Info about Devil Spire:

Official game description:
_A massive tower of stone emerged one day in a land wasted by war, plague and famine. You are one of the many drawn to it by legends of fortune and salvation. Will you succumb to it, conquer it, or discover the secrets deep within?_  
Devil Spire is a hardcore first-person pseudo-3D roguelite action RPG dungeon crawler stylized after retro PC games, developed by a guy and his bros while locked in quarantine. Inspired by classics like King's Field and Heretic.  
FEATURING:  
*   24 weapon classes, including ranged and throwing ones, with real dual wielding!  
*   48 unique spells, plus 60 equipment enchantments!  
*   10 dungeon types, each with their own properties, enemies and bosses!  
*   6 game modes, including a 100-floor gauntlet and a boss rush arena!  
*   Fully customizable, dynamic character portraits including exotic races!  
*   Many interactive objects like traps, barrels, crates, cards, shady characters and, of course, chests full of loot!  
*   A kick button!
**Immerse yourself in these treacherous dungeons and prove yourself victorious!**

Release date: Feb 2, 2022

Categories: First-Person Dungeon Crawler, Roguelite, Action RPG, Retro, Real-time Combat, Class-based Combat, Spell-based Combat, Procedural Generation


- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $5.00 - $10.00
  - Reasoning: The reviews repeatedly treat $5 as a clear value point, with one buyer saying it was totally worth it at that price. At the higher end, $10 or 10 euros is more divisive: one reviewer says full price is not worth it and recommends waiting for a sale, while another calls it an easy recommendation even at full price. This suggests the community's fair base-game range is roughly $5 to $10, with $5 representing strong value and $10 as the upper bound for interested dungeon-crawl fans.
- Playtime Metrics:
  - Game completion: 4.0h
  - Story completion: 20.0h
  - Session length: 1.3h
  - Endgame: N/A
  - Reasoning: The translated review estimates a first playthrough or first completed run at 3-5 hours, so gameCompletion is set to the midpoint of 4 hours. Another review states that after 20 hours the player had finished all endings, supporting storyCompletion at 20 hours. For sessionLength, one review reports run-time of about 1-1.5 hours per run and another describes an hour-long run, so the midpoint of 1.25 hours is used. No review provides a separate endgame duration; total-playtime mentions such as 63 or 100 hours are overall playtime and are not specific to endgame, so endgame is null.
- Time-to-fun:
  - Summary: Early enjoyment is gated by incomplete onboarding and roguelike familiarity, but reports say the game becomes addictive once it clicks and item experimentation opens up the gameplay. Conflicting reports describe it becoming a slog in extended modes.
  - Stance: Clicks after
  - Anchor: The game clicks.
  - Time to anchor: N/A
  - Friction: Incomplete tutorial for new players and players unfamiliar with roguelikes.; Unapproachable to players not already familiar or interested in roguelikes.; Spartan interface, unforgiving difficulty, and slow pacing.; Repetitive combat and crafting loops.; Very little meta-progression.; Runs become tedious and do not differ across modes.
  - Unlock drivers: Experimenting with items opens up gameplay further.; The game clicking makes it hard to stop playing.; Additional game modes can be unlocked.; Character progression and customization add depth.
  - Conditions: Prior familiarity or interest in roguelikes.; Willingness to experiment with items.; Playing the meta-progression soul mode.; Tolerating or avoiding the 100-floor mode.; Tolerating repetitive runs and simple combat.; Tolerating slow pacing and unforgiving difficulty.
- Player Archetypes:
  - Old-School Dungeon Crawl Veteran (buy)
    - Motivation: Relive and support classic first-person dungeon-crawl exploration with modern controls.
    - Playstyle: Methodical first-person exploration, trap and treasure hunting, resource preparation, and simple combat.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: King's Field; Elder Scrolls: Arena; Daggerfall; Lunacid
  - Roguelite Build Experimenter (buy)
    - Motivation: Experiment with characters, builds, and roguelite progression across repeatable runs.
    - Playstyle: Reruns with randomized or custom characters, selects modes, and chases powerful build synergies.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Casual Low-Commitment Dungeon Dabbler (sale)
    - Motivation: Enjoy short, low-pressure dungeon runs that are easy to start and stop.
