Info about Deadzoned:

Official game description:
_~ In the year 29XX interplanetary wars erupted as a nanite plague spread to every star colony decimating the human populations. On the planet Celestious survivors scavenge subterranean zones for supplies and lost tech while battling the bandits, beasts, and monster that stalk the blackouts. ~_
**Gameplay**
------------
Deadzoned is a traditional turn-based action Roguelike in a sci-fi setting. Venture ever-deeper into the Deadzones blasting through a wide assortment of enemies from critters and creatures, to gangs of outlaws and cultists, and terrifying monsters of the blackouts.
To survive you'll need shrewd wits to make best use of the busted up weapons, gear, and limited ammo you stumble upon as you decide whether fully exploring the enemy strewn zones is worth the gamble. Thankfully murdering meanies gives XP to level up your Stats and Talent choices to customise your build.
**Features**
------------
*   Every playthrough a procedurally-generated nightmare: Each zone fight through a unique layout facing random events as you level-up differently with special talents, find rusting weapons and strange gear, interact with ancient machines to boost your build, and fight or avoid the enemies that infest them.
*   Fast arcade action: There's no agonising over item weight limits, grab every weapon you find and blast your way through the meanies to get the biggest score you can muster.. but keep an eye on your ammo!
*   Multiple game modes: Fancy a quick 20 minute trip? Or maybe a more lengthy session? You choose how deep the journey goes with each offering their own length, difficulty, and pools of gear, enemies, and end bosses.
*   Many character classes: From Bounty Hunters, Psychics, and Technomaniacs, to the humble Deprived Wretch, each class levels up differently with each class having their own Talents and stat preferences.
*   Optional Difficulty: Zones can have multiple random events you can face or avoid for extra loot and bigger scores. From dealing with a camp of Cannibals to entering the domain of a skelly summoning Boneraiser. You may also find optional entrances into the more dangerous but rewarding zones such as Forbidden or Plagued Deadzones.
*   Steam Leaderboards: Battle your foes, and your friends, to reach first place on the online Steam leaderboards. Every game mode and class has their own leaderboard to fight over.
*   Clashful Cards: Take a cosy break from the blasting with a strategic collectable card game you can play against the AI or a local friend.
*   Input Accessibility: Although Mouse + Keyboard is recommended, you can choose to play on a gamepad, or just a keyboard.
*   Hat & Skin Colour unlocks: Now this is fashion zone!
_~ Can YOU survive the zones? Or will you become just another Deadzoned? ~_

Release date: Sep 7, 2026

Categories: Traditional Roguelike, Turn-based Tactical, Sci-fi, Pixel Art Style, Procedural Generation, Loot and Inventory System, Deckbuilding, Steam Deck Support

Feature scans:
- Proton/Linux: score 0; verdict: Insufficient Evidence; summary: No user reviews or Linux/Proton compatibility evidence were provided in the request. As a result, no themes, quotes, or friction assessment can be generated.
- Steam Deck: score 15; verdict: Seamless / Steam Deck Verified; summary: The available feedback shows a largely seamless Steam Deck experience. Users describe the game as officially Steam Deck Verified, with working controls and an interface that remains usable on the smaller display. The only caveat is that demanding visual settings may benefit from optional performance or battery-life adjustments. A non-English review also recommends the tutorial for learning the UI and controls, which points to helpful onboarding rather than a technical barrier.

- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: N/A
  - Session length: 2.0h
  - Endgame: 50.0h
  - Reasoning: Session length is supported by two quotes indicating flexible sessions that can be as short as 15-20 minutes but often extend to about 2 hours, so sessionLength is set to 2 hours. The mention of '50 hours of grinding' supports an endgame grind investment of about 50 hours. No explicit hours for completing the game or its story are provided, so gameCompletion and storyCompletion are null.
- Time-to-fun:
  - Summary: Players widely describe the game as immediately addictive and easy to pick up, especially for experienced roguelike players; a short tutorial is enough for newcomers. Launch crashes, an initially unclear tutorial, and early deaths are friction, but they do not establish a later fun threshold.
  - Stance: Fun immediately
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: Release crashes about every 10 minutes; Initial tutorial lacked explanations for many systems; Repeated deaths during the first hour or so
  - Unlock drivers: Short tutorial gets players adventuring; Developer added more tutorial information; Post-release patches improve crash issues over a few weeks
  - Conditions: Prior experience with deep traditional roguelikes; Completing the short tutorial; Tolerance for launch crashes and waiting for fixes; Willingness to endure repeated deaths early
- Player Archetypes:
  - Traditional Roguelike Veteran (buy)
    - Motivation: Authentic traditional roguelike mechanics with modern polish and fair challenge.
    - Playstyle: Plays turn-based runs, picks up deep systems without tutorials, and leverages class/talent builds to manage difficulty.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Cogmind; Monster Lily; Infra Arcana; Jupiter Hell Classic
  - Solo Developer Loyalist (buy)
    - Motivation: Supporting the solo developer and experiencing the signature charm of their games.
    - Playstyle: Follows the developer's catalog and plays new releases, regardless of roguelike experience.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - No-Grind Chill Run Seeker (buy)
    - Motivation: Quick dopamine from chill runs without grinding or heavy metaprogression.
    - Playstyle: Plays short casual runs, ignores overwhelming collection systems, and only checks equipment when needed.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Build Variety Completionist (buy)
    - Motivation: Unlocking classes and talents, experimenting with builds, and completing in-game collections.
    - Playstyle: Unlocks classes, tries unique talent combinations, and tracks achievements, cards, leaderboards, bestiary, and item lists.
    - Experience: familiar
    - Purchase stance: buy
    - 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:
- Pixel Art Style Praised (weight 0.72): Many reviewers highlight the pixel art as a major highlight, describing it as glorious and gorgeous with warm colors. The stylized and unique color palette further enhances the visual appeal.
- Enjoyable Core Gameplay Loop (weight 0.72): The core loop of moving, shooting, and looting is repeatedly described as enjoyable and addictive. Players appreciate the satisfying balance between action and reward.
- Caiys Signature Style and Humor (weight 0.67): Fans note the graphics, humor, and concepts are consistent with other Caiys games. The game has the charm and creative joy typical of the developer.
- Good Introduction to Roguelikes (weight 0.64): The game serves as a perfect gateway for newcomers, teaching crucial basics and making the genre less intimidating. It streamlines the experience while preserving tactical depth.
- Deep Character Development (weight 0.59): Character development offers considerable room for experimentation, with many choices that matter to survival. Talents and gear provide varied builds.
- Atmospheric Soundtrack (weight 0.57): The dark synth soundtrack is very appropriate, with some tracks worth listening to on loop. The full soundtrack is available on Steam.
- Variety Supports Replayability (weight 0.53): A respectable amount of variety supports repeated play, with leaderboards, cosmetic unlocks, and achievements adding smaller progression incentives.
- Atmospheric and Visually Impressive (weight 0.48): The game is atmospheric and visually impressive, with a dark, moody, and over-the-top tone that doesn't take itself too seriously.
- Addictive 'One More Run' (weight 0.41): The gameplay is frequently described as addictive, leading to extended play sessions. The 'just one more run' feeling is a common theme.
- Relaxing and Pick-Up-and-Play (weight 0.4): Many find the game relaxing and easy to pick up, with no tutorial needed for experienced roguelike players. It can be played in short bursts or for hours, making it versatile.
- Unlockables and Progression (weight 0.4): Lots of unlockables, including new characters, maps, cosmetics, and achievements, provide rewarding progression and replayability.
- Indie Gem and Worth Trying (weight 0.4): Many call it an indie gem and worth trying, with some describing it as absolutely incredible and an awesome game.
- Balanced Risk and Reward (weight 0.4): The game creates a satisfying balance between curiosity and caution, with optional encounters strengthening the risk-versus-reward design. Reckless decisions are punished.
- Varied Game Modes Offered (weight 0.39): The game includes multiple game modes, making it suitable for both quick sessions and longer runs. This variety adds replayability and accommodates different play styles.
- Full Controller Support (weight 0.39): The game offers full controller support, and many enjoy playing it on a TV or Steam Deck with a controller.
- Smart Loot System (weight 0.27): The loot approach is clever, allowing players to pick up everything without tedious sorting. This contributes to a satisfying loot-goblin experience.
- Comparisons to Jupiter Hell (weight 0.25): Some reviewers see the game as a perfected version of Jupiter Hell or reminiscent of its gameplay loop. It is also considered a lovely turn-based companion to Voids Vigil.
- Card Game Side Activity (weight 0.25): The Clashful Cards side activity is an unexpected addition offering a strategic card-game diversion. It adds a unique layer to the experience.
- Sub-genre Domination and Perfection (weight 0.19): The developer is praised for creating the perfected version of the sub-genre, achieving domination again with this title.
- Satisfying Combat Animations (weight 0.12): Splattering animations and effects when blasting foes with pistols and rifles or tearing through them with melee are highly satisfying.

