Info about Queen's Domain:

Official game description:
Queen’s Domain is a retro-fantasy action RPG. Washed up on the shores of the Isle of Neasied, you set out to find your father and uncover the dark heart of this mysterious isle. 
Wield the Legendary Holy Sword Endu to take flight from platform to platform, and discover an interconnected, labyrinthine world where secrets and dangers lurk around every corner. 
Fight action-oriented battles with a classic stamina meter, powerful charge attacks, weapon specific special attacks, and secondary throwing weapons. Level up, accessorize, and choose from a huge catalogue of melee weapons on your quest to fight your way through the hordes of monsters and powerful bosses awaiting you in the darkest depths of the isle. 
**Features:**
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*   Explore an interconnected island filled with hidden secrets
*   Lovingly crafted retro-fantasy aesthetic 
*   Action-combat with a stamina meter, special attacks, throwing weapons & more
*   Fly across gaps with your Holy Sword – use upgrades to fly further!
*   Dozens of hours of adventuring and exploration
*   50+ melee weapons to discover, equip, and upgrade
*   Use XP to level up, and eat delicious food to further increase your stats
*   20+ types of secondary throwing weapons allow for varied strategies in combat
*   Over 100 enemies, mini bosses, and bosses to defeat

Release date: Oct 30, 2026

Categories: Action RPG, First-Person Dungeon Crawler, Metroidvania, Open-World Exploration, Souls-like Combat Mechanics, Weapon Skill System, First-Person Platforming, Retro PS2-era Visual Style

Feature scans:
- Proton/Linux: score 72; verdict: Barely playable on Steam Deck; summary: The dataset contains very limited Linux/Proton evidence, but the available Steam Deck feedback is consistently negative: one review says the game runs poorly on Steam Deck, and another says the full version runs disastrously there. The only other compatibility-related comment is generic UE4 launch-option advice that is not explicitly tied to Linux or Proton. There is no evidence about desktop Linux, anti-cheat, DRM, native port quality, or Proton version switching, so the score reflects rough Steam Deck compatibility rather than a fully broken Linux release.
- Steam Deck: score 80; verdict: Broken on Steam Deck; summary: The available feedback consistently reports severe Steam Deck performance problems. Users describe the game as running poorly or disastrously on handheld hardware, and one reviewer explicitly recommends against playing it on Steam Deck. There is no evidence of a seamless native experience; the dominant signal is that the game is not practically playable on the device.

- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: 40.0h
  - Story completion: 50.0h
  - Session length: 3.0h
  - Endgame: N/A
  - Reasoning: The 40+ hour average-player statement supports a broad game-completion estimate of about 40 hours. The separate report of over 50 hours to reach the good ending supports a longer story-completion estimate of about 50 hours. The Portuguese review describes playing almost 3 hours straight without noticing, which supports a session-length estimate of about 3 hours. No review provides distinct post-game or endgame playtime, so endgame is null. Confidence is moderate because the reports are few and one review frames the game as padded, but the explicit playtime statements used here are direct.
- Time-to-fun:
  - Summary: Players describe being hooked instantly, especially through exploration, while some report a slow opening that improves quickly; no single event is named as the moment it becomes fun.
  - Stance: Fun immediately
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: Slow opening; Rusty melee weapon can take a full minute per monster; Progression is mostly finding and leveling weapons, which feels odd; Saving only at specific locations; Repetitive soundtrack
  - Unlock drivers: High mobility keeps traversal from becoming tedious; Satisfying progression becomes apparent after a bit
  - Conditions: Enjoying exploration in King's Field-like games; Liking Lunacid-style games; Being willing to tolerate a slow start; Valuing exploration over combat pacing
- Player Archetypes:
  - King's Field Retro Veteran (buy)
    - Motivation: To relive and validate an authentic old-school King's Field first-person dungeon-crawling experience with faithful retro aesthetics and mechanics.
    - Playstyle: Methodical, controller-driven classic crawler combat paired with careful, patient exploration.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: fan of old school dungeon crawlers
    - Reference games: King's Field; Lunacid; Evergrace; Dark Souls
  - Exploration-First Crawler Fan (buy)
    - Motivation: Deep exploration and methodical dungeon-crawling level design are the core draw, with combat treated as secondary.
    - Playstyle: Slow, thorough exploration of dungeons, tolerating weak combat in favor of discovery and atmosphere.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: enjoyer of deep exploratory gameplay; fans of old school dungeon crawlers
    - Reference games: King's Field
  - Souls-Curious Newcomer (buy)
    - Motivation: Curiosity about the origins and roots of Souls-like games, wanting to experience the retro lineage first-hand.
    - Playstyle: Casual first-time exploration of the genre, still forming impressions in early hours.
    - Experience: newcomer
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: King's Quest; Dark Souls; King's Field
  - Atmosphere and Art-Direction Appreciator (sale)
    - Motivation: Aesthetic appreciation of retro models, cinematic framing, and a nostalgic soundtrack that evokes classic games.
    - Playstyle: Observational and savoring, paying close attention to visual composition, character models, and music.
    - Experience: mixed
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: King's Field 4; Sonic Chronicles: The Dark Brotherhood


