The Use of Life Review Summary

Last updated: 2026-10-13
  • Choices significantly impact story outcomes
  • Multiple endings and branching paths
  • Engaging and interesting story
  • Customizable difficulty settings available
  • QTE combat frustrating and tiring
  • QTE difficulty high even easy
The Use of Life header

Emotions

Archetypes

What players like:

Common complaints:

Gameplay feedback:

Performance notes:

Recommendations:

Other player notes:

Review evidence

Why players say this

Steam review verdict

Choices shape a branching, engaging story with multiple endings and adjustable difficulty, but frequent quick-time events feel frustratingly hard and tiring even on easy.

What players like

Choices Significantly Impact Story: Player choices meaningfully affect story development, character relationships, and outcomes. The game integrates choice into its core mechanics.

Engaging and Interesting Story: Players consistently find the story interesting, enjoyable, and captivating. Many highlight its emotional depth and thought-provoking nature.

Branching Story and Endings: The game features a branching narrative with four distinct endings, offering significant replayability. Choices lead to different story paths and conclusions.

Customizable Difficulty Settings: The game offers multiple difficulty levels and custom options to tailor the challenge. Normal difficulty provides a balanced experience.

Charming and Memorable Characters: The characters are attractive, likable, and memorable, with distinct designs and convictions. Character designs are varied and impactful.

Common complaints

QTE combat frustrating and tiring: Many players find the quick-time event combat system troublesome, tiring, and mandatory for every enemy attack, leading to frustration and boredom. The QTE feel is messy and not fun, especially for those with slow reaction times.

QTE difficulty high even easy: The QTE difficulty is high even on Easy mode, causing multiple deaths and frustration. Players report that perfect dodges and blocks are very hard, and the narrow timing window makes it stress-inducing.

Hard mode brutally difficult: Hard mode is extremely challenging, with the final boss requiring dozens of turns, perfect builds, and reflexes. Players report dozens of losses, hours of attempts, and giving up due to unfair difficulty.

Enemies have high HP: Enemies have high HP and high defense, making battles time-consuming and exhausting. Some enemies are resistant to physical attacks, and long HP bars make every fight a slog.

Combat system poorly received: The battle system is questionable, torturous, and not fun for many players. It divides opinions, and some find it mediocre or not outstanding.

Gameplay and performance

Multiple endings and branching paths: The game features four distinct endings reached through two major branching story paths. Choices made throughout the game determine which ending the player receives, and the endings differ significantly in narrative and gameplay outcomes. Multiple playthroughs are required to see all endings.

Choices shape narrative and endings: Player choices at various points affect character relationships, narrative direction, and the protagonist's mindset. Decisions lead to different story branches and ultimately influence which of the multiple endings is reached. Consequences can be immediate or appear unexpectedly later.

Adjustable and customizable difficulty: The game offers multiple difficulty levels including Easy, Normal, Hard, and a Custom mode that allows fine-tuning numerical difficulty. Difficulty can be lowered significantly, even below Easy, making the game accessible to players who struggle with combat. Difficulty can be changed at any time without affecting story content.

QTE-based combat mechanics: Combat heavily relies on Quick Time Events for dodging, blocking, and attacking. During enemy turns, players must press correct directional inputs within precise timing windows to avoid damage, with failure resulting in critical hits. This adds a reflexive, action-oriented layer to the turn-based system.

Turn-based combat with three actions: Combat is turn-based where both the player and enemies select three actions per turn, which then resolve in an alternating sequence. Action planning and prediction of enemy behavior are important strategic elements. This system combines classic turn-based structure with tactical depth.

Controller input delay issues: Players report noticeable input lag when using a controller, affecting dodge, defense, and QTE responsiveness. This makes timing-sensitive actions feel harsh and less reliable, especially in environments where precise inputs are required.

Keyboard improves QTE responsiveness: Using a keyboard instead of a controller reportedly improves QTE responsiveness, eliminating the delay some players experience. This suggests that the input lag is specific to controllers rather than a general game design flaw.