Common complaints:
- Combat feels shallow and repetitive (weight 0.43): Players report that combat lacks variety and becomes monotonous over longer play sessions. The absence of grenades, items, equipment, and powers makes each encounter feel the same.
- High RNG leads to unfair deaths (weight 0.43): The game is extremely luck-based, with runs ruined by bad draws and unpredictable enemy damage. One player lost 160HP to a single trash enemy despite playing well.
- Poor visual readability (weight 0.43): Graphics blend together and make it hard to identify interactable objects or understand what is happening on screen. Players want an option to simplify visuals for readability.
- Weapon durability is frustrating (weight 0.41): Durability is hidden unless a talent is taken, and weapons break permanently at zero, often during combat. Players cannot check durability directly, only estimate it.
- Scarce healing and ammo (weight 0.28): Healing is limited and hard to recover within a zone, while ammo scarcity forces careful weapon choices. This adds to the game's difficulty and resource management pressure.
- Missing features from past games (weight 0.27): The game lacks a crafting/fusion system, a hub/base area, and active abilities like spells that were present in previous titles. This makes it feel like a step backward for some players.
- Not a traditional roguelike (weight 0.26): Some question its classification as a traditional roguelike, feeling it resembles Vampire Survivors or roguelite development brought into turn-based gameplay. It is seen as a coffee-break game or 7DRL-style project.
- Low hit rates slow combat (weight 0.21): Hit rates are often around 50% even at range, and frequent misses and dodges drag down combat tempo. This makes fights feel sluggish and unsatisfying.
- Insufficient explanation of mechanics (weight 0.21): Many mechanics are not explained, such as enemy HP and weapon durability. Event buildings are unclear unless read, and generic blocks are hard to learn from.
- Weapons lack distinct feel (weight 0.2): Guns do not feel significantly different when firing, and all weapons share the same animation. For example, the flamethrower resembles a rifle.
- Lack of character building options (weight 0.19): Players want more ways to build their character beyond relying on random drops from chests. The current level-up choices can lead to death if wrong picks are made.
- Early Access potential for expansion (weight 0.12): The game's Early Access status means additional classes, weapons, enemies, bosses, events, equipment, and balancing changes can continue to expand the experience. This offers hope for future improvements.
- Three modes feel too similar (weight 0.12): The three game modes do not have major differences, leading to boredom. Players want more distinct experiences between modes.
- Equipment switching is risky (weight 0.11): Switching equipment costs a turn, making it a risky move during combat. This adds to the tactical complexity but can also feel punishing.
- Too focused on repeated runs (weight 0.11): Players seeking a heavily narrative-driven adventure may find the emphasis on repeated procedural runs too focused. The game prioritizes replayability over story.
- Leaderboard resets discourage grinding (weight 0.11): Frequent leaderboard nuking means 50 hours of grinding can be wiped at any update. This discourages replaying and long-term investment.
- Performance issues on release (weight 0.1): The game crashed every 10 minutes on release, though it improved over weeks. This indicates initial stability problems.
- Second mode lacks proper boss (weight 0.1): There is no proper boss for the second mode, and the random console is not rewarding. This makes the mode feel incomplete.
- No Japanese localization (weight 0.1): The game does not offer Japanese localization, which is a drawback for Japanese-speaking players. This limits accessibility for that audience.
- Cosmetic shops are worthless (weight 0.1): HAT shops do nothing except cosmetics, making them feel pointless. Players see no value in these shops.