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:
- Abundant rewarding secrets (weight 0.4): Multiple clusters highlight that the game is packed with secrets that reward observation and exploration. Finding hidden items and rooms is a core satisfying loop.
- Rewarding exploration and discovery (weight 0.4): Exploration is repeatedly called rewarding, with something to find around every corner, from new favorite items to hidden zones. The game encourages and rewards thorough exploration.
- Excellent atmosphere and vibe (weight 0.36): Reviewers frequently praise the game's atmosphere as incredible, palpable, and well-nailed. The overall vibe and feel of the world are standout qualities.
- Fun and enjoyable experience (weight 0.35): Many reviewers express having a lot of fun and finding the game rocks, with some calling it a pleasant surprise. Overall enjoyment is high.
- Great level and world design (weight 0.35): Level design is praised as excellent, and the giant world is considered worth exploring. The environments are full of secrets that reward careful observation.
- Strong King's Field successor (weight 0.32): Players consistently describe the game as a worthy spiritual successor to King's Field, retaining its charm and atmosphere while modernizing the formula. This connection is a major draw for fans of the classic series.
- Satisfying combat and progression (weight 0.23): Combat is described as crunchy, responsive, and faster-paced than King's Field, while progression through new weapons and levels feels satisfying. Weapons level up quickly, adding to the enjoyment.
- Smooth and fast gameplay (weight 0.22): Gameplay feels smooth and surprisingly fast, which enhances the overall enjoyment. The responsiveness contributes to a fantastic feel.
- Diverse and impressive weapon arsenal (weight 0.13): Players appreciate the large number of weapons available, describing the arsenal as diverse and impressive. This adds depth to combat and progression.
- Full game matches demo quality (weight 0.13): The full game feels as great as the fantastic demo, maintaining high quality throughout. This indicates a successful transition from demo to full release.
- Immaculate soundtrack (weight 0.13): The soundtrack is specifically called immaculate and absurdly good, contributing significantly to the overall experience.
- Pleasant graphics style (weight 0.12): The graphics style is described as pleasant and good, though not a major focal point of feedback.

