Info about Fabric Of Reality:

Official game description:
Fabric of Reality is a top-down rogue lite where you have to survive 100 waves of oncoming enemies. Collect attack cards throughout your run and upgrade them with modifiers and status effects. After each run, use your earned gold to unlock new content in the tech tree such as upgrades, characters, gamemodes, and more things to discover in future runs!
Game Content:
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100+ Enemies - There's 25+ unique enemies and each has 4 variants with new attacks and patterns.  
100+ Attack Cards - Each card contains a unique and customizable bullet pattern, cards come in 5 different rarities, each being progressively more powerful and insane.  
45+ Modifiers & Effects - These can be applied to your attack cards to upgrade them or make them inflict debuffs on enemies!  
10+ Boss Fights - Every 10 waves you have to face off against a boss. Every boss is unique and tasks you with facing new and difficult challenges.  
700+ Tech Tree Unlocks - Unlock new characters, permanent upgrades, cards, modifiers, effects and gamemodes.  
60+ Gamemodes - Each gamemode can change the way you play, and the best part is: You can combine them! Giving you more than a QUINTILLION combinations!  
10+ Characters - Every character has its own attack, ultimate ability and stat point! You can unlock more characters through the tech tree.  
20+ Stats to upgrade - You can upgrade your stats by recycling cards or through active synergies!  
∞ Replayability - With every run being procedurally generated and the huge amount of options for playing the game, there's a virtually infinite amount of replay value!

Release date: Dec 14, 2022

Categories: Roguelite, Bullet-hell, Twin-stick Shooter, Deckbuilding, Wave-based Survival, Meta-Progression, Procedural Generation

Feature scans:
- Steam Deck: score 55; verdict: Playable with Workarounds; summary: The game is playable on Steam Deck but requires manual configuration of Steam Input and controller support, including using an external mouse. A controller aim bug further detracts from the experience. Overall, it is not seamless but not broken, demanding tinkering.

- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $6.99 - $10.00
  - Reasoning: The community consistently describes the game as underpriced, with multiple reviewers stating it is worth the full price of $6.99 and that sale prices are exceptional bargains. This suggests the fair base price is at least the current price, and given the 'steal' sentiment, a slightly higher price up to $10 would still be considered fair.
- Playtime Metrics:
  - Game completion: 1.5h
  - Story completion: 1.1h
  - Session length: 1.0h
  - Endgame: N/A
  - Reasoning: The base campaign completion time of just over one hour and the statement that the game is beatable in less than 2 hours support a game completion estimate of about 1.5 hours. The same base campaign quote gives story completion around 1.1 hours. The mention of playing for half an hour or longer at a time, combined with the game's design for short sessions, suggests an average session length of about 1 hour. The 33-hour review indicates extensive content but does not provide a specific endgame time, so endgame is left null.
- Time-to-fun:
  - Summary: The game delivers immediate fun through addictive arcade combat and meta-progression, with only minor early friction from a text-heavy tutorial.
  - Stance: Fun immediately
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: Tutorial walls of text; Inscrutable stat descriptions
  - Unlock drivers: Getting past the tutorial
  - Conditions: Player enjoys arcadey challenge; Player wants a challenging game without grinding; Player tolerates repetitive grind for achievements
- Player Archetypes:
  - Genre Enthusiast (buy)
    - Motivation: Love of bullet hell and roguelite gameplay, seeking intense action and dopamine feedback.
    - Playstyle: Plays for high-intensity runs, embracing the chaos and meta-progression.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Vampire Survivors
  - Completionist (sale)
    - Motivation: Achieving 100% completion and collecting all achievements, but frustrated by the excessive grind.
    - Playstyle: Grinds for achievements and completion, but may avoid the game due to prohibitive requirements.
    - Experience: familiar
    - Purchase stance: sale
    - Labels: Completionists; Achievement Hunters
    - Reference games: N/A
  - Casual Relaxer (buy)
    - Motivation: Relaxation and casual entertainment, often as a time-filler.
    - Playstyle: Plays in short, calm sessions, not focusing on high scores or completion.
    - Experience: newcomer
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Value Seeker (buy)
    - Motivation: Getting maximum content and fun for a minimal price.
    - Playstyle: Buys games on sale, appreciates deep content for low cost, and may not be as invested in specific genres.
    - 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:
- Game is addictive and fun (weight 0.56): Players frequently describe the game as addictive and fun, with many noting its surprisingly engaging gameplay. This sentiment is widespread across multiple clusters, indicating a strong positive reception.
- High replayability and content (weight 0.49): The game offers extensive replay value through a large amount of content, unlockables, and game modes. Players appreciate the breadth and depth of content that keeps the experience fresh.
- Complex tech and upgrade trees (weight 0.31): The tech tree and upgrade systems are praised for their complexity and meaningful progression. Players enjoy the depth and strategic choices these systems provide.
- Good core idea and decent game (weight 0.18): Players generally like the core concept and consider the game decent or good. This indicates a solid foundation that resonates with the audience.
- Tight and smooth controls (weight 0.11): Controls are described as tight, precise, and smooth, contributing to a satisfying gameplay experience. This is a key factor in the game's overall feel.
- Nice soundtrack and music (weight 0.11): The soundtrack and music are positively received, adding to the overall atmosphere and enjoyment of the game.
- Interesting and challenging game modes (weight 0.11): Different game modes are found to be interesting, hard, and fun to test. This variety adds to the game's appeal and replayability.