Gameplay feedback:
- Traditional Roguelike Combat and Looting (weight 0.72): The game is a traditional turn-based, grid-based roguelike focused on shooting enemies, looting weapons and gear, and descending through zones. Combat combines melee and ranged gunplay.
- Varied Weapons, Enemies, and Classes (weight 0.65): Players encounter many different enemies and weapons, with multiple classes like Vampire Highborn and Deprived that offer unique playstyles and talents. Each class can be built in various ways through talent trees.
- Unlockable Progression and Leaderboards (weight 0.63): Death unlocks new characters and maps, and leaderboards track mastery for specific classes and modes. The game also features a compendium with achievements, card collection, bestiary, and more.
- Strategic Depth and Risk-Reward Choices (weight 0.57): Positioning, resource management, and choices affect survival, with a volatile aspect where small mistakes can lead to bigger ones. Optional encounters and dangerous areas offer better loot but higher risk.
- Multiple Game Modes with Varying Lengths (weight 0.53): The game offers three game modes that differ mainly in length: 5, 10, and 15 zones deep. The longer modes unlock after winning the previous one, and each mode has its own final challenge.
- Talent-Based Build Customization (weight 0.48): Talents are the main source of character builds, gained on level up by choosing one of three options, with occasional rerolls. Examples include Death Wish and Balls of Steel, and talents are often tied to specific weapon types.
- Weapon Durability and Ammo Management (weight 0.48): Weapons have durability that can be repaired with repair points, and at zero durability the weapon is permanently destroyed. Ammunition remains valuable, so a strong weapon alone doesn't guarantee survival.
- Procedurally Generated Zones and Deadzones (weight 0.41): Areas are procedurally generated with different layouts, enemy placements, equipment, and events. Deadzones are harder alternative zones with more powerful enemies but better loot and experience.
- Short, Streamlined Runs with QoL (weight 0.4): Runs are bite-sized and can serve as a time filler, with streamlined controls and quality-of-life improvements like faster movement when safe. The game encourages quick, repeatable sessions.
- Varied Gear and Passive Effects (weight 0.39): Gear provides passive effects such as extra attacks or durability visibility, and there is no limit on weapons or ammo carried. However, no equippable armor or consumables are present.
- Sci-Fi Post-Apocalyptic Aesthetic (weight 0.39): The game features a post-apocalyptic sci-fi setting with pink and purple tones, and a Western flavor. It includes a terminal aspect reminiscent of Cogmind.
- No Metaprogression or Crafting (weight 0.31): The game has no permanent upgrades, no crafting or fusion, and no active abilities. It focuses purely on in-run progression and item collection.
- Cosmetic Unlocks and Skins (weight 0.29): Cosmetic options include wearing skulls of slain foes or a top hat, and skins are available. These offer visual customization without affecting gameplay.
- Multiple Weapon Categories and Types (weight 0.27): Weapons come in three categories: melee, pistols, and rifles, with special types like knockback, stun, or silent. Ammo types include 8mm, 10mm, spikes, lasers, and arrows.
- Controls and Input Options (weight 0.25): Movement can be set to WASD, arrow keys, numpad, or mouse, with keyboard controls and customizable bindings. The top-down perspective supports various playstyles.
- Hidden Information and Discovery (weight 0.25): Enemy HP and weapon durability are not shown unless the player finds specific items or talents. This adds a layer of discovery and risk management.
- Luck-Based and Volatile Gameplay (weight 0.24): The game is extremely luck-based, with item and talent draws affecting the experience. Small mistakes can quickly escalate into larger problems.
- Simple for Experienced Roguelike Players (weight 0.24): The game is very simple for someone experienced with deep traditional roguelikes, acting as an arcade or condensed version. It may lack the complexity hardcore players expect.
- Tutorial and Compendium Features (weight 0.19): A tutorial explains UI, controls, stats, and inventory management, while a compendium includes achievements, card collection, leaderboards, bestiary, talents, and items.

Performance notes:
- Great performance on Steam Deck (weight 0.12): The game runs great on Steam Deck, indicating good optimization for portable hardware. This is a positive sign for players using handheld devices.
- Visual settings demand compromises (weight 0.11): Players may need to adjust demanding visual settings to achieve desirable performance or battery life. This trade-off can still be worthwhile for those prioritizing consistent performance.
- Launch crashes resolved over time (weight 0.11): The game crashed every 10 minutes on release, which was annoying but typically improved within a few weeks. This pattern is common for games with post-launch stability patches.
- Ultrawide support works at 4K (weight 0.1): On a 3440x1440 monitor, the game looked fine when rendered at 3840x2160 despite lacking a dedicated ultrawide setting. This suggests that higher resolutions can mitigate ultrawide compatibility issues.
- Blurry visuals at lower resolutions (weight 0.1): At lower resolutions, the game appears blurry on certain monitors, indicating poor scaling or lack of optimization for sub-native resolutions.