Common complaints:
- Weapon balance and progression issues (weight 0.24): One weapon set is likely stronger than others, leveled weapons can become obsolete or worse (a spear at level 10 loses dodge), ranged weapons do not level, and an early weapon provides essential dodges.
- Bad and repetitive soundtrack (weight 0.24): The soundtrack is called terrible, repetitive, unremarkable, and lullaby-like, with comparisons to Sonic Chronicles and Resident Evil Dual Shock Edition that are unfavorable.
- Unforgiving save system (weight 0.22): Saving is only possible at specific crystal or obelisk locations, and dying before reaching one means losing all progress since the last save, which is unexplained and feels dated.
- Poor performance on Steam Deck and Switch 2 (weight 0.22): The full version runs disastrously on Steam Deck with constant drops into the 30/40 range, while the demo ran at 70-90 frames, and the Switch 2 version also does not run well.
- Weak enemy animations and behavior (weight 0.2): Skeleton lunge attacks feel underanimated and teleport-like, skeletons are too weak compared to their King's Field role and bleed incorrectly, and enemies chase the player for a long time.
- Broken stamina system (weight 0.17): The stamina system is called broken and makes the game hardcore in a bad way, with stamina running out while fleeing enemies and leaving the player unable to deal damage.
- Brutal early difficulty and resource scarcity (weight 0.17): The beginning is very difficult until a certain item type is found, the very first monsters are practically unkillable, and healing is extremely limited throughout the level.
- Clunky and sluggish combat (weight 0.17): Multiple reviews describe the combat as clunky and deliberately sluggish, similar to its inspiration but not appealing to everyone.
- Missing quality-of-life features (weight 0.17): The game lacks a journal for story details, a quicksave option, and hand-holding guidance, forcing players to remember information and make long treks to retry.
- Barebones RPG progression (weight 0.17): Level-ups automatically add health and sometimes attack power with no manual stat distribution, making character leveling feel useless and the RPG mechanics barebones.
- Poor object visibility and consistency (weight 0.16): Destructible objects like barrels and crates are unclear and inconsistent, and items on the ground blend in too much at lower resolutions, including money and herbs.
- Insufficient explanation and no tutorial (weight 0.13): Many things are explained insufficiently, leaving nearly everything to trial and error, and there is no tutorial, so players must check options to learn key assignments.
- Constant enemy respawns (weight 0.12): Enemies respawn constantly even without resting at a bonfire, leading to lots of walking in circles and repeated combat.
- Progression depends on awkward secrets and jumps (weight 0.12): Progression depends on finding secrets and making crazy jumps, with the super jump via a weird sword charge being awkward and making jumping puzzles feel bad.
- Cumbersome menu navigation (weight 0.12): The Bestiary and Guide must be accessed by navigating to the main menu, and the interface does not highlight useful items like healing items on the ground.
- Charmless inventory and underused NPCs (weight 0.11): The inventory feels charmless and undercooked, and NPCs feel underused, contributing to a barebones experience.
- Dull presentation and effects (weight 0.11): Important framed moments feel slightly dull without subtle effects or memorable music, and the deliberately old-fashioned presentation is a matter of taste.
- Unclear weapon equipping mechanic (weight 0.07): Weapons do nothing until the player equips them, which is not clearly explained.
- Frustrating item shortcut behavior (weight 0.06): The back-button item shortcut is often hit accidentally after closing menus, which is frustrating.

Gameplay feedback:
- Open-world exploration and secrets (weight 0.36): The game emphasizes open-world exploration, secret hunting, and discovering hidden content. Exploration is a major focus with large amounts of secrets to find.
- First-person dungeon crawler core (weight 0.28): Players consistently describe the game as a first-person dungeon crawler with a retro, old-school setup. This defines the primary genre and perspective.
- King's Field inspiration (weight 0.28): Multiple players note the game is inspired by or a modern take on King's Field. This comparison highlights its exploration-focused, first-person action RPG style.
- Weapon-specific leveling progression (weight 0.22): Each weapon type has its own leveling progression, and weapons can level up by attacking with them. Higher levels allow transformation of weapons.
- Blind exploration, no hand-holding (weight 0.19): Exploration is intentionally blind and open-ended, with no hand-holding from the game. Players must discover secrets and navigate without guidance.
- RPG mechanics and combat (weight 0.14): The game includes RPG mechanics, combat, exploration, weapons, and enemies. These systems form the core gameplay loop.
- Exploration rewards curiosity (weight 0.13): Exploration is rewarded with discoverable content, encouraging players to investigate thoroughly. Curiosity leads to tangible rewards.
- Souls-inspired elements (weight 0.13): The game has Souls-inspired elements and is described as a first-person Souls-like. This influences combat and world design.
- Limited save points (weight 0.13): Saving is only possible at specific locations, adding risk and tension to exploration. This is a deliberate design choice.
- NPCs offer quests and items (weight 0.13): NPCs are present and provide quests and items to the player. This adds interaction and reward systems to the world.
- Progression unlocks weapons and zones (weight 0.13): Progression involves discovering new zones and unlocking new weapons and levels. This drives advancement through the game world.
- Metroidvania elements included (weight 0.13): The game incorporates Metroidvania elements, such as ability-gated exploration. This blends genres and adds structure to exploration.
- Boss encounters like shrine guardian (weight 0.13): The game features boss fights, including a shrine guardian. These provide challenging combat milestones.
- Air dash unlocks traversal (weight 0.12): An air dash ability can be unlocked, enabling new traversal options. This mechanic expands movement and exploration possibilities.
- Bestiary records 188 enemies (weight 0.12): A bestiary is available that records enemies, containing 188 entries. This supports collection and enemy knowledge.
- Frequent skeleton enemies (weight 0.12): Skeletons are common humanoid enemies with lunge attacks. Players encounter many skeleton foes throughout the game.
- Fake wall clues and secrets (weight 0.12): Players find clues for fake walls, such as a skeleton pointing at a wall or a room with mismatched braziers. These environmental puzzles hide secrets.
- First-person platforming (weight 0.12): The game includes first-person platforming sections. This adds verticality and movement challenges to exploration.

