game is free to play but includes a premium currency (shards) that can be purchased with real money, and monetization systems like loot boxes, a cash shop, and a battle pass. Some players feel the monetization encourages spending and gates progression.
- Comparison to other idle and ARPGs (weight 0.36): The game is frequently compared to Grim Dawn, Diablo, Path of Exile, Idle Slayer, Clicker Heroes, and Realm Grinder, with some saying it is more unique but harder to idle. Others note it resembles brainrot mobile games but slightly better.
- Early Access or unfinished development (weight 0.35): Many reviewers note the game is still in Early Access or unfinished, having been in development for years. Frequent updates occur, but some worry about its long-term state or call it a dead game.
- Developer support and updates (weight 0.25): Developers actively update and support the game, with some praising their responsiveness and frequent patches. However, update frequency has been inconsistent at times.
- Content and worlds structure (weight 0.17): The game has a structured progression with levels, worlds, galaxies, and singularities. There are multiple worlds and a prestige system involving planets.
- Lacks Chinese language support (weight 0.14): The game does not support Chinese, and reviewers note that language support is needed for understanding equipment and skills. It only supports English and Russian.
- Idle mechanics and background play (weight 0.13): The game is designed to be played in the background, allowing players to check progress occasionally. It has an idle gameplay loop with prestige systems.
- Available guides and community resources (weight 0.12): Detailed guides are available, such as Alketal's guide and Steam Community links, which help players progress efficiently. Early game guide information can be found online.
- Quality of life issues (weight 0.12): Some users report missing features like borderless windowed mode and poor UI/UX. Updates have improved playability, but some developers ignore QoL requests.
- Unique dark pixel aesthetic (weight 0.1): The game features a unique dark pixel art style with a dark fantasy theme. The soundtrack is compared to Diablo 1 and 2.
- Quest system and tooltips (weight 0.09): The game includes a basic quest system with reset timers and shard rewards. Tooltips use a stylized font but are simple.
- Potential for improvements (weight 0.07): The game has potential but needs changes, such as adding login rewards and a PvP realm for invading other player worlds.
- Not a true ARPG (weight 0.07): Despite comparisons to ARPGs like Diablo and Grim Dawn, the game is a dark themed gothic RPG with no gameplay similarities to those titles.
- Character creation and gender options (weight 0.06): The game offers character creation with gender choice, and a female character option is unlocked after completing a large portion of the game.
- Achievements and completion time (weight 0.06): The game has achievements that take a significant amount of time to complete, with one reviewer noting 419 hours for all achievements.
- Sound and music included (weight 0.06): The game includes music and sound effects, which enhance the overall experience.
- Not for fast-paced idle fans (weight 0.04): Reviewers warn that the game is not for players expecting a hyper-fast idle game where everything is maxed out quickly.
- Mixed reception on performance (weight 0.04): Performance is compared to Cyberpunk 2077, indicating potential optimization issues. The game may not run smoothly for all players.
- Publisher and developer info (weight 0.03): Developed by EvilCharm Games and published by EvilCharm Games together with Aleksandr Golovkin.

Emotions:
- Frustration (weight 0.24): Frustration is driven by extremely slow and grindy progression, with frequent progression walls that often require real-money purchases or excessive resets to overcome. Players also report hidden or unreadable skill effects, punishing reset systems, technical issues, and a heavy pay-to-win monetization model that makes free progression feel blocked.
- Disappointment (weight 0.19): Disappointment stems from the game failing to live up to its potential, especially after the early shards, where progression stalls and becomes repetitive or pay-to-win. Players also cite poor performance, an unfinished Early Access state, heavy monetization, and a lack of meaningful idle/offline progression despite the idle genre.
- Enjoyment (weight 0.07): Enjoyment comes from the satisfying core idle loop, character growth, and the expansive skill tree with build customization. Players also appreciate the simple, hands-off mechanics, steady numbers-go-up feedback, and the ability to discover new combos and items over time.
- Boredom (weight 0.06): Boredom is caused by repetitive gameplay that revolves mostly around AFKing overnight for slow upgrades, with little meaningful activity while playing. The extremely slow grind, long waits with nothing happening, and a limited set of useful skills or items make the game feel dull and uninspired.
- Satisfaction (weight 0.05): Satisfaction arises from a slow but rewarding progression loop, where damage numbers increase automatically and the game offers a rewarding experience without a huge time commitment. Players also value the interesting RPG growth, distinct skill branches, and quality-of-life updates that improve playability.
- Annoyance (weight 0.04): Annoyance is primarily caused by slow, grindy progression after several hours and minor but persistent usability issues like hard-to-read fonts, missing borderless windowed mode, and unskippable animations. Hidden skill effects and tiny prestige bonuses for increased difficulty also contribute to irritation.
- Dislike (weight 0.04): Dislike is driven by dated graphics, an almost non-existent story, and a gameplay loop that demands frequent active play. Predatory monetization that forces shard purchases and a weak XP-tree further reduce appeal for these players.
- Appreciation (weight 0.03): Appreciation comes from the game standing out as an innovative idle game with strong RPG elements, build systems per shard, and high replayability. Players also praise the unique dark aesthetic, soundtrack, and cerebral depth compared to average clickers.
- Excitement (weight 0.02): Excitement is generated by character building and skill synergies, as well as the old-school look and original skill tree that quickly hooks players. Discovering new items, skill mixes, and dynamics as they progress keeps the experience engaging.
- Interest (weight 0.02): Interest stems from early game exploration, distinct skill lines, and diverse skill trees that make the mechanics feel unique within the genre. The relic system and the mix of gameplay elements also keep players curious despite slow unfolding.
- Concern (weight 0.02): Concern is raised about non-core users likely churning before reaching the demo-level combat, and about vulnerable groups like children or gamblers being exposed to the game. Serious balancing issues and the large time commitment required also worry players.
- Confusion (weight 0.02): Confusion is caused by the game continuing to run in the background after being closed, a weird level system, and a lack of hover tips on inaccessible abilities. The absence of Chinese language support also makes equipment and skill attributes hard to understand for some players.
- Relief (weight 0.01): Relief is expressed when players finally complete an achievement and can delete the game, or when build variety saves the experience from being entirely negative. This suggests a sense of closure or escape from a grindy or frustrating loop.
- Dissatisfaction (weight 0.01): Dissatisfaction is driven by slow progression and intrusive monetization, as well as stage debuffs that disable most skills and force waiting. The game also fails as an idle game for some because it requires a lot of active play.
- Distrust (weight 0.01): Distrust arises from a misleading description comparing the game to Grim Dawn or Diablo, which sets wrong expectations. The developer's dubious interactions with players further erode trust.
- Addiction (weight 0.01): Addiction is fueled by build-focused gameplay that players enjoy and find hard to put down. The game is described as addictive and demanding full attention, keeping players engaged for long sessions.
- Disgust (weight 0.01): Disgust is caused by predatory shops for game progression and a pay-to-win model that players find too egregious. These monetization practices feel exploitative and repel players.
- Entertainment (weight 0.01): Entertainment comes from the game being enjoyable in a check-back style, fitting into a routine of periodic attention. It is also entertaining enough to run in the background while multitasking, providing light engagement.
- Sadness (weight 0.01): Sadness is felt because the game used to help the reviewer through COVID and working from home, but now they cannot face logging in. The loss of most abilities that were hard to raise at a certain point also contributes to this emotion.
- Relaxation (weight 0.01): Relaxation is derived from the game being suitable to enjoy in the background, with simple and easy gameplay. It offers a low-pressure experience that players can engage with passively.}