Common complaints:
- Visual clarity is poor (weight 0.43): Visual clutter from flashy effects, backgrounds, and strong attack effects makes it hard to distinguish enemy shots from your own, leading to readability issues and unreadable attacks from bosses. Some players even disable the background, which causes a color bug.
- Balance relies on RNG (weight 0.38): Players feel that balance is questionable and relies more on RNG than skill, with some builds never feeling overpowered and upgrades not impactful. This leads to a sense of unfairness and lack of progression.
- Upgrade system is clunky (weight 0.37): Upgrading cards and stats is inconvenient, with hidden information like scrapping benefits and skill levels, and a tech tree that lacks depth. This makes build-crafting feel unassembled and frustrating.
- Boss fights are unfair (weight 0.36): Several bosses, including the diamond, cube, and hexagon, are overpowered or have attacks that are hard to read, leading to unfair deaths and run-enders. Some fights are disproportionately difficult, and the final boss invalidates build and skill expression.
- Enemy spawns are unfair (weight 0.33): Enemies spawning behind the player or at the edge of the screen and hitting instantly, sometimes with high speed or on the first frame, leads to unavoidable damage and frustration. This is especially problematic with crash ships and cube enemies.
- Game lacks polish (weight 0.31): The game lacks polish in UI, visuals, and audio, with clunky menus, poor UX, and graphical glitches like color inversion on the main menu. This becomes more apparent over time and detracts from the experience.
- Difficulty is too high (weight 0.28): The game is very hard in later waves, with enemies beelining and pinning players, and bosses having more mobility. This makes it frustrating and not fun for many players, especially on harder difficulties.
- Extra modes are unenjoyable (weight 0.27): Extra game modes and difficulty modifiers are not enjoyable, with some being torture or painful, and they don't reward players appropriately. This makes them feel like a chore rather than an option.
- Card system is confusing (weight 0.26): Card leveling and synergy tracking are confusing, with fixed synergies and hidden stats, making it hard to build effective strategies. This leads to frustration and a lack of clarity.
- Controller support needs fixing (weight 0.24): Multiple players mention that controller support is not seamless, with issues like aim locked to four corners of a square and limited compatibility to PS4/XB1. This affects gameplay precision and accessibility.
- Progression is gated (weight 0.24): Wave requirements gate progression, preventing unlocking cards and modifiers, and updates are locked behind reaching wave 50. This forces players to grind or play modes they don't enjoy, making progress feel blocked.
- Final boss disappoints (weight 0.21): The final boss is described as jarring, disappointing, and an antithesis to the core gameplay loop, with an Undertale-inspired horror twist that feels pointless and unoriginal. This leaves a negative final impression.
- Repetitive and samey (weight 0.2): Extended play reveals repetition, with the arena unchanged, runs feeling samey, and a lack of variety in gameplay. This leads to boredom and a sense that the game wears out over time.
- Quality of life missing (weight 0.2): The game lacks quality-of-life features, with some buried deep in the upgrade tree and no anti-flashing setting for seizure safety. This affects accessibility and overall convenience.
- Health regen is slow (weight 0.12): HP slowly regenerates, leaving players vulnerable for a long time after mistakes, and there are no health refills during progression. This punishes errors harshly and reduces recovery options.
- Boss rewards are weak (weight 0.11): Boss rewards only give 3 levels per kill, and enemies lose XP value over time, making progression feel slow and unrewarding. This reduces the incentive to engage with bosses.
- No story despite attempts (weight 0.11): The game has no real story despite trying to have bits of one, with the ending being jarring and the final boss twist feeling pointless. This leaves narrative elements feeling incomplete.
- Achievements are questionable (weight 0.11): Achievement design is questionable, with repetitive grinds and inscrutable requirements, and daily challenges don't count toward unlock progress. This makes achievements feel like a waste of time.
- Tutorial is complicated (weight 0.06): The tutorial is complicated with walls of text, making it hard for new players to understand the game. This can lead to early frustration and confusion.

