Info about Beneath The Six:

Official game description:
Road Map
========
About the Game
==============
_Welcome to The Six, a magical world where dice define your identity. You are an adventurer trapped in a timeloop at the mercy of a chaotic, impish DM. Every 24 hours, the dungeon beneath the surface morphs and shifts, revealing new secrets and relics which hold the key to your escape._
Beneath The Six is a roguelike experience featuring a revolving array of daily quests, a brutal Arena mode, and 4-player co-op. Collect sets of dice to forge powerful hybrids of fighters, mages, or rogues. Overcome the DM’s daily whims, trade with friends to complete your collection, and—one day, perhaps—escape The Six.
**Conquer The Daily Dungeons**
------------------------------
Dive into fresh challenges every 24 hours! Explore new quests, face unique enemies, and uncover hidden loot. Success depends on your adaptability—find the perfect combination of dice and skills tailored to the specific dangers of the day. 
**Collect Dice**
----------------
With over 130 unique dice sets to collect, the possibilities for character builds are nearly endless. Every set carries its own stats, weapons, and skills. Mix and match them to craft a fearsome, one-of-a-kind adventurer. Show off your builds, share strategies with friends, or party up to conquer weekly challenges.
**Complete Daily Quests**
-------------------------
The Quest Board is your hub for adventure, giving you agency over your session length and objectives.
*   Variety and Choice: Choose from various daily quest types with randomized lengths and goals.
*   Discoverable Content: Find "Quest Posters" as loot during your runs. Successfully bring them back to the Overworld to add them to your Quest Board.
*   Scalable Risk: Tweak the difficulty of your quests to balance the challenge. Higher risks lead to greater rewards.
**Challenges & Golden Shards**
------------------------------
Complete daily and weekly challenges to earn Golden Shards. Spend your shards at the Dice Shop to unlock new sets and expand your tactical options.
**Unique Character Creator**
----------------------------
Forge a hero unlike any other. In each set of seven, every individual dice provides a specific component—from armor and weapons to unique skills. Swap dice between sets to find the ultimate synergy for your play style.
**Player Progression & Accolades**
----------------------------------
*   Item unlocking: As you delve deeper, you will discover rare loot that unlocks the potential for new, exotic items to spawn in future runs.
*   The Accolades System: Hit progressive milestones to earn a steady stream of Golden Shards, helping you grow your collection faster.  
**Survive The Daily Arena**
---------------------------
Test your mettle in our brutal Arena mode. Face waves of increasingly strong enemies with near-impossible intensity. The Arena resets every 24 hours—climb the leaderboard and claim bragging rights over your friends!
**Party Up And Explore With Friends**
-------------------------------------
Beneath The Six supports 4-player co-op. Tackle the dangers of the dungeon with backup, coordinate your builds for maximum impact, and show off your rarest character combinations and appearances.

Release date: Aug 14, 2025

Categories: Roguelike, Dice-based Gameplay, Turn-based Combat, Online Co-op, Daily Challenges, Dungeon Crawler, Character Progression


