Info about Wigmund:

Official game description:
  
**Two twin brothers. A fellowship of warriors. And only one true King.**  
Wigmund is a story-driven RPG set up in a medieval fantasy world inspired by those cultures - Anglo-Saxon and Celtic - which also inspired J.R.R. Tolkien. Build your fellowship and explore an open-world, rich with outlaw camps, ruined castles, dangerous caverns and forgotten ruins. You are not limited by classes. Develop your knight in favor of speed, health, damage or preternatural abilities.  
**Unique game-play for swordsmen**  
Control Wigmund's sword with gestures, your mouse becoming an extension of his weapon. It is really different and it might take practice before you can master it. That is not all, getting out of trouble with dodges and rolls is also required! No boss fight can be a simple stand-still hack & slash but an opportunity to prove your sword mastery.  
Move with WASD, attack once with a left click. Swipe the mouse to your left and your hero will slash to the left, swipe the mouse to your right and your hero will slash to the right.  
**Archery**  
The archery build offers the opportunity to engage enemies form a safe(r) distance. As you might expect, this is easier to learn and use than the way of the sword.  
**Professions**  
We have included three professions: _Medicine_, _Crafting_ and _Survival_. With _Medicine_ one will be able to craft potions for healing and elixirs that will increase stats for a longer duration. Collecting herbs will play a crucial role in this profession.  
With _Crafting_ one can create some auxiliary armor pieces, item upgrades and jewels for enhancing items and weapons. Collecting animal hides and mining will be very important in crafting. And finally with _Survival_ one will be able to fish, hunt and create different gastronomic experiences. And yes... with the proper dwarven fishing pole, one might even fish some treasure.  
**Detailed equipment**  
In addition to standard equipment items various other character equipment pieces were added, like tomes, knee-guards and arm-guards. Invest the reagents and rewards you collect along the journey in equipment.  
**Talents**  
There are available perks with four specializations: two handed sword ("Sword"), sword & shield ("Shield"), bow ("Ranger") and Exorcist for a melee-caster type of build. Vendors will provide re-specialization runes that will reset all points invested in any talents and attributes for a quick in-game re-specialization for players that would like to try out more than one build.  
**Abilities**  
Many abilities are available. Some of them reflect the Talent/Perk system. They include (but are not limited to): a holy shield for Exorcists, a Dagger Storm for Rangers and a Shield Wall for Sword & Shield warriors.  
**Special attacks**  
Crush your foes with devastating special attacks that will give you the upper hand in a battle.  
**Preternatural skills**  
Unleash various up-gradable preternatural abilities that will aid you in battle, either defensively or offensively.

Release date: Mar 28, 2022

Categories: Action RPG, Open-World Exploration, Character Customization, Classless Character Progression, Crafting, Survival, Tactical Combat, Single-player Story


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


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:
- Charming old-school RPG experience (weight 0.99): Players consistently highlight the game's nostalgic appeal, evoking memories of classic RPGs like Tibia, Baldur's Gate, and Sacred 2. The game balances simplicity with modern mechanics, offering a wholesome, lighthearted adventure that is both visually appealing and enjoyable for fans of the genre. Its short, satisfying playtime makes it ideal for casual or weekend gaming.
- Rewarding crafting and exploration systems (weight 0.72): The crafting and exploration mechanics are frequently praised for their depth and accessibility. Players appreciate the well-balanced leveling system, varied loot, and the integration of survival elements like hunting and fishing. These systems add meaningful progression and replayability, making exploration and crafting satisfying and engaging.
- Visually stunning and immersive world (weight 0.44): The game's graphics, lighting, and art style are widely celebrated for their beauty and attention to detail. Players highlight the dynamic day-night cycle, vibrant environments, and immersive effects like weather and sun glare. The visuals enhance the fantasy atmosphere and contribute significantly to the game's charm and appeal.
- Strong indie game with developer passion (weight 0.44): Players consistently commend the game as a well-crafted indie title made with love and effort. The small development team's dedication is evident in the game's polish, creativity, and attention to detail. Many players express admiration for the developers and recommend supporting the game, especially given its affordability.
- Immersive and atmospheric soundtrack (weight 0.42): The game's music and audio design are praised for enhancing immersion and setting the tone. Players highlight the relaxing Celtic-inspired soundtrack, dynamic battle music, and ambient sounds like unique bird calls. The audio effectively complements the fantasy atmosphere and gameplay experience.
- Replayability through New Game+ and builds (weight 0.13): The game offers replayability through features like New Game+, which allows players to retain progress and explore different playstyles. The variety of builds, skill trees, and loot systems incentivizes multiple playthroughs, adding long-term value to the experience.

