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Gameplay feedback:
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Review evidence
Fun gameplay and solid climbing and parkour shine through praised atmosphere and scale, but inconsistent wall-jumping and a terrible final level with a harsh difficulty spike sour the experience.
Game is fun and enjoyable: Players consistently describe the game as fun, great, and enjoyable overall. The gameplay is smooth, satisfying, and delivers a unique experience worth having.
Atmosphere is praised: The game's atmosphere is consistently highlighted as amazing, unique, and evocative. It builds mood and immersion, with some noting it as incredible or awe-inspiring.
Impressive megastructures and scale: The game's megastructures are incredible and enjoyable to explore, providing a great sense of scale. The sheer size of environments is mesmerizing and mind-blowing.
Climbing and parkour are solid: The climbing and parkour mechanics are described as cool, solid, and rewarding, with depth in movement. They are simple yet precise and enjoyable.
Unique and varied levels: Each level is significantly different, offering meaningful variety and new mechanics. The level design is thoughtful and well executed, with excellent route design.
Final level is terrible: The final level is widely criticized as unreasonably difficult, unfun, and poorly designed, ruining the overall game experience. It feels like it was made by a different person and leaves a negative final impression.
Final level difficulty spike: The game becomes exponentially harder in the final level, with a sudden and extreme difficulty spike. This shift is jarring and tests players' patience, making the ending feel brutal and stressful.
Final level loses original style: The final level is a complete departure from the rest of the game in terms of tone, atmosphere, and gameplay style. It feels like a different game, which disappoints players and ruins the experience.
Ending is disappointing: The ending is anticlimactic and underwhelming, contradicting the rest of the game. Players feel it was an afterthought and lacked the same care as earlier chapters.
Final level music is awful: The final level features awful, loud, droning music on a short loop. This makes the level insufferable, especially when repeated due to checkpoint issues.
Climbing-focused gameplay: The game is primarily a climbing and platforming experience, utilizing mechanics such as grappling hooks, pickaxes, and wall climbing. Players navigate large structures and solve traversal puzzles by finding the right paths.
Grappling hook mechanic: A grappling hook is introduced, notably in the final level, as a new mechanic. It requires players to quickly grasp its usage, adding a new traversal element to the platforming.
Parkour and movement mechanics: The game heavily features parkour, wall running, jumping, and other movement abilities. Players must master these mechanics to traverse the megastructure and progress through the game.
Megastructure environment: The game is set in an impossibly large megastructure, which is a central theme and setting. The environment is a colossal, inhospitable brutalist structure that players explore and navigate through.
Air dash and abilities: In addition to climbing and parkour, the game features an air dash and various movement abilities. These upgrades, like the grappling hook, expand the player's mobility options.
Performance issues: Multiple clusters report various performance problems, including stuttering, FPS drops, and lag despite the visuals. These issues appear at different points in the game, such as chapter starts and specific chapters.
Linux-specific rendering bugs: Players on Linux experience z-fighting with lights and decals in specific levels, and ultra-wide support is buggy due to Unity issues. These problems are not present in the Windows version when run via Proton.
Good performance on handhelds: The game runs well on Steam Deck and at a smooth 60fps on the AYN Odin 2 Portal, indicating good optimization for at least some handheld devices.
Game-breaking bugs: A corrupted map in level 6 causes loss of progress, and there are bugs from chapter 5 onwards that affect gameplay. These issues can significantly hinder player progression and enjoyment.
Input problems: Some players encounter input issues, including mouse input not working in the demo and a need to switch to keyboard and mouse for the last level. This suggests potential compatibility or configuration problems.
Highly recommended overall: Many reviewers strongly recommend the game, calling it great and worth playing. This general endorsement appears across multiple clusters.
Wait for a discount: A significant number of reviewers advise buying the game only when it's on sale, often recommending at least a 50% discount. This indicates the game is good but not worth full price to some.
Worth buying at full price: Several reviewers find the game worth its full price, emphasizing its value and quality. This sentiment is echoed in multiple clusters.
Recommended for megastructure enthusiasts: Reviewers suggest the game for those fascinated by huge structures and megastructures, as it offers vast environments to explore.
Recommended for platformer fans: The game is particularly recommended for fans of 3D and precision platformers, who will likely enjoy the challenge and mechanics.
Community fair range: $10.00 - $15.00.
Game completion: 12.0h.
Story completion: 12.0h.
Players generally enjoy the atmospheric, exploratory early game, but the dramatic difficulty and pacing shifts in later chapters, especially the last-minute grappling hook and punishing timed sections, cause most to report significantly reduced fun as they progress.
Friction: Inconsistent grappling hook physics that cause unpredictable launches or momentum loss; Extreme difficulty spike in chapters 7-8 with trial-and-error sections; Tedious backtracking through completed areas; Dark, claustrophobic, and visually monotonous cave levels; Repetitive and grating music during high-pressure sequences.
Atmospheric Explorer: Methodical, slow-paced, taking time to look around, often exploring every area and appreciating the visuals. Motivation: Immersion in the vast, melancholic megastructures and environments. Stance: buy.
Challenge Thrill-Seeker: Precise, persistent, willing to die many times, pursuing optional crystals and speedruns. Motivation: To conquer difficult platforming segments and achieve a sense of accomplishment. Stance: buy.
Frustrated Difficulty Critic: They likely try to play carefully but get caught in frustrating trial-and-error, eventually giving up or quitting. Motivation: They wanted a chill exploration experience but were forced into stressful platforming. Stance: no buy.
The Windows 8-11GB VRAM cohort reports the game running well, with only a minor UI annoyance during timed sections.
Windows 8-11GB VRAM: positive. Game runs well on this hardware; the only complaint is a fade-out animation on the revive screen lasting longer than the load, but it does not affect performance.
Steam Deck: The game runs natively on Linux and performs well on the Steam Deck, with high frame rates and no need for tinkering with Proton or external launchers. However, the dark visual style makes it harder to see on the Deck's smaller screen, and a few minor Linux-specific glitches (z-fighting, rare void spawn) add slight friction. Overall, the experience is mostly seamless with a few annoyances.
Linux and Proton: The Linux experience is largely positive: the native port runs out of the box with strong performance. Only a few minor graphical quirks and an isolated spawn bug were mentioned, none of which prevent play.
Blame! inspiration is prevalent: The game's atmosphere and aesthetics are frequently compared to the manga 'Blame!', with many reviewers noting its strong visual and thematic resemblance. Some also see it as a game adaptation of the Blame! universe.
Community workshop support available: The game includes a workshop where players can create and share their own levels, maps, and additional content. This feature is praised for extending the game's replayability and community engagement.
Length around eight hours: The game offers approximately 8-9 hours of gameplay, which is considered a moderate length for the content provided. This duration is often noted in reviews as fitting the genre.
Compared to White Knuckle: Reviewers compare the game to White Knuckle, noting that this game is not as difficult and provides clearer navigation cues. The jumping mechanics are also seen as similar but more accessible.
Indie title with active developer: As an indie project with a small number of reviews, the developer is actively patching and fixing the game, showing commitment to improvement. This responsiveness is appreciated by players.