    - Playstyle: Pick-up-and-play sessions, simple questing, and avoiding deep meta or long commitments.
    - Experience: newcomer
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: N/A
  - Hardcore Challenge Seeker (buy)
    - Motivation: Test themselves against punishing, trap-heavy dungeon difficulty and unforgiving bosses.
    - Playstyle: Cautious resource management, timing blocks and dodges, and learning bosses and lethal traps.
    - Experience: veteran
    - 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:
- Overall Fun and Enjoyment (weight 0.6): The game is widely described as great fun, enjoyable, and entertaining. Reviewers consistently report positive experiences and high entertainment value.
- Retro Dungeon Crawler Charm (weight 0.51): Reviewers often call it a charming retro dungeon crawler done right, with a surprising amount of depth for the genre. It stands out as a well-executed example of old-school dungeon crawling.
- Spell Variety Praised (weight 0.48): Reviewers frequently highlight the wide selection of spells, including attack magic and creative enchanting options. The variety and unique uses of spells are consistently praised across clusters.
- High Replayability (weight 0.44): Many reviews note the game's high replay value, with multiple modes and procedural generation enabling endless fun. Different runs feel distinct and engaging.
- Solid Combat System (weight 0.43): Combat is generally well-received, with a good feel and solid mechanics. While some note it is simple, the overall combat experience is enjoyable and well done.
- Atmospheric and Stylish (weight 0.33): The game's atmosphere and style are frequently praised as interesting, inspiring, and appealing. It creates an immersive and challenging environment.
- Weapon and Item Variety (weight 0.31): Players appreciate the large variety of weapons, armor, shields, and items, including ranged weapons with enchantments. This contributes to diverse gameplay options.
- Procedural Roguelike Elements (weight 0.3): The game features procedural generation and permadeath, providing a proper roguelike experience where each run differs. This is a key aspect praised by fans of the genre.
- Character Customization Depth (weight 0.2): Players highlight the robust character creation and customization options, allowing for a lot of personalization. This adds depth and replayability.
- Varied Builds and Strategies (weight 0.15): There is a fantastic variety of builds, strategies, and combinations to discover, leading to diverse playstyles. This variety keeps the game fresh and engaging.
- Smooth Gameplay (weight 0.14): The gameplay is often described as smooth and smoother than expected, contributing to an enjoyable experience. This positive aspect is noted by several players.
- Engaging Exploration and Details (weight 0.14): There is a lot to see and explore, with the game full of details that reward thorough exploration. This contributes to a rich and immersive world.
- Cool Bosses (weight 0.13): Reviewers mention that there are a bunch of cool bosses, adding memorable encounters to the game. Bosses are a notable positive aspect.
- Challenging and Addictive (weight 0.13): The game is described as challenging but compelling, with a lethal yet fun quality that hooks players. Its addicting nature keeps players engaged.

Common complaints:
- Bosses are unfair and hard to read (weight 0.74): Bosses often have unclear telegraphs, deal massive damage, and can one-shot the player, especially with AOE attacks that seem impossible to avoid. Many players find boss fights more about enduring hits than learning patterns.
- Monotonous and tedious gameplay (weight 0.67): Many reviewers find the game monotonous, tiring, and boring, with repetitive enemy and boss designs and simple floor layouts. The lack of variety causes boredom to set in quickly.
- Weapons and equipment break too fast (weight 0.52): Weapons and armor degrade extremely quickly, often leaving players with nothing to fight with. The durability system is widely criticized for being unbalanced and frustrating.
- Ugly and unappealing visuals (weight 0.49): Many reviewers criticize the art style, calling the 2D enemy sprites ugly and the overall graphics bland or muddy. The visual presentation fails to impress and can even cause discomfort.
- RNG heavily determines success (weight 0.47): Many runs feel doomed from the start due to random loot and enemy spawns, with success depending more on luck than skill. Unlucky rolls can lead to quick deaths or impossible situations.
- Lack of content and variety (weight 0.47): The game lacks sufficient content, with limited weapons, enemies, and bosses that don't change much across runs. Many reviewers feel the game is basic, generic, and becomes repetitive quickly.