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: 4.0h
  - Story completion: N/A
  - Session length: 2.0h
  - Endgame: 2.0h
  - Reasoning: The first-time co-op report gives a completion estimate of about 4 hours, with an experienced group possibly finishing in less than half that, so gameCompletion is set to 4 hours. The one-hour attempt and the roughly 2-hour arena run are direct session-duration reports, supporting a sessionLength of about 1-2 hours; I used 2 hours as the upper observed session. The daily arena run also provides evidence for endgame activity lasting about 2 hours, though it had no clear end, so endgame is set to 2 hours. No review clearly reports a story-specific completion time, so storyCompletion is null.
- Time-to-fun:
  - Summary: Players generally enjoy the core combat and co-op early, but repetition and limited meta-progression can reduce enjoyment over time.
  - Stance: Fun then drops
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: Repetitive waves of the same enemies; Limited meta-progression between runs; Easy to learn but difficult to master; Tutorial before character creation; Occasional bugs
  - Unlock drivers: Tutorial clarifies the basics; In-run progression rewards skillful skill use; Arena mode emphasizes combat
  - Conditions: Playing with friends or in co-op; Understanding the tutorial; Tolerance for repeated enemy waves; Not expecting deep meta-progression; Choosing arena mode for combat focus; Accepting a difficult mastery curve
- Player Archetypes:
  - Co-op Dungeon Runner (buy)
    - Motivation: Shared multiplayer dungeon runs with friends
    - Playstyle: Teams up in small co-op groups for repeatable Arena and Dungeon runs
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Solo Systems Learner (buy)
    - Motivation: Understanding the game's mechanics at a comfortable solo pace
    - Playstyle: Starts solo, experiments with unlocks, and delays online co-op until comfortable
    - Experience: newcomer
    - Purchase stance: buy
    - Labels: first time player
    - Reference games: N/A
  - Nostalgic ARPG/MMO Fan (buy)
    - Motivation: Recapturing nostalgic dungeon-crawler and MMO-style atmosphere
    - Playstyle: Plays multiplayer roguelike runs with friends while judging style and genre feel
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Torchlight; World of Warcraft
  - Progression-Focused Critic (no buy)
    - Motivation: Meaningful long-term progression and reward unlocks
    - Playstyle: Grinds for chests and evaluates meta progression pacing
    - Experience: familiar
    - Purchase stance: no 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:
- Promising early access potential (weight 0.93): Despite being in early access, the game shows great potential with a solid foundation and regular updates adding content.
- Fun and engaging gameplay (weight 0.89): Players find the game highly enjoyable and fun, with many highlighting the core gameplay loop as satisfying.
- Smooth multiplayer experience (weight 0.87): Multiplayer works well and is a highlight, especially when coordinating with friends and matching synergies.
- Enjoyable dungeon progression and loot (weight 0.78): Exploring dungeons, fighting varied enemies, and finding loot is fun, with a rewarding progression loop.
- Dice-based character customization (weight 0.62): The system of customizing characters with dice sets is well-received, adding personality and build variety.
- Deep strategic combat (weight 0.62): The game offers deep strategy with turn planning, skill synergies, and environmental tactics, appealing to fans of roguelikes and turn-based games.
- Appealing art style and graphics (weight 0.6): The art style and graphics are frequently praised for being gorgeous and nostalgic.
- Daily challenges and missions (weight 0.59): Daily dungeons and missions keep the game fresh and provide in-game currency, encouraging daily engagement.
- Variety of classes and skills (weight 0.4): A wide range of classes and skills allows for diverse builds and playstyles, enhancing replayability.
- Engaging arena mode (weight 0.39): The arena mode is particularly enjoyed for focusing on combat and providing quick grinding sessions.
- Immersive atmosphere and narrator (weight 0.38): The narrator voice and overall vibe of the game are appreciated, adding to the experience.
- Earnable currency and dice (weight 0.37): Players can earn currency and dice through gameplay, making the store optional and fair.
- Rich features and content (weight 0.37): The game offers many features and content, including daily missions, accolades, and multiple game modes.
- Stable and bug-free performance (weight 0.29): Players report a smooth experience with no major bugs, even on launch day.
- Helpful tutorial and onboarding (weight 0.17): The tutorial makes the game easy to understand, helping new players get started.
- Good value for money (weight 0.16): The game is considered worth the price for the hours of fun it provides, especially in co-op.
- Character stat building depth (weight 0.16): The character stat building is deep, allowing for tailored characters and strategic customization.
- Nostalgic and familiar UI (weight 0.15): The user interface feels familiar and is easy to navigate, contributing to a comfortable experience.
- Lots to learn and discover (weight 0.15): There is a lot to learn as you progress, with many mechanics and secrets to uncover.
- Multiple starting characters (weight 0.15): Players start with multiple characters to choose from, offering variety from the beginning.

