Info about INTO EVIL:

Official game description:
STEEL THYSELF, AND DESCEND!
---------------------------
The servants of T̴̨̈́h̴̛͉e̷̦͌ ̷̡́I̷̫̐ń̵̦v̸̢̈́e̷͇͐r̷̩͋ẗ̷͈́ḛ̸̽d̵̬̆ ̵̀ͅT̶̖̈́o̵͎͋w̶̹̾e̸͎͊r̷̬͝ venture forth each night, dragging the meek and fearful from their homes down into the Tower's abyssal depths, never to return.
It is up to **you** to brave the dangers beneath the earth. Up to you to slay those behind the horror.
To descend ever deeper... INTO EVIL.
More than just bundles of stats, every item in INTO EVIL is unique and **actually** changes the way you play.
*   **Unique movesets:** Swords parry, axes cleave, lanterns still shine when stowed - _every_ item has two moves (and often hidden secrets!)
*   **Enchantments and Curses:** Find items **imbued with dark magic** that radically changes their properties! Infused spells, elemental affinities, mutations, and more - expect the unexpected.
*   **Abilities, not stats:** No "+2% fire resist" here - rather than small stat increments, weapons and armor unlock new abilities and powers to face your enemies with.
The adventure that awaits you is deadly and unpredictable - no matter how many times you face it.
*   **Unexpected dangers:** The dungeons of the T̴̨̈́h̴̛͉e̷̦͌ ̷̡́I̷̫̐ń̵̦v̸̢̈́e̷͇͐r̷̩͋ẗ̷͈́ḛ̸̽d̵̬̆ ̵̀ͅT̶̖̈́o̵͎͋w̶̹̾e̸͎͊r̷̬͝ are labyrinthine and cursed, **changing their layout** each time you attempt to brave them.
*   **Meaningful choices:** Not only are items powerful, they are _scarce_ and you can only take what you can carry. Foes, traps, and hazards shift each time you die - but your **choices** will shape each Descent as well.
*   **Die, die again:** INTO EVIL is difficult - every enemy is a significant threat and cannot be taken lightly. You will need to learn to adapt to the dangers that confront you, or you will perish brutally.
Descend into a world gone mad - devils and death, torture and madness await.
*   **Face the Hordes of Hell:** Demons infest the dungeons of INTO EVIL, wielding terrible supernatural powers. You will need every ounce of skill and courage you can muster in order to survive.
*   **Heroes turned betrayers:** The T̴̨̈́h̴̛͉e̷̦͌ ̷̡́I̷̫̐ń̵̦v̸̢̈́e̷͇͐r̷̩͋ẗ̷͈́ḛ̸̽d̵̬̆ ̵̀ͅT̶̖̈́o̵͎͋w̶̹̾e̸͎͊r̷̬͝ has been taken over by former heroes who now side with evil. What caused this turn? What dark purpose possesses them?
*   **Dark secrets await:** Learn tḧ̶͉́e̴̢͂ t̶̼̂e̴̙͑r̶͕͘r̶͚͉̈́ḯ̷͕b̶̻͖͛l̸̜̈e̷̜͗ ̵̛͓̒ t̵̰̜͝ṟ̶̪̈́̚u̸̪͔̾͘t̶̟̀͜h̶̺̓̈,̵͎̍̓ ̸̧̍t̴̢̛̤͛h̴͉͎̅a̴͍̖͗̍t̸̨̺͐̅█̸̢̀͝█̵̼́ ̸̛̬̗͝█̸̻̩͘ ̶̡̙̅█̷̣͎̅█̶̹͒█̸̪̾͂ ̶̨̯̓█̵͚͐̚█̴̭̞̏͠ ̴̦̅█̴̢̘͒█̸̭̅█̷̥̀█̵̢͝█̵̲̗̔͊█̴̞̳͑͛█̷̫͍͂█̶̬͔͒█̴̡̤̒́█̶̛̬ͅ █̷͓̎͗͜█̴͔͚́̀█̵̬̹̍̈́█̸̜̔█̸͍̐ █̸̦͎̈█̵̗̓͘█̴͚̌͜█̶̬̪̑̀█̷͓̳͂█̴̗̮͑ █̴̢͔̿͠█̸̞̙̊█̶̹̻̂█̶͙̔̀█̵̟̹̂̐█̷̰̳̈́̎█̵̧̱͒█̷̖̗̐̂█̷̜̯̓̑ █̶̢̩͐̔█̶̬̍̆█̷͎̤̅͌█̷͔͠ █̴̨̺̑́█̴̯̀̉ͅ█̵͙͖̀̿█̵͓̰͌█̵̝͉̏█̶̭̅̐█̴̬̱̂
...you doubt?
Think this deadly dungeon is a trifling matter?
Very well. Try the demo, and **see for yourself**. But: be warned! Those who venture into evil, rarely return...