- Unclear mechanics and lack of explanation (weight 0.41): Many game mechanics are not explained well, such as status effects, spell effects, and item functions. Players often need external resources like Wikipedia to understand what things do.
- Frustrating and punishing difficulty (weight 0.4): The game is very difficult and unforgiving, with harsh penalties and little counterbalance. Many reviewers find it frustrating rather than enjoyable.
- Simple and shallow gameplay (weight 0.4): Gameplay is simple and lacks depth, with basic combat and encounters. Many find it too simplistic and not engaging for long periods.
- Rough and clunky overall (weight 0.37): The game is rough around the edges in many aspects, including clunky melee combat, poor animations, and technical issues like crashes. This lack of polish detracts from the experience.
- Poor balancing and overpowered builds (weight 0.37): The game is poorly balanced, with certain builds or items making it trivial, while others are useless. Crafting can become overpowered, and some weapons break the game.
- Spells and status effects are problematic (weight 0.36): Spells and status effects are often unclear, with no way to dodge or counter them. Some effects can render the screen invisible or cause other severe hindrances.
- Poor meta-progression and useless currency (weight 0.33): Gold and souls become useless after early purchases, and there are no meaningful permanent bonuses to unlock. This lack of meta-progression reduces the incentive to continue playing.
- Uninteresting enemies and bosses (weight 0.32): Enemies and bosses are often boring, with repetitive designs and attacks. Bosses are sometimes just larger versions of regular enemies with more health.
- Poor UI and inventory management (weight 0.31): The interface is spartan and the inventory system is confusing and poorly designed. Weight limits and item slots are often meaningless, causing frustration.
- Repetitive and boring 100-floor mode (weight 0.29): The 100-floor mode becomes a slog halfway through, with many reviewers finding it excessively long and tedious. They suggest that fewer floors would be more enjoyable.
- Procedural generation is weak (weight 0.23): The procedural generation creates simple, repetitive levels that lack verticality and interesting design. This makes the game feel bland and less engaging.
- Technical issues and crashes (weight 0.21): The game has technical problems such as crashes when alt-tabbing or pressing escape, and issues with windowed mode. These bugs hinder the experience.
- Lack of manual saving (weight 0.17): The absence of a save-anywhere feature makes runs a test of endurance and can be deadly. Losing progress due to death is highly frustrating.

Gameplay feedback:
- First-person dungeon crawler (weight 0.99): The game is a first-person dungeon crawler with real-time hack-and-slash combat. It features procedural roguelike dungeons and permadeath, evoking King's Field and other old-school crawlers.
- Roguelite progression (weight 0.95): Features roguelite elements where failed runs contribute to player understanding and progression. The game is a roguelike with dungeon crawling and a sandbox approach.
- King's Field inspired (weight 0.83): It is often described as a King's Field-style game with modern controls and mechanics. It blends classic dungeon crawling with roguelike elements, sometimes compared to Shadow Tower.
- Procedural generation (weight 0.82): Levels are procedurally generated, with balanced randomness that maintains consistency. This keeps each run fresh while retaining a coherent dungeon structure.
- Varied game modes (weight 0.51): Offers six distinct game modes with different quirks and routines, including difficulty options and special modes like Chaos and Boss Rush. This provides extensive replayability and varied experiences.
- Spell system (weight 0.5): Spells are a major part of the game, including creative and unconventional spells with unique effects. Some enemy spells can be interrupted, and spell timing matters.
- High difficulty (weight 0.33): The game is unforgiving, with brutally difficult higher difficulty modes and hard/extreme options. It challenges players with simple but hard mechanics.
- Weapon and armor durability (weight 0.33): Weapons and equipment degrade over time and can be destroyed at zero durability. This adds a survival element and resource management.
- Crafting and gear (weight 0.24): Includes a crafting system and a variety of items. Players can dual-wield, use enchantments, and choose from diverse weapon types.
- Floor-based progression (weight 0.24): Character progression occurs floor by floor, with a mode featuring 100 floors. This provides a clear sense of advancement.
- Combat mechanics (weight 0.24): Combat involves hitting enemies and includes melee, ranged, and magic attacks. It is a core part of the gameplay.