Performance notes:
- Poor handheld performance (weight 0.19): The game runs poorly on handheld devices like the Steam Deck and Retroid Pocket, despite seeming well-suited to them. The Switch 2 version is also reported to run poorly.
- Full version performance regression (weight 0.14): The demo ran at 70-90 FPS in the same spots, but the full version has constant frame rate drops into the 30/40 range on Steam Deck. This indicates a performance regression in the full release.
- Frame drops at 4K (weight 0.13): FPS drops to around 80 at 4K resolution, and changing the resolution did not fix the frame drops. This suggests an optimization issue beyond simple resolution scaling.
- Suspected CPU core utilization issue (weight 0.07): Frame drops are suspected to stem from improper CPU core utilization, which could explain the performance problems across different hardware.
- DX12 launch option helps (weight 0.07): The game runs on DirectX 11 by default as a UE4 title, but benefits from the -dx12 launch option. This may improve performance for some users.
- Stable with no bugs (weight 0.06): One user reported the game as very stable with no bugs found, contrasting with performance complaints. This suggests stability may vary by system.

Recommendations:
- Best for King's Field fans (weight 0.58): A large share of feedback recommends the game specifically to players who enjoy King's Field-style exploration games. Similar titles like Lunacid and Verho are also cited as good reference points for the intended audience.
- High value and easy recommendation (weight 0.38): Many comments are simple endorsements to buy the game, often emphasizing good value for the price. The positive word-of-mouth is broad and repeated across multiple clusters.
- Strong niche genre appeal (weight 0.26): Several reviewers describe the game as suited to a specialized audience rather than a broad mass market. It resonates with players who want first-person dungeon crawlers and old-school action RPG experiences.
- Exploration over combat quality (weight 0.17): Feedback highlights deep exploratory gameplay and methodical dungeon crawling, while acknowledging weak combat. It is best suited to players who prioritize discovery over action.
- Challenging and skill-demanding (weight 0.17): Reviewers note the game requires skill and is recommended for fans of challenging games. It is not suited to players expecting fast, fluid action.
- Frequent saving is essential (weight 0.14): Multiple reviewers warn players to save often and visit save shrines frequently. Specific advice mentions doing so until throwing knives are obtained, suggesting early-game difficulty spikes.
- Harsh penalties deter free explorers (weight 0.07): Feedback notes the game is not recommended for players who want to explore freely without harsh death penalties. This reinforces its identity as a demanding, old-school experience.
- No hand-holding or tutorials (weight 0.07): The game is recommended for players who enjoy experiences without tutorials or hand-holding. This aligns with its old-school design and niche appeal.
- Avoid playing on Steam Deck (weight 0.07): One reviewer explicitly advises against playing the game on the Steam Deck. This is a specific platform warning that may affect purchase decisions for handheld users.
- Controller recommended for classic combat (weight 0.07): Reviewers suggest using a controller to preserve the methodical combat feel of classic dungeon crawlers. This practical tip is aimed at players wanting the intended experience.
- Read guide and bestiary (weight 0.07): Newcomers are advised to read the in-game guide and bestiary entries as they play. This advice appears aimed at helping players understand mechanics and enemies in a game without tutorials.
- Dark Souls fans may enjoy with caveat (weight 0.07): Dark Souls fans might enjoy it, though the first-person perspective makes it play differently. This caveat helps set expectations for action RPG fans.
- Retro aesthetics fit handheld emulation (weight 0.06): The retro aesthetics and King's Field-like design are described as a natural fit for the handheld emulation market. This points to a specific appeal for portable retro gaming enthusiasts.
- Demo predicts full release enjoyment (weight 0.06): One reviewer states that if you liked the demo, you will adore the full release. This suggests the demo is a reliable indicator of the final game's quality.
- Watch refund timer carefully (weight 0.06): A reviewer advises watching the timer and refunding if not having fun within the refund period. This is a cautionary tip for uncertain buyers.
- Mixed Morrowind and Dread Delusion vibe (weight 0.06): Players who like games with a slight Morrowind mixed vibe, such as Dread Delusion, are encouraged to try this. It indicates a specific atmospheric and exploratory appeal.
- Metroid Prime fans may enjoy (weight 0.06): One comment recommends the game to fans of King's Field or Metroid Prime. This broadens the suggested audience to include first-person exploration fans beyond dungeon crawlers.
- Not for everyone despite praise (weight 0.06): A reviewer recommends the game to everyone while noting it is not for everyone. This captures the niche nature of the title despite overall positive sentiment.
- General RPG fan recommendation (weight 0.06): Some feedback simply recommends the game to fans of RPGs. This is a broad endorsement without specific genre details.
- Sarcastic recommendation appears (weight 0.06): One cluster indicates a sarcastic recommendation of the game. This is a single low-frequency comment and does not reflect a broader trend.