Recommendations

Try the demo first: Many reviewers strongly recommend playing the demo before deciding to buy, as it helps determine whether the game suits your preferences. The demo is especially useful for judging difficulty and gameplay feel.

High overall recommendation: A strong majority of reviewers highly recommend the game, often calling it excellent or a must-play. This positive sentiment is consistent across multiple clusters.

Worth full price: Many players consider the game well worth its full price, citing its quality and entertainment value. Some also note that buying on sale is an even better deal.

Choose Easy difficulty initially: Beginners and story-focused players are advised to start on Easy difficulty, as Normal can feel hardcore. This setting allows you to enjoy the narrative without excessive challenge.

For challenge seekers: The game is recommended for players who enjoy high difficulty and challenging combat. Those who prefer a more relaxed experience may find it frustrating.

Buying context

Community fair range: $30.00 - $50.00.

Game completion: 30.0h.

Story completion: 10.0h.

Session length: 7.0h.

Endgame: 2.0h.

Players often report being hooked from the start, but the experience becomes repetitive and tedious as it goes on, especially around and after the second playthrough.

Friction: Action-based dodge system may not click at first.; Unique systems have a learning curve.; Even Easy difficulty can feel challenging and slow.; Common struggles may require a Game Over tutorial.; Early battles can feel like endurance fights..

Player profiles

Story-Driven Gamebook JRPG Devotee: Reads closely, treats choices as meaningful, and replays different routes to unlock every ending. Motivation: Experiencing a branching, choice-driven story and seeing how decisions reshape characters and unlock multiple endings. Stance: buy.

Hardcore Reflex-Combat Challenger: Practices dodge timing and directional inputs, builds optimized combat characters, and seeks out Hard mode and tough bosses. Motivation: Mastering demanding, reflex-based QTE combat and beating brutally difficult encounters. Stance: buy.

Difficulty-Averse Casual Player: Plays on Easy or custom difficulty, boosts survivability stats, and lowers difficulty whenever a fight becomes too punishing. Motivation: Experiencing the story and world without being blocked by punishing difficulty or reflex-heavy combat. Stance: sale.

Platform notes

Steam Deck: The filtered reviews contain almost no Steam Deck technical feedback. One curator-style comment explicitly groups the game as suitable for Steam Deck, while other comments discuss in-game combat sustain, mana drain, stat priorities, and lore. There are no reports of Proton Experimental toggles, external launchers, crashes, unreadable UI, anti-cheat errors, or battery drain attributable to the Deck. The only sustain complaint is about in-game MP and health resource management, not hardware battery life. On the available evidence, friction is low and the game appears seamless on Steam Deck.

Extra review signals

External guides: The reviews are dominated by external guide dependency around branching choices, missable route outcomes, hidden information, and complex combat mechanics. Under the strict priority scan, no farming, drop-rate, or loot-table language appears, and no safe-to-sell, inventory, blueprint, or crafting-requirement language appears; the spreadsheet mention is tied to combat tracking, not inventory management. Tier 3 instructional data dependency is therefore the highest triggered category, with some Tier 4 bug complaints as a lower-priority theme.

Other review notes

Multiple endings and branching routes: The game features four endings across two major branching paths, with choices influencing which ending the player gets. Endings are described as complementary, and multiple playthroughs are needed to see them all.

Lengthy early access period: The game spent over three years in early access before full release. Some reviewers note it is still in early access with an incomplete story, while others acknowledge its high completeness for an early access title.

Roughly 20-hour playthrough: A single playthrough to one ending takes about 20 hours at a slow pace, with individual reports ranging from 7 to 13 hours. Seeing all endings requires roughly 30–40 hours, and collecting all endings may take an additional 15 hours.

Demo available: A publicly available demo lets players check the story and atmosphere before purchasing. The demo is mentioned as a way to experience the game's initial content.

Excellent value for price: Reviewers consider the game a steal at its price, with great quality for the cost. It is also deemed worth its full price, offering a worthwhile purchase.