- Real-time combat (weight 0.2): Combat is real-time with dodging, readable enemy actions, and rewards initiative and aggressiveness. Players can attack, cast, block, parry, and evade.
- Character creation (weight 0.2): Players can create their own character, including using a portrait generator. This allows for personalized avatars and likely affects gameplay builds.
- Carry weight system (weight 0.14): Equipment and carry weight play a factor in gameplay. This adds inventory management and strategic choices.
- Merchant NPCs (weight 0.14): Merchant and shopkeeper NPCs are present, likely for buying and selling items. This supports the game's economy.
- Tutorial mode (weight 0.14): The default game mode serves as a tutorial, specifically 'soul' mode to learn the game before trying other modes. This helps new players acclimate.
- Crowd control effects (weight 0.13): Both enemies and the player can spam crowd control effects. This can lead to frustrating combat scenarios.

Performance notes:
No performancepoints

Recommendations:
- Ideal for retro dungeon crawler fans (weight 0.78): Many reviewers recommend the game specifically to fans of classic dungeon crawlers, roguelites, and retro RPGs with procedural generation and permadeath. They highlight similarities to Hexen, King's Field, Shadow Tower, and other old-school titles.
- Great value for the price (weight 0.73): Numerous players feel the game is well worth its cost, especially when purchased on sale or at a low price point. Some consider it a must-buy even at full price.
- Highly recommended overall (weight 0.72): Many reviewers give a strong, unambiguous recommendation, often calling it a great experience or a must-have. Some emphasize it as a memorable and unique title.
- Niche appeal, not for everyone (weight 0.41): The game is noted to be unapproachable for players used to modern conveniences and may be jarring due to rough edges or difficult mechanics. It is best suited for those who enjoy deliberate combat and resource management.
- Appeals to King's Field fans (weight 0.25): The game is particularly recommended for fans of King's Field or Daggerfall who enjoy dungeon aspects, and for those wanting modernized controls in a King's Field-style game.
- Cautious recommendation for some (weight 0.23): Some reviewers give cautious or mixed recommendations, suggesting the game is only worth it as a cheap curiosity or after checking the demo.
- Mixed or negative recommendations (weight 0.19): Some reviewers cannot recommend the game or advise against buying it, citing better alternatives like Barony and Delver. Others say it is not worth any amount of money.
- Recommended for specific combat fans (weight 0.14): The game is recommended for players who enjoy deliberate combat and resource management, as well as those who like the oppressive charm of retro dungeon crawling.
- Useful item tips (weight 0.12): A reviewer recommends buying lantern oil, empty bottles, healing options, and mana potions for casters, as well as grabbing at least one spell from the witch due to magic's power.
- Warning for seizure sensitivity (weight 0.07): One reviewer explicitly warns against playing if you have any susceptibility to seizure-inducing screen effects.
- Recommended for a single playthrough (weight 0.07): One reviewer recommends the game specifically for one playthrough, suggesting limited replay value for some.
- Avoid Chaos mode (weight 0.06): A reviewer advises against playing Chaos mode, implying it may be frustrating or poorly balanced.
- Good for a few runs (weight 0.06): A reviewer finds it fun for a few short sessions but not necessarily for extended play.
- Play Lunacid first (weight 0.06): One reviewer suggests playing Lunacid before this game, possibly to better appreciate or compare the experience.

Other player notes:
- King's Field comparisons dominate (weight 0.97): Numerous reviews compare or connect the game to King's Field, calling it a spiritual successor or knockoff, noting it captures the dungeon crawling style with a modern twist. It is frequently cited alongside Shadow Tower as a major influence.
- Retro PSX-style graphics praised (weight 0.48): Graphics are described as PSX-style with pixel art, grainy textures, sprite-based enemies, and low-resolution environments evoking early 1990s PC dungeon crawlers. Some note 2D NPCs mixed with 3D enemies and bosses.
- Daggerfall and Elder Scrolls parallels (weight 0.45): Reviewers compare the game to Daggerfall as a modernized roguelike version, to early Elder Scrolls games like Arena, and describe it as a King's Field and Daggerfall roguelike child. Some note it lacks Daggerfall's portrait art and sprites.
