Info about Across the Obelisk: Shores of Sahti:

Official game description:
Set sail for the Sahti Islands in this all-new pirate-themed adventure. Powerful factions are vying for dominance in this once-peaceful archipelago. Will you defend the indigenous people, exploit their natural resources or battle to emerge as king of the pirates? The choice is yours!
The Shores of Sahti Story Pack introduces a classic pirate setting to Across the Obelisk alongside an array of new items, enemies and secrets to discover.
*   Explore a tropical paradise thrown into chaos by the awakening of an ancient obelisk.
*   Formidable foes have emerged from the depths of the ocean, threatening the existence of the spiritual Sahti people.
*   Amid the turmoil, three powerful factions wrestle for control of the islands: the navy seeking to defend the locals, the greedy Company of Overseas Trade and feuding bands of pirates. Who will you side with?
*   Face-off against 20 new enemies, three champion enemies and three new bosses, including the legendary Kraken.
*   Bring two new pets to the party—Matey the parrot, and Mimy a mimic chest with a mouthful of teeth!
*   Do battle in a gorgeous nautical combat theme.
*   Thrilling new locations are yours to discover. Explore a mighty dreadnought, investigate a fearsome pirate fortress and solve the secrets of the briny deep.
*   Navigate your way through a host of new events.
*   Get to grips with 35 new items.
*   Add a touch of seafaring flair to your deck with a new cardback design.
*   Share the story with your co-op party. Only one person per party needs to own this Story Pack to play through the adventure.

Release date: Jan 22, 2025

Categories: Roguelite Deckbuilder, Co-op Multiplayer, Card-based Combat, Deckbuilder, Pirate Theme, Faction System, Hades-like Structure, Dungeon Crawler

Feature scans:
- MTX: score 15; verdict: Fair / Traditional Paid DLC; summary: The reviews focus on the value, content amount, and access problems of a paid DLC. There is no direct evidence that the game sells real-money gacha pulls, loot boxes, paid power, convenience items, or an in-game cash shop. Under the audit rules, traditional DLC pricing complaints cannot by themselves exceed a fair score.

- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $15.00 - $25.00
  - Reasoning: The reviews show a strongly value-conscious community that rejects content it sees as thin or incomplete, even when discounted. Although the comments concern add-on content rather than the base game, they consistently signal that players expect substantial content for the money and punish pricing they perceive as unfair. That supports a modest fair base-game range rather than a premium one, though confidence is limited because no direct base-game price feedback is present.
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: N/A
  - Session length: N/A
  - Endgame: N/A
  - Reasoning: The only explicit duration is twelve hours spent trying to get past the DLC, but the review does not state that this was a completed playthrough, a typical session length, or endgame time. Other quotes indicate the chapter is short and has replay value at max madness, but they provide no usable hour counts. Therefore, none of the requested playtime metrics can be reliably extracted from the provided evidence.
- Time-to-fun: No data
- Player Archetypes:
  - Casual Exploration-First Newcomer (buy)
    - Motivation: Exploring new maps and content at a casual pace
    - Playstyle: Casual runs with exploration prioritized over optimized boss attempts
    - Experience: newcomer
    - Purchase stance: buy
    - Labels: casual player; relatively new
    - Reference games: N/A
  - High-Difficulty Build Optimizer (no buy)
    - Motivation: Testing optimized builds against fair high-difficulty challenges
    - Playstyle: Pushes higher Madness levels with meta-optimized builds and judges boss balance
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: N/A
  - Co-op Run Regular (no buy)
    - Motivation: Enjoying repeatable co-op runs with friends
    - Playstyle: Group co-op runs with some solo play
    - Experience: familiar
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: N/A
  - Value-Conscious Separate-Content Buyer (no buy)
    - Motivation: Getting new characters without paying for unwanted or unbalanced DLC content
    - Playstyle: Character-focused purchasing and selective content engagement
    - Experience: mixed
    - 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:
- Overall game enjoyment (weight 0.44): Many reviewers express strong positive feelings about the base game, saying they like or love it. ATO is even called one of the best deck-builders.
- New explorable area (weight 0.44): The DLC adds a fun new area or map that players enjoy exploring. It provides a fresh act or zone to experience.
- Positive DLC reception (weight 0.41): Reviewers widely describe the DLC as cool, fun, and a welcome addition. It is seen as a satisfying and worthwhile purchase.
- Excellent art and atmosphere (weight 0.3): The expansion's art, visuals, music, and atmosphere are consistently praised. The new act is described as gorgeous and visually appealing.
- Fun and unique items (weight 0.25): New items introduced in the DLC are considered fun and unique. Players particularly love the new additions.
- Great new gameplay mechanics (weight 0.25): The DLC introduces several new mechanics that are well-received, such as the Rust curse, monsters that change forms, new enemy types, and a new game mode. These additions are seen as neat and enjoyable.
- High-quality map design (weight 0.25): The new map is praised for its versatility, meaningful node writing, and well-crafted event nodes. The multilayered ocean surface and sea floor pathing are highlighted as a good idea.
- Rich content and secrets (weight 0.15): The DLC offers tons of exploration, unique events, choices, and hidden options. Reviewers appreciate the abundance of secrets and content to discover.
- Best expansion yet (weight 0.15): Several reviewers consider this DLC the best expansion by far. It stands out as a top addition to the game.
- Good adventure design (weight 0.13): The adventure design is great, with players able to prepare for most things. This leads to a satisfying gameplay flow.
- Great value for money (weight 0.08): The pricing and amount of content are considered wonderful. Reviewers feel it is worth purchasing because it includes an entire act zone.
- Well-executed faction system (weight 0.08): The faction system is specifically called out as very well done. It adds depth to the gameplay.
- Distinct boss personalities (weight 0.08): Bosses and monsters have distinct personalities that enhance the experience. This adds character to the encounters.
- Refreshing background change (weight 0.08): The background change in the DLC is found refreshing and fun. It contributes to a new visual feel.
- Increased difficulty in third area (weight 0.07): The third area introduced by the DLC is noted to be more difficult than the void zone. This provides a tougher challenge.