Gameplay feedback:
- Roguelike bullet hell hybrid (weight 0.56): The game is consistently described as a roguelike bullet hell arcade shooter, often with deck-building elements. This genre blend is a defining characteristic.
- Extensive upgrade and tech trees (weight 0.36): Players frequently mention the presence of upgrade trees and tech trees for unlocking perks and upgrades. This system is a core progression mechanic.
- Wave-based survival to 100 (weight 0.36): The core gameplay loop involves surviving 100 escalating waves of enemies, with bosses appearing every ten waves. This structure is frequently highlighted.
- Card system with upgrades (weight 0.28): Players note a card system where cards can be leveled up individually, adding modifiers and effects. This adds depth to the combat customization.
- Unique bullet patterns per card (weight 0.24): Attack cards have distinct bullet patterns with different damage, knockback, and piercing values. This provides strategic variety in combat.
- Multiple game modes (weight 0.24): The game offers various game modes, which is a key feature mentioned by players. This variety enhances replayability.
- Deck-building mechanic (weight 0.2): Players can build a deck of cards, choosing projectiles from a selection. This deck-building aspect adds strategic planning.
- Gold currency for unlocks (weight 0.11): Gold is earned and used to unlock new characters, upgrades, and game modes. This meta progression is a motivating factor.
- Meta progression system (weight 0.11): The game includes a meta progression system, allowing players to permanently enhance their capabilities across runs. This is a common roguelike feature.
- Variety in attacks and content (weight 0.11): The game offers a variety of attacks, characters, bosses, and enemies, keeping gameplay fresh. This diversity is appreciated by players.
- Practice mode available (weight 0.1): A practice mode is available to make the game easier, helping players learn mechanics. This accessibility feature is noted.

Performance notes:
- Game crashes instantly (weight 0.08): The game crashes immediately upon launch, preventing any gameplay. This is a critical issue that blocks access to the game entirely.
- Late performance degradation (weight 0.07): Performance problems emerge long after the last required level, possibly during post-game content or extended play. This indicates a gradual decline in stability over time.
- Main menu color inversion (weight 0.06): A graphical glitch on the main menu inverts colors, affecting the visual presentation. This is a noticeable but non-blocking issue.
- Runs fine on default settings (weight 0.06): The game operates without any issues when using default settings, indicating stability under standard configurations. This suggests problems may be configuration-specific.