Release date: 7 Nov, 2025

Categories: Roguelike, Souls-like Combat, Real-time Combat, Dungeon Crawler, Character Progression, Equipment Customization, Exploration, Atmospheric Horror


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


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:
- Challenging Roguelike with Rewarding Combat (weight 0.99): Players consistently praise the game's brutal yet fair difficulty, often drawing comparisons to Souls-likes and Hotline Miami, where deaths feel like personal mistakes. The real-time combat system is tight, fluid, and skill-based, emphasizing timing and mastery. This, coupled with diverse weapons, items, enemy types, and boss randomization, contributes to high replayability and varied run experiences.
- Deep and Diverse Gameplay Mechanics (weight 0.82): The game offers a rich array of mechanics, including impactful gear affixes, unique armor properties, and dynamic elemental attributes (fire, cold, lightning, poison) that add significant strategic depth. The magic system is particularly highlighted for its cool mechanics, lack of dedicated mana points, and varied, powerful spells. Upgrades are also noted for being game-changing rather than mere numerical boosts.
- Masterful Dark Horror Atmosphere (weight 0.79): The game excels in creating an oppressive, dark, and horror-themed atmosphere through its excellent graphics, art direction, and meticulous lighting. Ambient sounds and a fantastic soundtrack further enhance the dread and immersion, effectively placing players in the shoes of someone crawling deeper into a dangerous torture dungeon.
- Rewarding Exploration and Secrets (weight 0.72): Exploration is a significant and gratifying part of the game, with players enjoying searching for hidden rooms, equipment, and unique features. Despite the absence of a minimap, levels are manageably sized, encouraging careful observation and strategic movement within its dark and mysterious setting.
- Responsive and Dedicated Developer (weight 0.6): Players highly appreciate the developer's passion, attention to detail, and willingness to listen to feedback. The developer is praised for actively engaging with the community, promptly responding to issues, and even providing rare localization efforts, which highlights the game's great potential for future updates and improvements.

Common complaints:
- Extremely high, punishing difficulty. (weight 0.33): Players consistently report the game is incredibly difficult, with even basic enemies posing a significant challenge after many hours. The steep learning curve, complex controls, limited healing, and brutal encounters beyond the tutorial contribute to a highly frustrating experience for many.
- Camera and UI visibility problems. (weight 0.24): The camera movement frequently causes the character to go out of focus, making it hard to track health or items, especially during boss fights and co-op. The UI itself is described as taking up too much screen space, sitting entirely on top of the character, and the narrow field of view makes it difficult to spot enemies.
- Melee combat is severely disadvantaged. (weight 0.22): Melee characters are often outclassed by ranged enemies and powerful spells, struggling against foes that require specific counters like parrying. Issues like long attack wind-ups, enemy stun-locks, infinite stamina, and unavoidable attack loops make melee play frustrating and significantly less effective.
- Game content feels very short. (weight 0.16): Players feel the game's total length is problematic, with some completing it in about an hour. The full game currently offers only a prologue and two levels, which is not a substantial increase from the demo.
- Lacking progression, RNG too strong. (weight 0.15): There is a notable absence of out-of-game or out-of-run progression, making repeated playthroughs feel unrewarding. The game's difficulty relies too heavily on randomized drops, with players sometimes receiving only junk after clearing an entire floor, leading to frustration.
- Poor localization and text. (weight 0.14): The game suffers from poor localization quality, with numerous textual errors present. This issue extends to passive skill descriptions, which are often unclear or confusing, potentially leading players to select ineffective abilities.
- Problematic enemy design. (weight 0.13): Certain enemies exhibit unfair traits, such as immunity to specific damage types which can ruin runs in a roguelike, or having fast, concealed attacks. Pervasive knockback and debuffs from enemies also lead to frustrating combat encounters.
- Suboptimal co-op experience. (weight 0.11): The current shared-screen co-op view severely impacts player operability, making it difficult to track characters and leading to off-screen attacks. Remote play is inconvenient due to split-device requirements, and latency issues further degrade the experience.
- Minor specific gameplay frustrations. (weight 0.08): Several smaller issues contribute to player frustration, including shield bash causing detrimental player knockback, health potions relying solely on ground drops, and certain item modifiers feeling nonsensical within the game's mechanics.
- Boss fights have frustrating mechanics. (weight 0.08): Bosses often feature increased projectile attacks, mine-spreading, or infinite minion spawns, making melee approaches difficult and frustrating. This design often forces players into ranged builds, limiting build freedom and player choice.
- Inconsistent parry mechanics. (weight 0.05): Players find the parry timing and judgment inconsistent and confusing. Additionally, poor lighting conditions in some areas make it difficult to clearly see enemy movements, further hindering effective parrying.
- Unclear Early Access status. (weight 0.05): Many players are confused by the game's store page, as it does not explicitly display an Early Access tag despite requiring players to wait for a full release. This lack of transparency leads to misunderstandings about the game's current state.
- Solo play is miserable. (weight 0.03): A direct feedback point stating that the experience of playing the game solo is miserable. While concise, it indicates a significant frustration for players who prefer or are forced to play alone.
- Home base feels underutilized. (weight 0.02): The large home base scene is perceived as being largely underutilized. Players feel that this significant area could offer more functionality or interaction, rather than feeling wasted.
- Mouse cursor leaves window. (weight 0.02): A persistent technical issue reported since the demo, where the mouse cursor can unintentionally leave the game window when playing in windowed mode, disrupting gameplay.