Common complaints:
- Grindy economy and microtransactions (weight 0.89): Earning chests and unlocking dice sets requires excessive grinding, while the store sells currency and dice sets directly, creating a mercenary economy in an early access game.
- Lack of persistent progression (weight 0.63): Equipment does not carry over between quests, and there is no meaningful meta progression, leaving players with little incentive to return after a few hours.
- Traps are overly punishing (weight 0.53): Traps deal excessive damage with no mitigation options, and imprecise character movement often forces players onto them, causing repeated failures and lost progress.
- Bugs and technical issues (weight 0.51): Players encounter occasional bugs, including a disappearing cursor and lost progress upon restarting, which detract from the experience.
- Unpolished and clunky feel (weight 0.5): Some parts feel unfinished, combat is clunky initially, and balance issues create a weird difficulty curve where things seem easy then abruptly deadly.
- Limited daily content and replayability (weight 0.43): Only one dungeon and one arena are available per day, and after completing them players can only replay or wait 24 hours, severely limiting play options.
- Unclear level-up feedback (weight 0.4): Level-up improvements do not appear automatically, and it is unclear how dice-based character creation affects gameplay, leaving players confused about progression.
- Repetitive combat and enemy variety (weight 0.32): Players find fighting the same enemies wave after wave boring, with only slow increases in enemy count and stats between floors. This makes the core gameplay loop feel monotonous.
- Inadequate stat and ability info (weight 0.3): Tooltips do not explain how stats affect abilities, and it is unclear when abilities can be used. This lack of clarity hinders decision-making.
- Information overload and confusion (weight 0.28): Players feel lost due to too much information presented in text panels, with practical guidance being scarce.
- Lacking visual customization (weight 0.27): Players find visual customization very limited, and the inability to rotate the character in the creator adds to the dissatisfaction.
- Insufficient ability variety (weight 0.17): With only 27 active abilities, players feel there is not enough long-term variety to keep the game interesting.
- Game feels dead (weight 0.15): A player perceives the game as completely dead due to lack of player interest, which may affect matchmaking and community engagement.
- Long downtime for fallen teammates (weight 0.15): When a teammate dies, they can sit out for too long, which can disrupt the flow of multiplayer sessions.
- Hard-to-find accolades (weight 0.14): Accolades are difficult to locate, adding to player frustration.

Gameplay feedback:
- Dice-based monetization and unlocking (weight 0.95): New dice are purchased with in-game currency or microtransactions, and dice sets unlock skills. There is an in-game dice store where sets can be bought.
- Roguelike with strategic turn-based combat (weight 0.67): The game is a roguelike with a heavy strategic part, featuring turn-based strategy and dungeon runs with in-run progression. Runs use a default character and end at a pub.
- Daily and weekly challenges (weight 0.59): The game features a daily dungeon with a specific challenge, and daily and weekly challenges provide in-game currency. Arena and dungeon reset daily.
- Active skills and abilities (weight 0.5): Characters have active abilities, with 27 total in the game, and a range of skills. Skill use must be managed wisely, and abilities can be used in play.
- Loot and equipment acquisition (weight 0.48): Equipment can be purchased or earned, and enemies drop loot in dungeons. Loot can be obtained, and certain objects can be investigated for secrets and equipment.
- Dice sets define character builds (weight 0.41): Dice sets are used for mix-and-match character building and determine which characters you can build. They function as classes.
- Online co-op and multiplayer (weight 0.41): The game has co-op play with friends and an online co-op mode. It also features multiplayer.
- Tile-based movement and traps (weight 0.39): Movement happens on a tile grid, and traps are present on tiles and deal damage. The game uses a top-down hex grid.
- Wave-based combat with environment (weight 0.39): Combat is wave-based against enemies, and players can use the environment for attack and defence strategies. Characters can move freely around during combat.
- Quests and missions (weight 0.39): The game has quests and daily missions, and quests reward dice.
- Deep stat building and progression (weight 0.39): The game has deep character stat building, and progression involves learning. Level-up improvements are presented in some way.
- Class mixing and synergies (weight 0.39): Classes are rogue, mage, and fighter, and their skills can be mixed. Players can mix different classes and coordinate turns, and synergies can be matched with a partner.
- Arena mode (weight 0.39): The game has a daily arena mode and an arena game mode focused on combat. Arena and dungeon reset daily.
- Randomized runs and loot boxes (weight 0.39): The game has a run-based structure with no persistent progression, and random loot boxes give a new selection of starting skills and armor for each run. Currency can be used to open random chests.
- Dungeon exploration and rearrangement (weight 0.39): The game has dungeons with different rooms to explore, and the dungeon rearranges after a real-life day. The game is a 3D dungeon scroller.
- Turn planning and settings (weight 0.37): Turns are planned ahead to clear rooms, and there are gameplay settings like 'Hold to End Turn' and 'Attack and Move in a Single Click'.
- Modes and challenges (weight 0.37): Gauntlet mode offers quicker sessions for grinding challenges, and the game features challenges. Dungeon and Arena modes are available.
- Early access title (weight 0.27): The game is an early access title.
- Currency from achievements (weight 0.27): Currency is earned through achievements, and accolades track progress for playing.