Other player notes:
- King's Field spiritual successor (weight 0.99): The game is overwhelmingly described as a modern successor or homage to King's Field, with many reviews calling it the best entry among similar titles. It is praised for keeping the classic atmosphere and exploration while refining the formula.
- Compared favorably to Lunacid and Verho (weight 0.34): Several reviews recommend the game alongside Lunacid and Verho, noting it fills a similar niche and is more immediately engaging. One review criticizes Verho as a 'demo fraud' by comparison.
- Demo available with more content (weight 0.32): A demo covering the early part of the game is available before purchase. The full version contains much more content than the demo, with one dungeon changed from open to closed.
- Small team, cult classic feel (weight 0.24): The game was made in two years by a two-person team the reviewer says deserves success. It is described as having the feel of a cult masterpiece and a genre benchmark.
- Dark Souls-like world design (weight 0.22): World design is compared to King's Field 2/4 and Dark Souls 1, with shortcuts and surprise mechanics. The interconnected map with ability locks is said to rival or surpass Dark Souls 1.
- Retro PS2-era visual style (weight 0.22): The game uses a deliberately retro aesthetic referencing PlayStation 2-era graphics. The art direction avoids both low-poly low-detail styles and modern models with a low-res filter.
- FromSoftware and Souls inspiration (weight 0.21): The game draws on Souls inspiration, which fits with King's Field-like games, and is compared to FromSoftware titles from the PS1 and PS2 era. It is also compared to Dark Souls for requiring skill and appealing to a niche audience.
- Low price point (weight 0.21): The game is sold at a low price, and reviewers note it offers substantial content relative to its asking price. It is compared favorably to Silksong in terms of value.
- Slow, deliberate combat (weight 0.17): Combat is compared to King's Field as similarly sluggish, and slower than modern Soulslikes. The slow pace is noted as strongly related to the game's length.
- 40+ hours of content (weight 0.17): The developer states the game length is 40+ hours, and an average player can expect that much gameplay. One reviewer reached the good ending in over 50 hours.
- Metroidvania and Zelda elements (weight 0.16): The game incorporates Metroidvania elements and is inspired by both King's Field and Zelda. It is described as a cross between King's Field and Metroid Prime.
- Bestiary and guide included (weight 0.16): The game includes a guide and a bestiary with 188 enemies. The bestiary is reminiscent of Castlevania.
- No music or journal tracking (weight 0.15): There is no music in the game, and the story has no journal to track it. Some reviewers consider voice acting unnecessary for this kind of game.
- Mixed comparison to other retro FPS (weight 0.15): The game is compared to Dread Delusion for its Morrowind-mixed vibe and to Arx Fatalis for its attack system. It also incorporates Evergrace influences.
- Soundtrack compared to King's Field (weight 0.15): The soundtrack gives big King's Field vibes while being its own thing, though one reviewer only heard about five tracks before judging. It is also compared to Sonic Chronicles and Resident Evil Dual Shock Edition.
- Combat compared to Phantom Blade (weight 0.13): Combat is compared to Phantom Blade, which the reviewer describes as a button-mashing mess by contrast. The game's combat is also compared to its inspiration as similarly sluggish.
- King's Field 4 model similarity (weight 0.11): NPC and enemy models look similar to King's Field 4. The game also reminds reviewers of Eternal Ring due to Chimera enemies, the island setting, and opening details.
- Criticized for copying Souls mechanics (weight 0.1): One review criticizes the game for copying some but not all Souls mechanics without understanding why they worked together. Another notes the hidden-wall interaction recalls Dark Souls 2.
- Lacks modern AAA presentation (weight 0.1): The game does not offer modern AAA graphics or presentation. It has greater verticality than early King's Field titles.
- Padded length criticized (weight 0.06): One review describes the game as a 20-hour game stretched toward 60 hours, criticizing padded length. This contrasts with other reviews praising the content amount.

