Info about Ved: Recure:

Official game description:
On the 27th consecutive night of working overtime, you finally return to your empty room and, as usual, switch on your computer. Instinctively, you add a game that catches your eye to your library.
It’s your 1000th one.
Unlike when you were a teenager, your enthusiasm for games has faded, and there’s no one left to play with. You drift off in your chair, only to awaken in a different world...
Here, a mysterious tower has appeared out of nowhere. Robots roam the land, rounding up residents. Strange weather shifts without warning, and a colorful cast of characters awaits.
This loss of passion for games is a condition known as V.E.D.
Demeowrge, the God of Games, has prepared a special “treatment.” Fight, explore, and collect Buffs to rekindle your long-lost passion, complete the treatment, and return to the real world.
Or stay.
Embark on an adventure with 7 unique characters, each with their own abilities, playstyles, and personalities. These characters will join you as you unravel the mysteries of the world and fight your way through the game.
Each character offers distinct action mechanics and upgrade paths, ensuring that every playthrough feels fresh and unique.
Explore 9 core attributes and over 150 unique buffs that don't rely on standard numerical values. Departing from the traditional roguelike system, this game offers a fully customizable buff chain, allowing for endless combinations and interactions between buffs. Every battle becomes a new experience as you strategically trigger and connect buffs for an unparalleled combat style.
Engage in fast-paced and intense combat, activate buffs through custom tactics, and use these upgrades wisely to overcome your enemies!
The game features 4 large stages, each with its own distinct style, and 16 powerful bosses waiting to challenge you. Once you've mastered enough abilities, prepare for the ultimate test of skill as you block, dodge, and strike in exhilarating boss fights!
Discover and collect over 50 pieces of unique equipment, including hidden traits that significantly impact your in-game buffs. Equip your character to maximize your advantage and defeat enemies with even greater efficiency.

Release date: Sep 21, 2026

Categories: Action Roguelike, Soulslike Combat, Parry-based Combat, Character Action, Boss Rush, Meta-Progression, Anime Aesthetic, Single-player Story

Feature scans:
- Steam Deck: score 45; verdict: Tinkering Required / Mixed Compatibility; summary: Feedback for this title on Steam Deck is mixed but limited. One reviewer confirms the game runs flawlessly out of the box, demonstrating that a seamless native path exists. However, other reviewers report controller input that does not respond properly and a lack of DualSense button icons, and one reviewer describes losing progress entirely because there is no autosave after quitting or crashing. No evidence was found of forced Proton Experimental use, third-party launchers, anti-cheat failures, or unreadable UI. Crashes are mentioned only once and are not described as frequent, so the experience does not qualify as broken, but the input and save-stability caveats keep it out of the seamless band.

