
What players like:
Common complaints:
Gameplay feedback:
Performance notes:
Recommendations:
Other player notes:
Review evidence
Enjoyable & Polished Early Access: Players consistently describe the game as highly fun, addicting, and refreshing, highlighting its fluid combat, smooth movement, and engaging gameplay loop. Many commend its polished state and overall quality, especially for an Early Access release, noting significant improvements over previous versions.
Intuitive Base Building & Crafting: The base building system is praised for being intuitive, easy to use, and offering good depth and customization. Crafting is quick, simple, and not tedious, making the overall experience of shop management and resource production enjoyable for players.
Gorgeous & Unique Art Style: The game's visual presentation receives widespread acclaim for its gorgeous, vibrant, and colorful art style. Players appreciate its strong aesthetic choices, often comparing it favorably to games like Zelda and Wakfu, creating a pleasant and immersive world.
Rewarding World Exploration: The game's world design is highly praised for being beautiful, detailed, and consistently encouraging thorough exploration. Players enjoy discovering numerous puzzles, treasure chests, secrets, and unlockables, which provides a satisfying sense of reward and progression.
Responsive & Attentive Developers: The development team receives widespread praise for their responsiveness, quick patching, and active engagement with the community. Players appreciate that developers genuinely listen to feedback and implement changes, which significantly contributes to a high-quality experience.
Combat lacks impact and depth: Players widely criticize combat for feeling stiff, clunky, and floaty, with little sense of impact or strategic depth. Issues include input lag, overly long cooldowns, chaotic movement, and an aggressive auto-snap, leading to a repetitive, 'button-mashing' experience that feels less polished than the demo.
Progression tied to host: A significant issue for many players is that all character and world progression, including unlocks and cosmetic experience, is tied solely to the multiplayer host. This severely disincentivizes non-host players, as their progress does not carry over, often requiring them to restart when joining different hosts or playing solo.
Limited customization and content: The game offers very restricted character customization, relying on predefined characters and skin recolors. Unlocking new characters is perceived as an oppressive grind, and many players feel there isn't enough game content to justify the grind or keep them engaged, contributing to a sense of the game being under-baked or in early access.
Frequent crashes and bugs: Many players experience frequent game crashes across various stages, from the tutorial to combat and even the main menu, often preventing access or disrupting gameplay. While some bugs are minor visual glitches, the prevalence of crashing significantly impacts the overall playability, particularly for certain systems like Linux.
Unpolished, mobile-like UI: The user interface, GUI, and HUD are frequently described as looking cheap, unfinished, and akin to a free-to-play mobile game. This design clashes with the game's overall visuals, contributing to a clunky and unintuitive experience that actively discourages prolonged play.
Diverse Hybrid Gameplay Mix: The game blends elements of RPG, action-adventure, shop management, and exploration, including base-building and crafting. Players compare it to titles like Zelda, Moonlighter, and Genshin Impact, emphasizing its unique genre mashup.
Flexible Weapon-Based Classes: The game features four distinct weapon-based 'classes' that players can freely switch between by changing weapons. Progression involves earning mastery XP for specific weapons, unlocking new skills and cosmetic skins, allowing for multi-classing.
Instanced Area Exploration: Contrary to some perceptions, the game does not feature a true open world but rather instanced areas. These distinct zones are progressively unlocked through exploration and by achieving specific objectives like collecting "world stars."
Accessible Gameplay Pacing: The game features an accessible and simple core gameplay loop, complemented by a basic quest system, making it suitable for casual play. It starts linearly before opening up, offering 20-40 hours of enjoyable content.
Customizable Difficulty Options: The game allows players to adjust the difficulty settings, offering increased challenge and the potential for higher quality loot. Reviewers found the highest difficulty settings to provide engaging and demanding combat encounters.
Overall smooth performance, some dips: The game generally runs smoothly with high frame rates, often exceeding 100 FPS, and has seen noticeable performance improvements since Early Access. However, players observed frame rate drops (to around 90 FPS) in demanding scenarios like intense 4-player multiplayer with large enemy swarms or when entering new zones. Some feedback also described optimization as merely 'normal'.
Mixed Linux/Steam Deck support: There were mixed experiences with compatibility on Linux and Steam Deck. Some users struggled to run the game using various Proton versions without success, while others found success on Steam Deck by utilizing Decky and a framegen plugin. Additionally, a general workaround using the launch options '-d3d11 -safemode' was noted.
Instances load slowly: Players reported noticeable delays and slow loading times when transitioning into or out of instanced game content. This issue specifically affects the flow of gameplay when moving between different game areas.
Strong Potential & Recommended: Many players enthusiastically recommend the game, highlighting its current enjoyability and expressing significant excitement for its future development. They see high potential for the game to improve with further polish and content, urging others to give it a try.
Value Proposition Divides Players: A notable portion of players expresses reservations regarding the game's current value proposition, with some requesting refunds or advising others to wait for updates. These players are hesitant to 'gamble' on future improvements and suggest a lower price point might be more appropriate for the current content.
Solo or Friend-Group Multiplayer Preferred: The multiplayer experience is a common point of discussion. Players suggest holding off if the primary goal is to play with random pick-up groups, as the experience is currently lacking. However, it's noted to be enjoyable when played with friends, though some wish for improvements like retaining leveled-up characters across sessions.
Appeals to Specific Genre Fans: The game strongly resonates with players who enjoy a mix of genres, including action RPGs, hack and slash combat, base building, dungeon crawling, and even shop management. It's described as a simple, fun, and often casual experience that offers depth in its story and progression.
Adjust Camera Settings: One specific piece of feedback suggests that adjusting the 'Cameras' options can significantly contribute to a smoother gameplay experience. This is a minor, actionable quality-of-life tip for new players.
Enthusiastic for Game's Future: Many players express strong excitement for the game's future and appreciate its current state, recognizing its early access status. They are eager for updates, content, and polish, showing willingness to support developers and give them time for improvements.
Requested QoL Features: Players suggest several quality-of-life improvements and new features to enhance the game experience. Key requests include cloud saves, achievements, an improved user interface for both functionality and visuals, and a character creator.
Core Gameplay & Content: Initial feedback notes satisfaction with combat mechanics, loot, and progression systems. However, there is a desire for greater visual diversity, specifically hoping developers avoid reusing assets across all play areas.
Address Review Bombing: Some players perceive negative feedback, particularly regarding player progression, as 'review bombing' and dismiss it as trivial. They advise against overemphasizing such criticisms, highlighting a divide in player sentiment.