Performance notes:
No performancepoints

Recommendations:
- Recommended despite early access (weight 0.4): Several reviewers recommend the game in its current state because it already offers a lot to enjoy. They suggest giving it a go, especially at its entry price.
- Appeals to specific strategy fans (weight 0.3): Players who enjoy designing builds and loadouts, roguelites, dungeon crawlers, and top-down hex grid games will find a lot to like. The game targets a niche audience effectively.
- Refunded and waiting for improvement (weight 0.28): Some players requested refunds and plan to wait until the game is improved. They feel the current state does not justify keeping the purchase.
- Would return after full release (weight 0.28): Reviewers would happily revisit the game if it receives a proper full release with substantially more content. The early access version shows potential but lacks enough content.
- Worth keeping an eye on (weight 0.27): The game is seen as worth watching, especially as it could become a standout for strategy fans. Its current state is promising but not yet fully realized.
- Limited content slows progression (weight 0.18): Some cannot recommend the game in its current state due to limited daily content and slow unlock progression. These issues hinder the overall experience.
- Fun co-op for several hours (weight 0.17): The game provides a worthwhile co-op experience lasting several hours, making it worth the money for that alone. It is a solid choice for group play.
- Not comparable to AAA titles (weight 0.15): Reviewers warn against expecting a polished experience like Hades or Baldur's Gate 3. The game should be evaluated on its own merits.

Other player notes:
- Regular updates and improvements (weight 0.5): Reviewers observe steady updates that add content and bring noticeable improvements to gameplay. The game is seen as evolving over time.
- Early access status acknowledged (weight 0.48): Multiple reviewers note the game is in early access and consider some issues acceptable at this stage. They recognize it is still in development.
- Content pipeline and roadmap (weight 0.37): Feedback mentions a robust roadmap and lots of content in development, indicating future growth. Some worry about the game being stealth dropped, but others highlight the pipeline.
- Easy to learn, hard to master (weight 0.16): Reviewers describe the game as accessible for beginners but offering depth for mastery.
- Lacks substantial content (weight 0.15): One reviewer feels the game does not have enough content yet, which is a common early access concern.
- AI-generated voice acting (weight 0.15): The voice over acting is noted to be AI-generated, which may affect immersion.
- Multiplayer roguelike (weight 0.15): The game is described as a multiplayer take on the roguelike genre.
- Loot box currency purchasable (weight 0.15): Currency for random loot boxes can be bought directly, indicating a monetization model.
- Potential compared to Slay the Spire and Hades (weight 0.15): Reviewers see potential similar to acclaimed games like Slay the Spire and Hades.
- Compared to Torchlight (weight 0.14): The game's style is likened to Torchlight, suggesting similar visual or gameplay elements.
- Compared to For The King (weight 0.14): Gameplay is compared to For The King, with combat differing due to free character movement.
- Nostalgic WoW-like vibe (weight 0.14): Graphics and atmosphere evoke nostalgia, reminiscent of early World of Warcraft days.
- Confusion over store vs unlockable (weight 0.14): A reviewer could not find clear information distinguishing store items from unlockable content.
- Expectations set by Hades and Baldur's Gate 3 (weight 0.14): The game is compared to Hades and Baldur's Gate 3 in terms of player expectations.
- Over 130 dice sets (weight 0.13): The store page claims over 130 dice sets, suggesting variety in gameplay.
- 27 active abilities (weight 0.13): The game features 27 active abilities, offering a range of options.