- Solo Brazilian developer support (weight 0.43): The game is made by a single Brazilian developer, Ithiro Sumi, who also publishes it and has a social Discord presence. Reviewers encourage and fully support the developer, noting their heart and agdg background, and hope for more story-focused games in this style.
- Devil Spire Falls sequel exists (weight 0.36): A sequel titled Devil Spire Falls is in development as a 3D open world, with a demo and pre-alpha access available through Discord. Reviewers recommend the sequel, note it is better than the original but prefer the original's art, and look forward to its full release.
- Compared to various other games (weight 0.27): Compared to Barony and Delver, Noita for lethal spells, Path of Exile endgame for avoiding boring repetition, DOOM and Devil Daggers as FPS, Skyrim and Zelda as RPG, and Elden Ring for performance requirements.
- Cheap price, high value (weight 0.27): Costs ten dollars and is described as worth the price, with one reviewer purchasing it for $5.00. It is simple and cheap, and a rogue connoisseur would find satisfaction.
- Dark fantasy roguelite dungeon crawler (weight 0.27): Set in dark fantasy as a first-person dungeon crawler with roguelite elements. Inspired by King's Field and Rogue, and compared to Shadow Tower and classic Rogue.
- Game Maker and moddable (weight 0.25): The game is built in Game Maker and can be modded using the Undertale mod tool. It has a final update and developers plan continued support after launch.
- Compared to Hexen unfavorably (weight 0.24): Some reviewers compare it to Hexen in terms of scenery or as a similar retro dungeon crawler, but one says it has nothing in common with Hexen and scenery is worse. Another wants art direction more like Hexen or King's Field in the next title.
- Lunacid is better rounded (weight 0.23): Several reviews directly compare this game to Lunacid, describing Lunacid as a better game in the same genre at a similar price, with more well-rounded DNA. One reviewer prefers this game's feel, citing better QOL features and action.
- Sparse lore and story (weight 0.21): The story is sparse with only a few comments in the starting village and ending cutscenes, and lore is obtained mostly from the starting town and Steam trading cards. Steam Trading Cards contain short paragraphs with worldbuilding not accessible in the game.
- Runs well, low requirements (weight 0.21): Technically runs flawlessly with PC requirements described as 'potato', and could run on a TI-80 calculator. System requirements may be inaccurate, but if your PC runs Windows the game will probably work.
- Short playtime, replayability (weight 0.2): Takes a couple of evenings to play through, and one playthrough to the middle is enough to see most of the content. The reviewer completed a single Ascent run on Normal and notes a descend run (100 floor challenge) exists.
- Procedural generation limits handcrafted feel (weight 0.17): Compared to King's Field, the procedural generation prevents a handcrafted feel, with no giant interconnected areas or obscure lore to piece together. King's Field had intentional hand-made box levels that this game lacks.
- Inspired by Dark Souls universe (weight 0.17): Inspired by the Dark Souls universe and described as like Dark Souls but very slow. It answers how Dark Souls would be if developed twenty-five years ago by a Brazilian who likes procedural games.
- Enemy recolors and simplicity (weight 0.16): Every enemy has a recolored variant encountered later in the spire, and the project is small in scope. It does not stand out among other King's Field inspired games on PC.
- Humble Bundle affected reviews (weight 0.16): Featured in a Humble Bundle which brought reviews down from mostly positive to mixed and hampered development of Devil Spire 2. Obtained from a Fanatical Mystery Bundle.
- Many game modes and classes (weight 0.12): Offers multiple game modes, class, weapon, and spell playstyles to explore for varied experiences. Has 111 achievements for completionists.

Emotions:
- Frustration (weight 0.13): Players report frequent deaths to bosses with unavoidable attacks and poor telegraphing, compounded by RNG-dependent runs that can be doomed from the start. Loss of progress from crashes, auto-closing, and long runs ruined by one mistake adds to the irritation. Unbalanced item durability and lack of manual saving exacerbate the sense of unfairness.
- Enjoyment (weight 0.1): Many find the core roguelike loop addictive and fun, with smooth combat, varied builds, and a compelling dungeon-crawling atmosphere. The challenge and progression, especially in modes like the 99-floor descent, provide a satisfying experience. The game's retro style and mechanics are often praised as enjoyable despite its rough edges.