Common complaints:
- Clunky and unsatisfying combat (weight 0.58): Players consistently describe the combat system as clunky, repetitive, and lacking depth. Issues include unresponsive mechanics, poorly telegraphed enemy attacks, excessive enemy health, and unnatural enemy behavior (e.g., health regeneration, fleeing). The combat often devolves into spam-dodging or kiting, with limited build variety and long cooldowns on abilities. Melee and ranged combat are particularly criticized for feeling unpolished and frustrating.
- Short and unengaging gameplay (weight 0.45): The game is frequently described as too short, with a lack of content, linear storytelling, and abrupt endings. Players report feeling unengaged due to slow pacing, repetitive tasks, and limited side quests. The game also lacks quality-of-life features, such as fast travel, which exacerbates the tedium of backtracking and grinding. Replay value is low due to limited build variety and linear progression.
- Poorly written story and dialogue (weight 0.36): The story is criticized for being simplistic, generic, and poorly executed. Dialogue is described as stiff, uninspired, and repetitive, with characters lacking depth and personality. The writing is often confusing or cringe-worthy, and the plot developments feel disconnected or nonsensical. The storytelling fails to engage players, even for those tolerant of non-native language quirks.
- Boring and empty exploration (weight 0.26): Exploration is hampered by tedious travel mechanics, lack of fast-travel options, and an open world that feels vast but empty. Navigation issues, such as unclear quest markers and excessive running, make exploration frustrating. Quests are generic and unengaging, with some providing exact directions that reduce the sense of discovery. The open world lacks meaningful content, and areas like mountains are particularly frustrating due to difficult enemies and poor navigation.
- Underwhelming skills and abilities (weight 0.23): Skills and abilities are described as weak, slow, and ineffective, with long cooldowns that discourage their use. Players report relying on basic attacks due to the lack of depth and impact in active skills. Mage playstyles are particularly criticized for being unviable due to cooldowns. The life skill system is also poorly designed, requiring high levels to unlock basic functions and feeling unrewarding.
- Unbalanced and repetitive bosses (weight 0.22): Boss fights are criticized for lacking uniqueness, with many feeling like reskinned versions of regular enemies. Some bosses are overtuned or deal excessive damage, while others are too easy, particularly in New Game+. End-game enemies are described as health-spongy and frustrating, with poor scaling and repetitive mechanics. Boss fights also lack impressive sound design, further reducing their impact.
- Restrictive and unintuitive camera (weight 0.16): The camera system is a frequent source of frustration, with players describing it as restrictive, unintuitive, and poorly designed. The fixed and limited camera angle restricts exploration and combat awareness, while the lack of vertical adjustment and free rotation makes navigation difficult. Bow attacks are particularly affected, as they often miss without a lock-on feature. The minimap also leads players blindly, reducing immersion.
- Repetitive and irritating music (weight 0.12): The soundtrack is criticized for being repetitive, boring, and sometimes ill-suited to the environment. The overworld track, in particular, is described as irritating and exhausting to listen to over time. The music fails to enhance the gameplay experience and instead detracts from immersion.
- Unintuitive controls and keybindings (weight 0.11): Default controls and keybindings are described as poorly chosen and unintuitive, particularly for controller users. Key actions like dodging, sprinting, and camera control cannot be rebound, leading to frustration. The initial controls for mouse and keyboard are also criticized for being suboptimal, further detracting from the gameplay experience.
- Poor map and navigation design (weight 0.11): The map system is criticized for being unhelpful and difficult to navigate. The main map cannot be zoomed in or out, and it lacks clear quest icons or indicators. Players report getting lost in large areas due to the absence of a functional map. The minimap is also limited, providing little context for navigation.
- Limited NPC interactions and character development (weight 0.11): NPC interactions are described as lacking depth, with walls of text that feel overwhelming and unengaging. The world feels uninvested due to the lack of meaningful interactions, and character building is criticized for offering few interesting choices. The game is not truly open-world despite appearances, further reducing immersion.
- Limited and unimpactful build variety (weight 0.09): Build choices are criticized for being limiting, with few impactful talent options. Melee is often the only viable playstyle, and the lack of build variety reduces replayability. Players report feeling constrained by the lack of meaningful choices in character progression.
- Useless and frustrating companions (weight 0.09): Companions are described as obligatory, unmodifiable, and mostly useless. They deal minimal damage, die quickly, and often obstruct movement due to poor AI. Players report that companions create balancing issues and detract from the gameplay experience, feeling more like a hindrance than a help.
- Ineffective bow mechanics (weight 0.09): Bow mechanics are criticized for poor hit detection, short range, and lack of a hold-to-draw feature for stronger shots. Monsters move too quickly, making bow usage ineffective and frustrating. The lack of a lock-on feature exacerbates these issues, particularly in early gameplay.
- Dishonest design and imbalanced gameplay (weight 0.07): Players criticize the game for a shift in design philosophy mid-game, leading to a dishonest premise. The second half of the game is described as torturous, imbalanced, and broken, with gameplay failing to evolve or improve. This creates a disjointed and frustrating experience, particularly for players who felt engaged early on.
- Inconvenient healing mechanics (weight 0.07): Healing during battles is described as difficult and inconvenient, with players unable to use heal potions in combat. The healing system requires constant eating outside of combat, which is tedious and disrupts gameplay flow. This makes combat overly difficult, particularly in challenging encounters.
- Frustrating and clunky fishing system (weight 0.07): The fishing system is described as difficult, frustrating, and poorly designed. Aiming is imprecise, and fish frequently escape, making the process tedious. The fishing UI is clunky and lacks clarity, and the system feels tacked-on, particularly as it is required for end-game gear. The overall experience is described as boring and unrewarding.
- Performance and budget limitations (weight 0.07): Performance issues are reported, with FPS dipping into the 40s in open-world areas even on lowered settings. The game's low budget is evident in the mediocre soundtrack and voice work, which detract from immersion. Some players suspect the developers priced the game low due to its quality, further reducing confidence in the product.
- Disparity in profession and character leveling (weight 0.06): The profession system is criticized for leveling much faster than character progression, creating a disparity. Resource collecting halts due to level restrictions, and the finite amount of resources makes it difficult to max out professions. This creates frustration and disrupts gameplay flow, particularly for players invested in crafting.