- Hardware Profile:
  - Summary: Across the provided Windows cohorts, the game is generally recommended, though reviewers report stuttering and optimization concerns, especially in the lower-VRAM group.
  - Sample size: 31 (18% coverage)
  - Audience skew: Review sample is mostly Windows-based.
  - Windows 12-15GB VRAM (positive, 10 reports): The included reviewer recommends it and describes the game as okay with some stuttering.
  - Windows <8GB VRAM (positive, 9 reports): Most reviewers recommend it, but several mention optimization issues such as screen tearing, occasional lag, or frequent frame drops.
  - Caveats: 31 of 173 reviews expose hardware metadata.; Review sample is mostly Windows-based.
Feature extractions:
- Community Price:
  - Community fair range: $14.99 - $19.99
  - Reasoning: The reviews repeatedly describe the game as fairly priced, well worth the cost, and excellent value, with no complaints that the current $17.99 base price is too high. The only negative review focuses on bugs and difficulty, not price. This suggests the community's fair base-game range centers around the current price, with acceptable value from roughly $15 to $20.
- Playtime Metrics:
  - Game completion: 10.0h
  - Story completion: 6.0h
  - Session length: 4.5h
  - Endgame: N/A
  - Reasoning: The report '10 hours to clear on hard mode' supports gameCompletion at about 10 hours for a hard full clear. The report 'about 6 hours to clear the story on hard, including the hidden boss' supports storyCompletion at about 6 hours for the main story. The reports of playing 'five hours today' and 'nonstop for 4 hours' support a sessionLength around 4.5 hours for reported long sessions. No numeric evidence describes dedicated endgame hours, so endgame is null.
- Time-to-fun:
  - Summary: Players generally find the combat solid and addicting from the start, but the fun fades as combat becomes repetitive and grind-heavy. Unskippable cutscenes, meta-progression grind, random per-character gear, and generic upgrades add friction, while different characters, skippable cutscenes, co-op, and performance fixes are cited as improvements.
  - Stance: Fun then drops
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: Unskippable stage-start and mid-boss cutscenes slow the tempo.; Guard-heavy combat with too few openings feels like work.; Out-of-run/meta progression is extremely grindy.; Random gear bonuses and per-character equipment restrictions add grind.; Generic numerical upgrades do not change character gameplay or create synergy.; Combat becomes repetitive and samey without different movesets.
  - Unlock drivers: Making cutscenes cancellable or configurable after first viewing.; Playing different characters with different movesets.; Adding co-op.; Fixing echo memory performance or lag.; Upgrades that change character gameplay or create synergy.
  - Conditions: If the player enjoys high-pace 3D games.; If the player is willing to accept slow progression.; If the player plays different characters for varied movesets.; If the player avoids the grind, perhaps by using cheats.; If co-op were added.; When story sequences appear, control may shift away from the chosen character.; If performance issues with echo memory attacks are fixed.
- Player Archetypes:
  - Build-Optimization Theorycrafter (buy)
    - Motivation: Crafting powerful synergistic builds through parry/dodge chains, buff stacking, and gear tuning.
    - Playstyle: Runs parry-counter focused builds, deliberately restructures each run, and min-maxes gear perks and buff slots for maximum combo potential.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: ZZZ
  - Casual Anime Character Enthusiast (buy)
    - Motivation: Enjoying cute/cool characters, a wild gacha-style story, and casual beat-em-up fun.
    - Playstyle: Plays casually on lower difficulty, maining favorite characters (especially the MC) and focusing on story and character appeal over mechanical mastery.
    - Experience: newcomer
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: ZZZ
  - Challenge-Seeking Action Veteran (sale)
    - Motivation: Testing and overcoming the game's combat challenge and difficulty curve.
    - Playstyle: Plays on hard mode, relies on parry/dodge timing, and scrutinizes how RNG and balance affect run survival.
    - Experience: veteran
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: N/A
  - Indie Passion-Project Patron (buy)
    - Motivation: Supporting and appreciating a flawed but ambitious indie passion project.
    - Playstyle: Casually plays through the game, forgiving rough edges and valuing the creators' ambition and vision.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: fans of flawed passion projects
    - 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:
- Excellent, satisfying combat system (weight 0.33): The combat is repeatedly praised as a standout feature that is solid, addicting, fluid, and snappy. Many reviewers highlight the combat feel as genuinely satisfying.
- Appealing character designs (weight 0.22): Character designs are widely praised as cute, cool, attractive, and visually appealing. Many reviewers highlight the good figures and overall aesthetics.
- Flashy and fast-paced combat (weight 0.18): Reviewers note the combat is flashy and exciting, especially early on, with a fast and snappy pace. This adds to the overall action appeal.
- Rewarding parry and dodge mechanics (weight 0.12): Parries and dodge counters have a good handling feel and are described as rewarding to pull off, contributing to the combat's satisfaction.
- Well-implemented roguelike elements (weight 0.12): The integration of roguelike or rogue-lite elements is considered decent to great, adding replayability and structure to the game.
- Beautiful and acceptable art style (weight 0.08): The art style is generally well-received, described as beautiful and acceptable by different reviewers. It contributes positively to the visual experience.
- Enjoyable voice acting (weight 0.08): Voice acting is described as enjoyable and top-tier, adding to the game's production quality.
- Delivers exactly what it promises (weight 0.08): The game delivers exactly what it presents itself as, meeting player expectations without overpromising.
- Dodge counter invincibility too strong (weight 0.08): Some players feel the invincibility frames during dodge counters are abnormally strong, which may affect difficulty balance.
- Second character unlock and replay (weight 0.08): Players mention unlocking a second character and beating the game with them, indicating replay value and progression.
- Ranged gun character gameplay (weight 0.08): A character that uses a gun for ranged attacks is noted, adding variety to combat options.