Recommendations:
- Highly recommended overall (weight 0.47): Many reviewers strongly recommend the game, with multiple clusters expressing high praise and urging others to try it. This indicates a generally positive reception.
- Worth the price (weight 0.29): Several reviewers state the game is worth its cost, with some specifying it's worth the full price or a good deal on sale. This suggests good value for money.
- Appeals to genre fans (weight 0.24): The game is recommended for fans of bullet hell, roguelike, and arcade shooters, with specific mentions of intensity and experimentation. This highlights its niche appeal.
- Try demo first (weight 0.16): A few reviewers advise playing the demo before purchasing, implying the game may not suit everyone. This is a cautious but positive recommendation.
- Support the developer (weight 0.15): Some reviewers encourage buying the game to support the developer, with one even urging against piracy. This suggests a positive view of the developer.
- Flashing issue concern (weight 0.12): One reviewer cannot recommend the game until a flashing issue is fixed, and another advises against it for people with epilepsy. This is a significant accessibility concern.
- Expect frustration and difficulty (weight 0.12): Some reviewers warn that the game is challenging and can be frustrating, comparing it to an unfair version of Geometry War. This sets expectations for difficulty.
- Not for everyone (weight 0.11): A few reviewers note the game is not universally recommended, with one saying there are better ways to spend time and money. This indicates mixed suitability.
- Wears out over time (weight 0.06): One reviewer recommends the game but notes it becomes less enjoyable over time. This indicates potential longevity issues.
- Flaws acceptable at price (weight 0.06): A reviewer states that the game's flaws are acceptable given its price point. This suggests a balanced view of its value.

Other player notes:
- Developed and published by Jester (weight 0.3): The game is developed and published by Jester, and reviewers praise the developer's passion and support. This is mentioned in several clusters.
- Frequent Geometry Wars comparisons (weight 0.25): Multiple reviewers compare the game to Geometry Wars, noting similarities in gameplay and style. Some say it has more depth, while one calls it an unfair version.
- Indie game with more content (weight 0.19): Reviewers note it's an indie game with more content than expected, offering replayability and many combinations. This is a positive surprise.
- Purchased at deep discounts (weight 0.18): Several reviewers bought the game on sale, with discounts up to 80% off, making it a bargain. This indicates pricing strategy attracts players.
- Steam Deck adjustments needed (weight 0.18): The game requires some adjustments to play on Steam Deck, and controller support is limited unless Steam Input is disabled. This is a usability issue for handheld players.
- Comparisons to classic arcade games (weight 0.15): The game is compared to Galaga, Space Invaders, and twin-stick shooters, indicating a retro arcade influence. These comparisons are spread across multiple clusters.
- Solo developer's first game (weight 0.12): Reviewers highlight that this is a solo developer's first project, which adds context to its scope and polish. This is mentioned in two separate clusters.
- Demo available for testing (weight 0.11): The game offers a demo, allowing players to try it before purchasing. This is noted in two clusters, indicating it's a notable feature.
- Short base campaign length (weight 0.11): The base campaign can be completed in just over one hour, and the game is beatable in less than two hours. This suggests a short but possibly replayable experience.
- Updates locked behind wave 50 (weight 0.11): Updates and tech tree expansion are locked behind reaching wave 50, which may frustrate players. This is a specific progression gate.
- High grind for full completion (weight 0.06): One reviewer states the game is not 100%-able without hundreds of hours of grinding, which may deter completionists. This is a specific criticism.
- Compared to Path of Exile (weight 0.06): The game is compared to Path of Exile in terms of thoughtful design but also visual clarity issues. This highlights a design strength and a usability weakness.
- Desire for more polish (weight 0.06): One reviewer wants the game to be developed and polished more, suggesting current state may feel incomplete. This is a specific piece of feedback.
- Underrated game (weight 0.06): One reviewer believes the game is underrated, implying it deserves more recognition. This is a positive but vague statement.
- Similar to Vampire Survivors (weight 0.06): One reviewer compares the gameplay to Vampire Survivors, indicating a roguelike or horde-survival element. This is a single comparison.
- Tech tree requires money (weight 0.06): The tech tree is the only thing requiring money, which might be a monetization point. This is a single observation.
- Potential and love evident (weight 0.06): One reviewer sees huge potential and love put into the game, indicating a passionate project. This is a positive but subjective comment.
- Achievements for 100 waves (weight 0.06): The game has achievements for beating 100 waves with various game modes toggled, offering long-term goals. This is a specific feature.
- Developer talks in tutorial (weight 0.06): The story includes the developer talking directly to you through the tutorial, adding a personal touch. This is a unique narrative element.