Common complaints:
- Boss increases card costs (weight 0.71): Multiple players report that the boss increases the cost of cards in hand almost every turn, making it impossible to play effectively. This affects all heroes and forces players to skip turns or have poor turns.
- Lack of counterplay against enemies (weight 0.43): There is little-to-no counterplay against many monsters, and some enemies and fights are practically impossible depending on party.
- Captains are unfun and overpowered (weight 0.41): Captains are considered the most unfun mechanic, applying debuffs that massively increase card costs. At higher madness levels, fights with multiple captains are nearly unwinnable.
- Pirate King worst boss fight (weight 0.32): The Pirate King fight is described as the worst boss fight in the genre, broken and unfun, ruining enjoyment of the game.
- Area overtuned and unfun (weight 0.31): The new area is overtuned and not fun to play through, being the hardest area by far and challenging in an unfun way.
- Rust mechanic poorly integrated (weight 0.3): The Rust mechanic needs an updated perk tree and is not seamlessly integrated between items and the new character. Rust self-stacks too much Vulnerable, making it difficult for the Turtle to tank.
- High madness unplayable without OTK (weight 0.25): At higher madness levels, the DLC is unplayable unless using an OTK strategy, requiring a very niche way to play.
- Rust King overtuned run ender (weight 0.22): The Rust King is described as a run ender and the area becomes a no-go zone because of it. Players find it extremely difficult and unfun, with little counterplay.
- Enemies increase card costs (weight 0.21): Enemies increase card costs, preventing card play. This is a recurring issue that makes the game unfun.
- DLC ownership not recognized (weight 0.16): Players report that the game does not recognize DLC ownership, preventing access and play.
- Game broken at fourth node (weight 0.16): The game is broken and cannot be completed past the fourth node, with nowhere to go, forcing players to delete the game.
- Rust placement makes combats messy (weight 0.15): Rust being at the end of the Curse list makes it extremely difficult to remove when multiple curses are present, causing terrible messes in Rustking and poison-heavy combats.
- Map copy-paste and boring (weight 0.14): The map is a copy-paste of the other major DLC and is boring aside from a few One Piece references.
- Developers cash grab (weight 0.13): Developers churn out content as a cash grab, with the new content described as rubbish.
- Lack of new card sets (weight 0.13): Only one or two generic class cards updated per version, and there is a lack of card sets for each attribute.
- Enemies spam AOE and stasis (weight 0.12): Enemies spam AOE and apply stasis effects, making fights frustrating.
- End boss stuck loading (weight 0.09): The end boss in the DLC never loads and gets stuck on a black loading screen regardless of path or party.
- Boss adds non-purge weakness cards (weight 0.09): Bosses add non-purge weakness cards to the deck, further hindering players.
- Fights dull and binary (weight 0.08): Fights are dull: you either breeze through or get wiped turn 2/3 with no close moments.