Recommendations:
- Ideal Gateway to Traditional Roguelikes (weight 0.66): Many reviewers highlight the game as an accessible entry point for newcomers to the traditional roguelike genre, offering a less intimidating experience while still appealing to genre veterans.
- Excellent Value for Low Price (weight 0.35): Multiple reviewers note that the game is very affordable, often priced around five dollars, and consider it well worth the cost even in early access.
- Strong Support for Indie Developer (weight 0.29): A portion of the feedback emphasizes supporting the solo indie developer behind the game, with players recommending purchase as a way to show appreciation for their work.
- Ideal for Minmaxers and Score Chasers (weight 0.28): Fans of roguelikes who enjoy optimizing characters and chasing high scores will find the mechanical clarity and replayability satisfying.
- Bite-Sized Runs Suit Busy Schedules (weight 0.2): The game's short runs make it a convenient time filler between daily obligations, while still allowing for longer sessions when desired.
- Appeals to Caiys Fans (weight 0.19): Players who enjoy other games by the developer Caiys are likely to appreciate this title as well, indicating a consistent style or quality across their works.
- Not for Narrative-Driven Players (weight 0.11): Those seeking a heavily story-focused experience may be disappointed, as the game prioritizes roguelike mechanics over narrative.
- Color Palette Grows on You (weight 0.1): Some players initially hesitate due to the game's color scheme but eventually get used to it, suggesting it shouldn't be a dealbreaker.

Other player notes:
- Developer Caiysware signature style (weight 0.95): Developed by caiys (and published by caiysware), the game shares the developer's characteristic pixel art, unlockables, and game modes. It is compared to other Caiysware titles like Boneraiser, Spirits Abyss, and Voids Vigil.
- Modernized traditional roguelike formula (weight 0.72): The game is repeatedly described as a traditional roguelike that streamlines and modernizes the genre, making it more approachable than classics like ADOM, ToME, Caves of Qud, and NetHack. It serves as a gateway for players new to the genre while still satisfying veterans.
- Steam Deck and controller support (weight 0.53): The game is officially Steam Deck Verified and works well with controllers, including full controller input, appropriate prompts, and smooth navigation. Xbox controller controls are detailed, and it plays great on TV.
- Content and replayability features (weight 0.52): The game includes three map types, ten characters, leaderboards for each map, and a compendium with achievements, card collection, bestiary, talents, and items. Unlockable classes and depth options (6 floors or longer runs) provide replayability.
- Comparisons to Jupiter Hell and others (weight 0.4): Reviewers compare the game to Jupiter Hell (as a perfected version), Monster Lily, Infra Arcana, and Jupiter Hell Classic. It is also likened to Crypt of the Necrodancer without rhythm and 7DRL-style scope.
- Roguelite level-up choice system (weight 0.27): The game features a level-up choice system similar to Vampire Survivors, bringing roguelite development know-how into a turn-based roguelike. It is also described as a roguelike/lite for normal people.
- Future setting and narrative (weight 0.26): Set in the distant future of 29XX, humanity has been devastated by interplanetary conflict and a nanite plague. Survivors on Celestious venture underground for technology and supplies.
- Japanese localization and translation (weight 0.25): There is no official Japanese localization, but fan translations exist for other Caiys games. The MeoW translation tool works well for playing in Japanese, though Xunity translator cannot be used because the game is not made with Unity.
- Bonus card game and soundtrack (weight 0.24): A bonus card game is included alongside the main roguelike. The full soundtrack is available on Steam, and a free soundtrack is included.
- First game mode and class (weight 0.16): The first game mode is The Outzone Bust Up, and the starting class is Cartograph Pioneer.
- CRT visual mode (weight 0.1): The game includes a CRT screen visual mode called 'boomer'.
- Companion to Voids Vigil (weight 0.1): The game is described as a turn-based companion to Voids Vigil.
- Weapon switching without turn cost (weight 0.1): Players can open a menu to change weapons without costing a turn.
- No ultrawide resolution option (weight 0.1): There is no ultrawide resolution option in the settings.
- Trailer misleading about real-time (weight 0.1): The trailer looks like real-time action, but the game is turn-based.
- Planned seed options (weight 0.09): The developer has announced plans to introduce seed options.
- Tutorial updated with more information (weight 0.09): The tutorial was updated with more information.
- Leaderboard score example (weight 0.09): One reviewer scored 11293 and placed second on the leaderboard.
- Price point five dollars (weight 0.09): The game is priced at five dollars (regional, structure only).
- Developed by small team (weight 0.09): The game is developed by a small team.