Emotions:
- Frustration (weight 0.23): Players are frustrated by unfair enemy spawns, unreadable bullet patterns, and visual clutter that make it hard to tell what is hitting them. The game also crashes, has poor scaling, and gates upgrades behind difficult conditions, making runs feel punishing rather than fun.
- Enjoyment (weight 0.15): Players enjoy the game for its fun, replayable roguelike gameplay, charming visuals, and engaging card system with synergies. The dynamic music and rewarding progression add to the overall positive experience.
- Disappointment (weight 0.09): Disappointment stems from a jarring final boss that contradicts the game's concept, lack of meaningful build-crafting, and unplayable flashing attacks. Poor UX/UI and a bug preventing the upgrade menu from opening also contribute to the letdown.
- Satisfaction (weight 0.08): Satisfaction comes from reaching high waves, beating the game, and understanding its complex tech tree. The core gameplay is solid, audio is satisfying, and the game runs without bugs, providing a rewarding experience.
- Excitement (weight 0.07): Excitement is driven by watching runs evolve into sensory explosions, fast-paced high-intensity gameplay, and a jamming soundtrack. Players also feel excited about the game's huge potential and consider it a hidden gem.
- Addiction (weight 0.05): The game is addictive due to its simple yet engaging gameplay, customization, and progression systems. The sound design, tech tree, deck-building mechanic, and levelling system keep players coming back.
- Love (weight 0.04): Players love the game for its insane amount of content, great gameplay, and fun game loop. It scratches the itch for roguelikes and twin-stick shooters, and the well-built RNG offers unreal future potential.
- Impressed (weight 0.02): Players are impressed by the game's depth and value, especially at its discounted price. The interesting rogue-like bullet hell concept and expansive replay value exceed expectations.
- Fun (weight 0.02): The game is fun in a classic way, with players enjoying the core gameplay and coming up with builds. It provides a straightforward, enjoyable experience.
- Surprise (weight 0.02): Surprise comes from the game having more content than expected and being fun to play. Players are also surprised by the high positive review percentage despite low traffic.
- Admiration (weight 0.02): Players admire the game as the best twin-stick shooter, calling it perfect and noting the heart put into it. The game's quality and design earn high praise.
- Appreciation (weight 0.02): Appreciation is for the cool concept well executed for a solo dev's first project, the game's charm, and the developer's active engagement. The developer's in-game interaction and improvements are valued.
- Enthusiasm (weight 0.02): Enthusiasm is sparked by unique weapon patterns and systems, fun and unique bosses, and a well-done gameplay loop. The many game modes add to the excitement.
- Annoyance (weight 0.02): Annoyance arises from unfair edge bosses with screen-wide lasers and having to guess which card provides regen. These design choices frustrate players.
- Addicted (weight 0.02): Players are addicted due to many hidden mechanics, game modes, and secrets, as well as the variety of attacks, characters, bosses, and enemies. The game offers endless discovery.
- Anger (weight 0.01): Anger is triggered by the diamond boss and painful game modes, which are seen as unfair and frustrating.
- Relaxation (weight 0.01): The game is a nice way to chill and play calmly, providing a relaxing experience despite its action-oriented nature.
- Disturbance (weight 0.01): The horror-themed final boss disturbs players, feeling out of place and unsettling.
- Liking (weight 0.01): Players like the core idea of the game, which resonates with them.
- Amazement (weight 0.01): Players are amazed by the thoughtful game design, especially considering the price point.}