Gameplay feedback:
- Core gameplay loop: crafting and survival (weight 0.42): The game heavily emphasizes crafting, resource gathering, and survival mechanics, including professions like fishing, cooking, and smithing. These systems are central to progression, with level caps (e.g., 30) and finite resources adding depth. The design resembles games like Valheim and Classic WoW but with a stronger focus on structured progression.
- Tactical, stamina-based combat system (weight 0.26): Combat revolves around dodging, parrying, and managing stamina, with a gesture-based mouse system for attacks (e.g., slashes, thrusts). Players must analyze enemy patterns and time their actions, though some describe it as repetitive (e.g., spamming left-click and rolling). The system is simple but requires strategic positioning and resource management.
- Quest-driven progression with minimal hand-holding (weight 0.22): Quests (main and side) are the primary source of XP and involve objectives like killing enemies or finding items. The game avoids hand-holding (e.g., no quest markers, dialog cannot be skipped), requiring players to pay attention to details. Fast travel is unlocked later, but early gameplay involves significant walking.
- Classless character customization (weight 0.17): Players allocate talent and attribute points (e.g., strength, stamina) to customize their character without predefined classes. Skills are learned via scrolls or passively, and a respec system allows for experimentation. Builds are weapon-focused (e.g., 1H melee, 2H melee, bow), with limited but meaningful choices.
- Story and companions as secondary focus (weight 0.15): The main story (e.g., templar protagonist, evil antagonist) is straightforward and not the primary early-game focus. Companions are introduced early but do not significantly alter gameplay (e.g., mobs target the player). The narrative is functional but not a standout feature.
- Isometric WASD controls with camera flexibility (weight 0.11): The game uses WASD controls for isometric movement, with the middle mouse button allowing camera adjustments. This may require adjustment for players accustomed to point-and-click mechanics. Controller support offers distinct buttons for actions, catering to multiple input preferences.
- Limited early-game resources and inventory (weight 0.1): Early gameplay is constrained by scarce coins, limited inventory space, and consumable stockpiles. Players must manage resources carefully, such as selling health potions or marking resource locations on the map. Some systems (e.g., fishing rods, teleportation) are unlocked later, adding progression depth.
- Day/night cycle and environmental interactions (weight 0.07): The game features a day/night/rain cycle that may affect gameplay (e.g., enemy behavior, resource availability). Environmental interactions include collecting herbs/mushrooms, clearing caves, and using tools like a stone to reveal hidden chests. These mechanics add immersion but are not core to progression.
- Early access with planned content updates (weight 0.05): The game is currently in early access, with only Chapter 3 available. Chapters 1 and 2 are planned for summer, and 4–5 for winter. Features like New Game+ suggest long-term replayability, but the current content offers 12–20 hours of gameplay depending on thoroughness.
- Loot system prioritizes quest rewards (weight 0.05): Meaningful loot is primarily tied to side quests, avoiding random drops from mobs. This design encourages quest completion over grinding, though it may limit loot variety in open-world exploration. Gear upgrades are tied to crafting and profession progression.
- English-only text and lack of in-game guides (weight 0.05): The game currently lacks localization, with all text in English. There are no in-game guides, tips, or tutorials, requiring players to rely on external resources or trial-and-error. This may pose a barrier for non-English speakers or newcomers to the genre.