Emotions:
- Satisfaction (weight 0.15): Players feel satisfied due to the game being worth the wait, offering abundant unlockables, game modes, and controller support. The balance between curiosity and caution, rewarding unlocks, and smooth performance on Steam Deck contribute to this satisfaction. Frequent updates and developer communication also enhance the experience.
- Excitement (weight 0.12): Excitement stems from energetic combat, good item and talent draws, and the game serving as a gateway to deeper roguelikes. The soundtrack, gameplay depth, and the return of developers from Dungeons of Dredmor add to the excitement. Leaderboard achievements and anticipation for future evolution also drive this emotion.
- Enjoyment (weight 0.11): Enjoyment is driven by the dark synth soundtrack, fun and accessible gameplay loop reminiscent of Jupiter Hell, and a good variety of weapons and skins. Micro decisions, risk/reward balance, and the peculiar roguelike flavor with nice art-style and atmosphere make the game enjoyable.
- Admiration (weight 0.08): Admiration arises from the developer's achievement in perfecting the sub-genre, with stellar graphics, mood, and atmospheric masterpieces in theme, setting, visuals, and soundtrack. The gorgeous pixel-art and the developer's reputation contribute to this admiration.
- Appreciation (weight 0.07): Appreciation comes from the respectable variety supporting repeated play, the game being carefully made, and the comprehensive compendium and helpful tutorial. The responsive developer and good value for the price also foster appreciation.
- Frustration (weight 0.07): Frustration is caused by whiffing in lower floors or unbeatable enemies, initially unreadable graphics, scarce ammo, and a strong luck element with frequent misses. Crashes on release and difficulty understanding the screen further contribute to frustration.
- Addiction (weight 0.05): Addiction is driven by the 'just one more run' nature of the game, making players unable to stop playing late into the night. The game is described as very addictive and super addicting.
- Disappointment (weight 0.05): Disappointment stems from gameplay being too simple compared to other roguelikes, questionable traditional roguelike elements, lack of hub area and active abilities, and repetitive weapon animations. These factors make the game feel less engaging than expected.
- Enthusiasm (weight 0.04): Enthusiasm is fueled by the game's creative joy and charm similar to other caiys games, being a genre masterpiece, and streamlined controls without sacrificing depth. The enormous range of choices, items, and upgrades also generates enthusiasm.
- Love (weight 0.03): Love is expressed for the color palette, art style, pixel art, visuals, and overall tone of the game.
- Boredom (weight 0.03): Boredom arises from combat feeling the same every time due to lack of variety in guns, grenades, items, equipment, and powers. The game becomes monotonous over longer play sessions.
- Liking (weight 0.03): Liking is based on the game being a stylish traditional roguelike with techno music that players like a lot.
- Relaxation (weight 0.01): Relaxation is achieved by playing the game at the end of the day.
- Amazement (weight 0.01): Amazement comes from the overall experience during the first 6 hours of play.
- Concern (weight 0.01): Concern is due to the game's Early Access status.
- Amusement (weight 0.01): Amusement is caused by the abundance of loot that makes players feel like a loot goblin.
- Desire (weight 0.01): Desire is for more ways to build character instead of relying on random drops.
- Pleasant surprise (weight 0.01): Pleasant surprise comes from the game being easy to understand after a short tutorial, unlike typically complicated traditional roguelikes.
- Annoyance (weight 0.01): Annoyance is caused by hidden durability that makes players question item uses.
- Discouragement (weight 0.01): Discouragement stems from leaderboard nuking that can wipe 50 hours of grinding at any update.}