Gameplay feedback:
- Card cost manipulation by enemies (weight 0.27): Enemies, especially captains, can increase the cost of cards, and this effect may occur every turn or every other turn. This is a recurring frustration point mentioned across multiple clusters.
- Madness levels difficulty scaling (weight 0.25): The game features madness levels that affect difficulty, with captains appearing at madness 16+ and madness levels including 8+ being noted.
- DLC adds new map and exploration (weight 0.21): The DLC includes a new map with exploration content, new areas with unique events, and meaningful writing on map nodes.
- New turtle hero and items (weight 0.2): The DLC introduces a new turtle hero and new items, with the turtle character able to tank and front-line.
- Rust King boss and Rust mechanic (weight 0.19): The Rust King boss exists and the Rust mechanic causes self-stacking Vulnerable, which is a notable challenge.
- Curses can be dispelled (weight 0.19): Curses can be dispelled, with Rust positioned at the end of the Curse list, and debuffs and purification mechanics exist.
- Ocean map with sea floor (weight 0.15): A new ocean map features a multilayered ocean surface plus sea floor pathing, and includes double jellyfish enemies and a boss fight against three captains.
- New enemy type hard counters (weight 0.15): A new enemy type hard counters certain items and the turtle hero, adding a challenging dynamic.
- DLC adds third difficult area (weight 0.15): The DLC adds a third area that is more difficult than the void zone, with new monsters, pets, and items.
- Enemies use AOE and stasis (weight 0.14): Enemies can use AOE attacks and apply stasis effects, adding to combat complexity.
- Bosses reduce energy and mana (weight 0.08): Bosses can reduce energy, increase mana costs, increase damage taken, and add weakness cards to the deck.
- New mechanics and enemy types (weight 0.08): The DLC introduces new enemy types and gameplay mechanics such as the Rust curse and monsters that change forms.
- New mechanics prevent playing (weight 0.08): New mechanics can prevent the player from playing, which may be frustrating.
- Area has many monsters (weight 0.08): An area contains many monsters with little counterplay, making it difficult.
- Boss fight features multi-hit attacks (weight 0.08): The boss fight includes team-wide multi-hit attacks, pets with constant tick damage, and enchantments affecting energy usage.
- DLC introduces faction system (weight 0.08): The DLC introduces a faction system, adding new gameplay depth.
- New hero Valkyrie added (weight 0.08): A new hero Valkyrie is added in the expansion.
- Enemy difficulty varies by party (weight 0.08): Enemy difficulty varies depending on party composition.
- Random enemy modifier (weight 0.08): A random enemy modifier can appear during encounters.
- Map design copied from DLC (weight 0.08): The map design is copied from another DLC, which some players may find unoriginal.

Performance notes:
No performancepoints

Recommendations:
- Avoid DLC until patched (weight 0.32): Multiple players advise against purchasing the DLC in its current state, citing the need for patches before it becomes worthwhile. They recommend steering clear and spending money elsewhere until fixes are applied.
- DLC not worth price (weight 0.21): Several reviewers feel the DLC is not worth the price, even on sale, and advise against buying it. They suggest skipping it unless balance patches are made.
- Boss fight poorly balanced (weight 0.16): The region boss fight, particularly the Rust King, is described as unfairly challenging and in need of balancing. Players avoid the area and cannot recommend the expansion until the boss is properly tuned.
- Avoid area entirely (weight 0.09): Some players recommend avoiding the area altogether because it is not worth the effort or cost. The challenge and rewards are perceived as insufficient.
- Challenge beyond fair (weight 0.09): The DLC is recommended only for those who accept a challenge that goes beyond fair or reasonable difficulty. This suggests the content is intentionally punishing.
- Emotional turmoil not worth (weight 0.08): One reviewer states the DLC is not worth the emotional turmoil it causes. This indicates significant frustration or distress from the experience.
- Play with DLC-owning friends (weight 0.08): One suggestion is to play with friends who already own the DLC, likely to experience content without purchasing it. This implies the DLC is best shared or tested before buying.
- Explore new map (weight 0.08): The DLC is recommended for players interested in a new map and exploration. This highlights the exploration aspect as a positive feature.
- Buy after desert pack (weight 0.08): Existing players are advised to purchase the DLC after the desert pack, suggesting a recommended progression order. This indicates the DLC is best experienced following prior content.
- Worth purchasing and playing (weight 0.08): Some reviewers find the DLC worth purchasing and playing, indicating overall satisfaction. This positive feedback contrasts with the more common negative sentiments.