Emotions:
- Disappointment (weight 0.13): Players are disappointed by the limited number of active abilities and poor visual customization, which make the game feel shallow. They also cite weak progression systems, including equipment not carrying over, slow unlocks, and the presence of real-money microtransactions, which reduce incentive to continue playing.
- Frustration (weight 0.11): Frustration stems from traps dealing excessive and unavoidable damage, combat feeling clunky initially, and chests requiring heavy grinding. Being limited to one dungeon and one arena per day and losing progress due to bugs further aggravate players.
- Excitement (weight 0.11): Players are excited about the game's concept and potential as a deep turn-based strategy game with clever mechanics. Recent updates have made it more rewarding, and a robust roadmap with anticipated future updates fuels their enthusiasm.
- Liking (weight 0.07): Players like the daily missions, deep character stat building, and strategic turn planning. The game design, gameplay feel, art style, and dice-based character customization are also appreciated.
- Fun (weight 0.07): Fun comes from playing with friends, matching synergies, and getting loot. Even players who don't usually play this genre enjoy the experience, especially going through the daily dungeon.
- Satisfaction (weight 0.07): Satisfaction is derived from the gameplay loop ending at the pub after each run, the experience of unpacking dice, and a bug-free launch.
- Appreciation (weight 0.04): Players appreciate the feel of the dungeons and the thoughtful design of the rooms, as well as the narrator's voice.
- Boredom (weight 0.02): Boredom arises from fighting wave after wave of the exact same enemies with only enemy count and base stats increasing, leading to repetitive combat.
- Concern (weight 0.02): Players are concerned that the game seems completely dead and may not receive further development.
- Helplessness (weight 0.02): Helplessness is felt because players cannot control exact tile movement, causing characters to step on traps unintentionally.
- Enthusiasm (weight 0.02): Enthusiasm is driven by the abundance of features, characters, and skills to learn, offering a lot of content to explore.
- Confusion (weight 0.02): Confusion occurs due to the large amount of information presented, sometimes leaving players feeling lost.
- Mild annoyance (weight 0.02): Mild annoyance is caused by text panels instead of practical information and level-up improvements not appearing automatically.
- Uncertainty (weight 0.02): Uncertainty exists because the gameplay impact of dice-based character creation is not totally clear to players.
- Enjoyment (weight 0.02): Enjoyment comes from investigating objects for secrets and running the daily dungeon.
- Amusement (weight 0.02): Amusement is found in coordinating turns and mixing classes with friends.
- Anticipation (weight 0.02): Anticipation is high as players look forward to future updates.
- Relief (weight 0.02): Relief is experienced when changing two gameplay settings makes combat feel much better.
- Nostalgia (weight 0.02): Nostalgia is triggered by the graphics and vibe reminding players of playing WoW.
- Mild frustration (weight 0.02): Mild frustration arises from not being able to rotate the character and confusion over when abilities can be used.}