Performance notes:
- Strong performance across devices (weight 0.1): Players report smooth performance with no major technical issues, even on mid-range hardware like the Steam Deck (with adjusted settings) and high-end PCs. This suggests optimization is a strength of the game.
- Needs better lighting tools (weight 0.04): A specific suggestion for improving visibility in dark areas, such as adding a belt lantern or similar light source. This feedback is constructive and addresses a potential gameplay enhancement.

Recommendations:
- Highly recommended with enthusiasm (weight 0.75): A significant portion of players strongly recommend the game, praising its value, enjoyment, and replayability. Many suggest purchasing it, especially on sale, and highlight its appeal to classic RPG fans. The feedback is constructive and frequently mentions specific reasons for the recommendation, such as nostalgia, relaxation, or content depth.
- Conditional suitability (weight 0.06): Some players suggest the game is only suitable under specific conditions, such as during a transitional period, if found on sale, or if certain mechanics (e.g., camera perspective, ability queue) are improved. This feedback is limited in scope but provides actionable insights for targeted audiences.
- Lack of replay value (weight 0.05): A subset of players finished the game out of commitment rather than enjoyment and expressed no intention to replay it. This feedback is sparse but highlights a potential weakness in long-term engagement or content depth.
- Mixed feelings on value (weight 0.04): Some players express mixed feelings about the game's value, acknowledging its flaws but still considering it worth the full price or future optimizations. This feedback is based on limited input and reflects subjective opinions rather than concrete critiques.
- Optimized for gamepad play (weight 0.02): A minor but specific point mentions that the game plays better with a gamepad than a mouse. This feedback is niche and based on limited input but could be relevant for players deciding on their preferred control scheme.
- Early access potential (weight 0.02): A few players note that the game shows promise but reserve final judgment until more content (e.g., chapters) is released. This feedback is based on limited input and reflects optimism tempered by caution.
- Save system concerns (weight 0.02): One cluster highlights the need to save often to avoid losing progress, suggesting potential issues with the game's save system or stability. This is a critical but infrequently mentioned point, warranting a low importance score due to limited feedback.
- Potential for younger audiences (weight 0.02): A single cluster suggests the game could be suitable for younger audiences. This feedback is sparse and lacks specificity, making it a low-priority insight.

Other player notes:
- Moderate playtime with exploration focus (weight 0.26): Players report a playtime of 8-20 hours depending on exploration and side quests. The game is praised for rewarding exploration but criticized for lacking depth in combat mechanics.
- Low entry barrier and value (weight 0.19): The game is praised for offering significant value, with players noting that it provides hours of gameplay for a low price. It is suitable for casual play and exploration-focused players.
- Indie-developed by small team (weight 0.12): The game was developed by a very small team (2-3 people), which may explain its scope, polish, and design choices. Players acknowledge the effort but note limitations in production quality.
- Niche appeal and unconventional suggestions (weight 0.08): Some players suggest unconventional ways to enjoy the game, such as playing under the influence of substances or tolerating jank for a unique experience. This reflects the game’s niche appeal.
- Retro-inspired gameplay with modern touches (weight 0.08): The game is compared to retro titles like Ultima and Dink Smallwood, offering a nostalgic experience with modern improvements. Players appreciate its unique style but note clichéd storytelling.
- Limited fast travel and mobility (weight 0.07): Fast travel is restricted to unlocking teleport stones, and players suggest adding jump or climb mechanics for better mobility. The fixed isometric view also limits exploration of environments.
- Minimalist progression and gear appreciation (weight 0.06): The game features minimal leveling and stat gains, which players feel enhances the value of gear and equipment. The level cap is set at 10, contributing to slower progression.
- Permanent choices and resource management (weight 0.06): Players highlight the importance of saving before making permanent choices, such as the Paladin’s weapon selection. Limited ingredients must be managed carefully to avoid regret.
- Active bug fixing and community engagement (weight 0.03): The developers are noted for actively addressing feedback and patching bugs, which players appreciate as a sign of ongoing support and improvement.