Other player notes:
- New characters sold separately (weight 0.15): The new characters can be purchased separately from this chapter and are not included in the DLC. This separation is noted by reviewers as a pricing consideration.
- Expansion is actually a DLC (weight 0.14): Reviewers note that the product marketed as an expansion is technically just a DLC. This framing affects expectations about the scope and value of the content.
- Map value compared to desert DLC (weight 0.14): The map is considered not worth buying even on sale compared to the desert DLC. The desert DLC is seen as expensive but offers a good map and two fun characters.
- Price deemed too high (weight 0.09): The price is considered too high for the amount of content provided. This is a common concern about value for money.
- New Act and game mode (weight 0.09): The expansion adds a new Act and a new type of game mode. This represents significant gameplay content for players.
- New art and items added (weight 0.08): The expansion adds new art and new items to the game. These are concrete content additions noted by reviewers.
- Decline after Paradox acquisition (weight 0.08): A reviewer claims the game's development quality declined after the developer was acquired by Paradox. This suggests concerns about the studio's direction under new ownership.
- Enemy types and atmosphere praised (weight 0.08): The rest of the DLC is described as fine, with neat enemy types and pleasant music and atmosphere. These elements are seen as positive additions even if the overall package is debated.
- Called the best DLC (weight 0.08): One reviewer considers this DLC the game's best by far. This highlights a strong positive opinion despite other criticisms.
- Content and pricing seen as wonderful (weight 0.08): One reviewer perceives the content amount and pricing as wonderful. This contrasts with other feedback about high prices.
- Favorite among card games (weight 0.08): Compared to other card games, one reviewer states this is their favorite. This indicates strong personal preference for the game.
- Mixed overall score given (weight 0.07): One reviewer rated the game 6 out of 10, indicating a middling reception. The score reflects a lukewarm but not entirely negative experience.
- Gameplay shift likened to Darkest Dungeon (weight 0.07): A reviewer compares the game's shift in direction to Darkest Dungeon. This implies a change in tone or mechanics that may divide players.
- New content added (weight 0.07): Reviewers mention that new content is added by the DLC. This is a general observation about the expansion's purpose.
- No other DLCs to compare (weight 0.07): A reviewer does not own other DLCs, so cannot compare value. This limits their ability to judge relative worth.

Emotions:
- Frustration (weight 0.34): Players are frustrated by overtuned enemies and mechanics that prevent playing cards, such as card cost increases and non-purge weakness cards. High madness levels make fights nearly unwinnable without niche strategies, and technical issues like ownership verification failures and loading screens block progression.
- Disappointment (weight 0.17): The DLC area is visually appealing but gameplay is unfun, with a copy-paste map and poorly designed boss fights that ruin deckbuilding. The expansion feels not worth the price, and the game's handling after acquisition adds to the letdown.
- Satisfaction (weight 0.06): Players find the DLC satisfying due to the new ocean map, refreshing bosses, and a full act zone that delivers desired content.
- Anger (weight 0.05): Anger arises from broken and unfun boss fights, overpowered enemies, and terrible balancing, especially with Rustking and poison-heavy combats becoming a mess due to Rust placement.
- Disgust (weight 0.05): Disgust is caused by poorly designed fights like the Pirate King and double jellyfish, along with overall poor balance and rubbish new content.
- Love (weight 0.05): Players love the versatile map design, gorgeous new art and items, and the new Act and game mode.
- Dislike (weight 0.03): Dislike stems from a horrible and unfair boss fight and new enemy designs considered the worst in card games.
- Dissatisfaction (weight 0.03): Dissatisfaction comes from receiving Singularity mode instead of desired content and heroes not being included in the $10 DLC.
- Disapproval (weight 0.02): Disapproval is directed at developers churning out content as a cash grab.
- Hate (weight 0.02): Hate is focused on the captains and their card cost debuff.
- Misery (weight 0.02): Misery is caused by some enemies and fights being downright miserable.
- Mild disappointment (weight 0.02): Mild disappointment arises because the Rust mechanic is not seamlessly integrated and needs a perk tree update.
- Confusion (weight 0.02): Confusion stems from not understanding what the design is supposed to be.
- Pleasure (weight 0.02): Pleasure is derived from the rest of the DLC, including enemy types, mechanics, map nodes, music, and atmosphere.
- Boredom (weight 0.02): Boredom is caused by a boring map with horribly balanced encounters.
- Regret (weight 0.02): Regret comes from buying the chapter without knowing ahead of time that it would be boring and not worth it.
- Distress (weight 0.02): Distress is the emotional turmoil from trying to get past the DLC.
- Enjoyment (weight 0.02): Enjoyment comes from tons of exploration, unique events, secrets, and a well-done faction system.
- Annoyance (weight 0.02): Annoyance is caused by the final boss's card that plays 50% of the time and can hit multiple times in a row.
- Amusement (weight 0.02): Amusement is felt because pirate enemies and monsters look more appealing than the new hero.}