Gameplay feedback:
- Diverse Item & Gear System (weight 0.16): The game includes equipment with durability ('fragile' items), varied armor resistances (piercing, slashing, bludgeoning), and specific item types like one-time use scrolls. Inventory is initially limited but can be expanded, and elemental attributes (fire, cold, lightning, poison) play a role in combat, often with key-gated content.
- Stamina Fuels Magic (weight 0.13): Stamina serves a dual purpose, acting as both the resource for physical actions and for casting spells. Permanent magic reduces max stamina, while other spells temporarily consume it or remain active until manually deactivated.
- Parry-Centric Melee Combat (weight 0.1): Melee combat heavily emphasizes parrying to destabilize enemies and avoid counter-attacks, as many foes are very difficult to defeat without it. Weapons offer varied reach, speed, damage, and unique parry timings that require player adaptation.
- Layered Dungeon Progression (weight 0.1): The game features a structured progression through dungeon layers interspersed with rest stops, culminating in a final boss (as of early access). Players unlock new skills by consuming materials found in dungeons and recruit playable characters by discovering them.
- Convenient Prologue Shortcut (weight 0.03): After being defeated in the prologue's final battle, the game offers a direct shortcut back to that fight with a full complement of equipment, streamlining the re-attempt process.
- Planned Multiplayer Impact (weight 0.03): Multiplayer implementation is currently planned, and its eventual release might significantly affect the game's overall difficulty balance and player experience.
- Early Plot Unclear (weight 0.02): Based on early exposure, the game's plot and narrative depth are difficult to fully assess due to the nature of early access or limited play sessions.

Performance notes:
- Seamless Steam Deck experience (weight 0.03): Players report that the game runs exceptionally well on the Steam Deck, requiring no manual configuration of controls or settings. This out-of-the-box compatibility significantly enhances the portable gaming experience for users.

Recommendations:
- Highly Recommended Title (weight 0.19): Many players strongly recommend this game, finding it a worthwhile purchase, especially for fans of its specific genre. They encourage others to experience it, highlighting its overall positive reception.
- Consider After Updates (weight 0.12): Some players recommend waiting for future updates before buying, expressing hope that the game will improve further. While some initial positive reviews were given as encouragement, current buyers are advised to exercise caution until more development occurs.
- Demo Helps Purchase Decision (weight 0.07): Players emphasize the utility of the available demo, suggesting it's crucial for prospective buyers to try it first. The demo effectively helps individuals determine if the game aligns with their preferences before committing to a purchase.
- Persistence Rewarded in Difficulty (weight 0.06): Players are encouraged not to abandon the game when faced with challenges, but rather to persevere and improve their skills. The game is designed to reward dedicated players who invest time in mastering its mechanics and overcoming obstacles.
- Experiment with Builds (weight 0.05): Players are encouraged to explore and try various equipment builds within the game. This highlights the depth of character customization and the potential for diverse tactical approaches.
- Niche Genre Appeal (weight 0.03): This game specifically appeals to players who enjoy dungeon crawlers, soulslikes, or are looking for a novel roguelike experience. Understanding these genre influences is key for potential players to set proper expectations.
- Remote Play Co-op Option (weight 0.03): A suggestion was made to split the game's cost with a friend and utilize Remote Play for a shared experience. This indicates a potential cooperative aspect and a way to enhance the game's social value.