Emotions:
- Satisfaction (weight 0.16): Players feel satisfaction from well-designed secrets, rewarding progression, and exploration that reveals new areas. The game offers strong value for its price, and combat becomes satisfying once the rhythm is mastered. It successfully scratches the King's Field and Lunacid itch.
- Admiration (weight 0.16): Players admire the game's masterful level design, dreamlike art atmosphere, and high-quality soundtrack. The world design and exploration are considered a worthy spiritual successor to King's Field, creating a rich and compelling adventure.
- Excitement (weight 0.16): Excitement comes from experiencing the full release and revisiting demo areas in their finished state. The high-risk high-reward map design, countless secrets, and fast-paced combat keep players locked in and eager for more.
- Enthusiasm (weight 0.12): Enthusiasm is driven by great weapons, enemies, and level design that create an amazing vibe. The hand-crafted quality, rewarding exploration, and the desire to boost the game's visibility show strong player support.
- Frustration (weight 0.12): Frustration arises from losing all progress after dying, awkward jumping puzzles, and a broken stamina system. The lack of tutorial and unforgiving save system exacerbate the difficulty, especially when stuck in high-level areas.
- Enjoyment (weight 0.11): Enjoyment stems from rewarding exploration, refined combat, and the excitement of finding new favorite items. The old-school, exploration-focused design and retro style provide a fun and engaging experience.
- Disappointment (weight 0.1): Disappointment is caused by an unforgiving save system, undercooked inventory and NPCs, and performance issues on Steam Deck. Changes to leveling and weapon upgrades feel useless, and joke items break immersion.
- Appreciation (weight 0.06): Players appreciate the care put into world design, the faithful homage to King's Field with responsive combat, and the fair difficulty balance. The great music and atmosphere, along with unique weapon attacks, enhance the experience.
- Immersion (weight 0.05): Immersion is achieved through graphics and sound atmosphere that make players lose track of time. The feeling of being alone in a foreign, dangerous world with hidden items and rooms is highly rewarding.
- Amusement (weight 0.04): Amusement comes from absurd enemy encounters like being beaten by a cricket chicken, discovering exploits, and the absurdity of needing multiple hits to break barrels with a club.
- Annoyance (weight 0.04): Annoyance is caused by constant enemy respawns, long treks after death without a quicksave, and a cheap-looking UI with a boring font. Unkillable first monsters and extremely limited healing add to the frustration.
- Love (weight 0.04): Love is driven by old-school level design reminiscent of Dark Souls and King's Field, blind exploration without handholding, and the PlayStation 2-styled graphics. The charm of the world and selfless NPCs contribute to this affection.
- Pleasant surprise (weight 0.02): Players who had no expectations were pleasantly surprised by how fun and enjoyable the game turned out to be.
- Surprise (weight 0.02): Surprise comes from unexpected Evergrace and Metroidvania elements beyond the expected King's Field style, and from the game flying under the radar until recently. Some players became engrossed despite not being fans of the genre.
- Dissatisfaction (weight 0.02): Dissatisfaction is caused by poor performance on handheld devices and a meh, lullaby-like soundtrack instead of a somber one.
- Nostalgia (weight 0.02): Nostalgia is evoked by the cozy retro feel and King's Field vibes, reminding players of old FromSoftware PS1 and PS2 era games.
- Amazement (weight 0.02): Amazement stems from the amount of freedom and hidden secrets packed into a game made in just two years, along with its engaging gameplay and mechanics.
- Delight (weight 0.01): Delight comes from the retro charm, art style, and overall vibe, as well as the awesome feeling of traversing levels with weapon-based platforming.
- Engagement (weight 0.01): Engagement is driven by challenging difficulty and environmental design that encourages exploration, hooking the reviewer within the first 30 minutes.
- Accomplishment (weight 0.01): Accomplishment is felt from exploring unknown scenes in the game.}