Emotions:
- Frustration (weight 0.24): The primary causes of frustration stem from repetitive, shallow, or unpolished gameplay mechanics, particularly in combat, camera controls, and navigation. Players frequently cite issues like unresponsive ranged combat, poorly telegraphed enemy attacks, and clunky controls that disrupt immersion. Technical and design flaws, such as permanent item loss, excessive boss damage, and tedious backtracking, further exacerbate dissatisfaction. These issues are consistent across reviews, indicating systemic problems rather than isolated incidents.
- Satisfaction (weight 0.18): Satisfaction arises from the game's functional RPG mechanics, rewarding exploration, and overall value for money. Players appreciate the modernized yet simple gameplay systems, improved mid-to-late game variety, and attention to detail in visuals, sound design, and storytelling. The game's affordability, developer responsiveness, and nostalgic charm also contribute to positive experiences, particularly for those seeking a break from AAA titles or a fulfilling indie RPG.
- Joy (weight 0.17): Joy is primarily derived from the game's nostalgic appeal, charming aesthetics, and engaging exploration. Players highlight the old-school RPG feel, vibrant visuals, and polished gameplay as key sources of enjoyment. The inclusion of small but delightful elements, such as a dog companion or goofy side quests, enhances the emotional connection. The game's ability to evoke nostalgia while delivering a fresh experience, particularly in combat and world design, is a recurring theme.
- Excitement (weight 0.14): Excitement is driven by the game's immersive exploration, dynamic combat, and rewarding progression systems. Players are particularly engaged by the variety of activities, well-designed locations, and the sense of discovery. The blend of classic RPG elements with unique mechanics, such as gesture-based combat, creates a thrilling experience. Anticipation for future content, such as DLC or sequels, and the game's performance on platforms like Steam Deck also contribute to this emotion.
- Disappointment (weight 0.12): Disappointment stems from unmet expectations, particularly in storytelling, customization, and technical execution. Players criticize the game for its poorly written plots, lack of character development, and generic or uninspired quests. Technical issues, such as weak companions, exploitable combat, and missing quality-of-life features (e.g., storage or portals), further detract from the experience. The game's short length and lack of replayability are also frequently cited as letdowns.
- Confusion (weight 0.04): Confusion arises from unclear or inconsistent game mechanics, particularly in tutorials, combat, and progression systems. Players report difficulty understanding basic interactions, magic targeting, and bow mechanics, often due to poor or absent guidance. Inconsistent difficulty spikes and lack of clear quest indicators or level-up notifications contribute to disorientation, making it challenging for players to engage fully with the game.
- Relief (weight 0.04): Relief is tied to overcoming initial frustrations or discovering redeeming qualities in the game. Players express gratitude for features like the lock-on system, which improved combat, or the game's avoidance of dark themes. The low price point and the ability to enjoy the game despite its flaws, such as incomplete localization, also contribute to this emotion. Relief often follows a period of adjustment or lowered expectations.
- Boredom (weight 0.03): Boredom is caused by repetitive or unengaging gameplay, particularly in story delivery, character building, and exploration. Players find the narrative simplistic, dialogues skippable, and activities like fishing or map traversal tedious. The lack of fast-travel options and shallow progression systems exacerbate this emotion, making the game feel slow and uninspired over time.
- Nostalgia (weight 0.03): Nostalgia is evoked by the game's strong resemblance to classic or beloved RPGs, such as *Nox* or *RuneScape*. Players appreciate the throwback to older, rougher but enjoyable action-RPG mechanics, which trigger fond memories of childhood gaming experiences. The game's old-school aesthetic and gameplay loops successfully capture the charm of these influences.
- Anger (weight 0.01): Anger is primarily directed at the game's second half, which players describe as torturous and broken due to tedious, grindy gameplay and frustrating enemy mechanics. This emotion is less frequent but intense, often tied to systemic issues that disrupt the overall experience, such as poorly balanced difficulty or exploitative design choices.
- Admiration (weight 0): Admiration is expressed for the developer's boldness in experimenting with the genre, particularly in an industry dominated by risk-averse AAA titles. This emotion is based on limited but high-quality feedback, highlighting the developer's creativity and willingness to innovate despite potential flaws.
- Anticipation (weight 0): Anticipation is tied to the expectation of the full game's release and its potential to deliver a satisfying story. This emotion is based on early impressions or promises of future content, though it is mentioned less frequently and with limited detail.
- Respect (weight 0): Respect is directed toward the development team's talent, honesty, and humility, particularly in their communication with players. This emotion is rare but reflects appreciation for the team's transparency and dedication to improving the game, even in the face of criticism.
- Hope (weight 0): Hope stems from the game's potential to improve through updates or future iterations. Players acknowledge the game's strengths while expressing optimism that ongoing development will address its current shortcomings, such as balancing issues or missing features.}