Other player notes:
- Game in Early Access (weight 0.19): Players recognize the game is in Early Access, noting that current content is limited and the overall experience is subject to change. Many reviews are preliminary, with players expecting to provide more comprehensive feedback after further development or the official release.
- Poor community atmosphere (weight 0.09): Feedback suggests a negative community environment, with some reviewers experiencing hostile reactions, such as receiving 'clown' emojis, after posting critical feedback. There is also a perception that a 'small circle' community is rapidly forming around the game.

Emotions:
- Satisfaction (weight 0.3): Players felt satisfied by the game's ability to deliver on the challenging Souls-like and roguelike genres, featuring rewarding combat with tight controls, impactful loot, and clever upgrade systems. Specific praise went to the mastering of the parry system, the variety of mechanics, and the smooth performance, indicating a high-quality and immersive experience that met or exceeded expectations, especially after the full release.
- Excitement (weight 0.17): Excitement stemmed from the game's addictive and instantly hooking nature, offering a fresh, brutal, and fast-paced experience with excellent difficulty and replayability. Players were thrilled by the powerful magic mechanics, varied gameplay, and the overall high quality, seeing it as a hidden gem with strong potential for future content.
- Frustration (weight 0.13): Frustration primarily arose from unfair combat mechanics, including specific boss mechanics, stunlocks, prevalent knockbacks/debuffs, and overwhelming enemy tactics. Other causes included game balance issues, a confusing parry system, strong in-game randomness, and limitations on build freedom, compounded by minor technical problems and inconvenient co-op setup with camera issues.
- Disappointment (weight 0.08): Disappointment was driven by the game's extremely short length and overall lack of content, which did not meet player expectations for a full experience. Issues with poor localization quality, specific enemy immunities, wasted home base potential, and a poor multiplayer/co-op camera further contributed to this sentiment.
- Hope (weight 0.07): Players expressed hope for the game's future, anticipating cool updates and additional content such as more characters and spells. This hope was also tied to the expectation that developers would consider player suggestions and implement improvements, particularly during Early Access.
- Appreciation (weight 0.05): Appreciation was shown towards the developers for their sincerity, passion, and attention to detail, especially in their willingness to create a challenging game. Players valued the prompt and helpful responses to technical issues and the active addressing of concerns like translation quality.
- Enjoyment (weight 0.03): Enjoyment was directly linked to the game's overall solid experience, particularly its challenging and fun difficulty. Players found satisfaction in overcoming the obstacles presented by the game's design.
- Love (weight 0.03): Players expressed love for the game's challenging roguelike experience, highlighting the robust combat system and high replayability. The core loop of challenging gameplay resonated deeply with them.
- Joy (weight 0.03): Joy was specifically tied to the engaging co-op gameplay experience and the satisfying use of the whip weapon. These elements provided distinct moments of positive emotion for players.
- Humility (weight 0.02): Humility arose from players acknowledging their own skill limitations as the primary cause of in-game deaths, rather than blaming the game's design. This indicates a respect for the game's challenge and fair mechanics.
- Confusion (weight 0.02): Confusion was caused by the lack of an "Early Access" tag on the game's store page, leading players to question the development status of the game.
- Discouragement (weight 0.02): Discouragement stemmed from the daunting prospect of repeatedly facing and experiencing the same difficult or negative outcomes within the game.
- Admiration (weight 0.02): Admiration was expressed for the game's unmatched art style, immersive atmosphere, and thoughtful overall design. These aesthetic and foundational elements deeply impressed players.
- Anger (weight 0.02): Anger was triggered by gameplay elements that resulted in unavoidable deaths and a perceived poor game balance. This suggested unfairness in certain design choices.
- Anticipation (weight 0.02): Anticipation was focused on the expectation of upcoming content updates, particularly within the Early Access phase of the game. Players were looking forward to new additions and improvements.}