- Disappointment (weight 0.08): Players are let down by lack of content, repetitive levels, and unbalanced mechanics that make the game feel broken or unfinished. Character portraits and visuals are criticized, and the game fails to live up to comparisons with classics like Hexen. Many feel it isn't worth the price due to shallow gameplay and monotonous design.
- Boredom (weight 0.07): The game becomes tedious and monotonous over time, with repetitive runs, boring enemies, and a lack of exciting mechanics. Long modes like the 100-floor dungeon drag, and the overall slow pace fails to hold interest. Many find the gameplay too simple and unrewarding to stay engaged.
- Satisfaction (weight 0.06): Players feel satisfied after achieving powerful builds, completing all endings, or getting a first win, often citing smooth gameplay and good value for money. The crafting system, exploration, and variety of weapons contribute to a sense of fulfillment. Developer responsiveness to issues also adds to the positive experience.
- Fun (weight 0.05): The game is consistently described as fun due to its dungeon-crawling gameplay, build variety, and enjoyable combat. Different classes and magic spells make each run feel fresh, and the old-school learning curve is rewarding. The overall experience scratches a roguelike itch effectively.
- Appreciation (weight 0.05): Players appreciate the developer's dedication, unique spellcasting system, and the game's atmospheric retro design. The humor, enemy fairness, and creative blend of King's Field and roguelike elements are highlighted. The developer's engagement with the community further deepens this appreciation.
- Love (weight 0.04): The game evokes strong affection through its fun gameplay, active developer, and modern take on King's Field style. Sound design, enemy death effects, and progression are particularly praised. Many rediscover their love for first-person dungeon crawlers through this game.
- Excitement (weight 0.03): Players are excited by the game's mysterious mechanics, rare spawns, and class variety that make exploration rewarding. The transition from tense hack-and-slash to powerful wizard gameplay is thrilling. Adjusting to the difficulty leads to a blast of an experience.
- Annoyance (weight 0.02): Annoyances stem from minor but irritating design choices: loud footsteps, item weight limits, and the need to re-edit character appearance after each death. Boss fights feel like endurance runs, and accidental game closures without warning add to the frustration.
- Amusement (weight 0.02): The game provides amusement through its quirky contrast between one-shotting enemies and being one-shot by bosses, and absurd scenarios like flinging thunderbolts while naked underground. The comparison to a hypothetical Brazilian Dark Souls and using frozen effects to defeat enemies also tickle players.
- Enthusiasm (weight 0.02): Enthusiasm is driven by the game's varied weapons, interesting spells, and class options that offer diverse gameplay. The old-school King's Field and Underworld dungeon-crawling in roguelite form appeals strongly to fans of the genre. The overall experience is seen as amazing.
- Dissatisfaction (weight 0.01): Dissatisfaction arises from clunky melee combat and a game that repeats quickly, making swings and hit spacing feel unsatisfying. The lack of polish in combat mechanics detracts from the overall experience.
- Anticipation (weight 0.01): Players look forward to the sequel, Devil Spire Falls, once it leaves early access, and many aim to 100% the current game. The promise of future content keeps them engaged and eager for more.
- Curiosity (weight 0.01): Curiosity is sparked by wondering what comes after the spire falls and by discussions on Discord servers. The game's mysteries and potential for discovery keep players intrigued.
- Mild disappointment (weight 0.01): Some feel the game lacks content and relies too heavily on RNG rather than skill, leading to repetitive runs. The low-fi aesthetic and inability to see character limbs are minor letdowns that detract from the experience.
- Interest (weight 0.01): Interest is piqued by the announced sequel, Devil Spire Falls, which promises a more elaborate 3D open world and a demo. The roguelike tag and potential for a gem also draw attention.
- Hope (weight 0.01): Players hope the developer continues to create games and moves into more demonic, dark, gritty territory. There is a desire for future projects that build on the current game's strengths.
- Happiness (weight 0.01): Happiness is expressed by those who are content with their purchase and enjoy playing through the Descent mode to see the credits. The game brings simple joy and a sense of a worthwhile buy.
- Addiction (weight 0.01): The gameplay is described as extremely addicting, with players getting hooked quickly and finding it hard to put down. The loop keeps drawing them back for more.}