Common complaints:
- Boss fights rely on memorization (weight 0.19): Boss encounters are designed around pure memorization of attack patterns, including delayed follow-ups and two-hit swing timings. This reduces the fight to rote learning rather than reactive gameplay.
- Missing invincibility frames on counters (weight 0.16): Dodge and block counters lack invincibility frames, causing players to be knocked away by boss follow-ups unless a special passive is used. This makes defensive actions feel unrewarding and risky.
- Lacks satisfying action and roguelike progression (weight 0.16): There is no sense of satisfying action combat or roguelite progression, and the roguelike satisfaction is not felt. The game fails to deliver the expected power fantasy.
- Long meta-progression in roguelike (weight 0.16): Meta-progression negatively affects the roguelike experience, as it is long and provides almost no improvement while being very expensive to upgrade. This makes progression feel unrewarding.
- Dodge and parry timing too lenient (weight 0.13): Perfect dodges are too easy to trigger, making the dodge and parry system feel broken and lacking challenge. Players report that timing windows are overly forgiving.
- Final boss disappearance bug blocks completion (weight 0.1): A bug where the final boss disappears from the field prevents players from clearing the game, as of September 22. This is a critical progression blocker.
- Combat becomes repetitive and samey (weight 0.09): Combat interactions are monotonous with no different movesets unless playing different characters, and the same approach works from the first to last level. This leads to a lack of variety and engagement.
- Bosses too difficult and aggressive (weight 0.09): Bosses are extremely aggressive, have unpredictable attacks, and are difficult to defeat without memorizing patterns. Consecutive boss fights add to the frustration.
- Feels like souls game not roguelike (weight 0.09): The game feels like a souls game rather than a roguelike, with minimal roguelike elements. Players expecting a roguelike are disappointed.
- Ineffective damage after defensive actions (weight 0.09): After blocking or dodging, the player cannot deal effective damage to bosses; execution attacks have no effect. This breaks the combat flow and makes defense pointless.
- Playable characters unlocked sequentially (weight 0.09): Characters are not selectable from the start and must be unlocked by clearing stages. This limits player choice and forces linear progression.
- Shield-breaking combos too long (weight 0.09): Shield-breaking combos are longer than the player's health bar, and only the final hit breaks shields, so full combos rarely land. This makes shield-breaking impractical.
- Scarce healing methods (weight 0.09): Healing methods are too few, making survival difficult and forcing reliance on limited resources. Players find this frustrating.
- Freeze doesn't interrupt boss attacks (weight 0.09): Freeze lasts 2 seconds but does not interrupt boss attacks, so freezing an attacking enemy results in being hit when the freeze ends. This makes the freeze effect counterproductive.
- In-run roguelite mechanics lack novelty (weight 0.09): In-run roguelite mechanics feel neither novel nor useful across several runs. They fail to add meaningful variety or strategic depth.
- Combat lacks depth (weight 0.09): Combat is not very complex and is quite shallow, lacking the depth expected from an action game. This leads to repetitive and unengaging fights.
- Story is cringe-inducing (weight 0.09): The story is awkward and cringe-inducing despite not taking itself seriously. It detracts from the overall experience.
- Protagonist's lip ring disliked (weight 0.08): The protagonist has a lip ring that feels completely out of place and lowers the reviewer's impression. Players want an option to remove it.
- Cat grandpa character design ugly (weight 0.08): The cat grandpa character design, also referred to as the mechanical cat character, is considered very ugly. This negatively impacts visual appeal.

Gameplay feedback:
- Action roguelike with deep build systems (weight 0.52): The game is consistently described as an action roguelike or roguelite with buff selection between bosses and meta-progression. In-run route selection and low build requirements lower the barrier to entry.
- Parry-based action combat (weight 0.46): Combat centers on parrying, dodging, and finding openings, with dodge counters and parries as core mechanics. Several players compare the combat to Zenless Zone Zero and Wuthering Waves, but without gacha.
- Playable characters unlocked by progression (weight 0.41): Players unlock multiple characters by clearing stages or advancing the story, with the main character becoming available last. The roster totals seven characters in some versions, each with distinct weapons and combat styles.
- Out-of-run progression via equipment (weight 0.31): Progression outside runs involves purchasing random equipment and affixes, upgrading weapons, and completing 2-piece and 4-piece gear sets. Character normal attacks and skills can also be upgraded.
- Bosses use multi-hit combos (weight 0.3): Boss fights are defined by long, relentless attack strings with uneven wind-up, delayed timings, and back jumps. The attack frequency is high enough that dodging and parrying must be chained precisely.
- Buff chain system adds build depth (weight 0.26): A buff chain system lets players assign and swap effects such as healing, attack, or shield buffs into each chain. Buffs can interact with each other and trigger on finishers, dodge counters, and parry counters.
- Dodge and block counter mechanics (weight 0.25): Dodge counters and block counters exist as separate defensive options. Shield breaking requires blocking and then attacking, or landing the final hit of a combo.
- Hard and extreme difficulty modes (weight 0.23): The game offers a hard mode and an extreme difficulty, along with a hidden boss. One player notes a simple difficulty mode, but overall the difficulty is considered above average.
- Boss fights require pattern memorization (weight 0.21): Boss encounters are designed around learning and memorizing attack patterns. Enemies become highly aggressive from the mantis boss onward, leaving almost no rest between attacks.
- Characters feel distinct and unique (weight 0.15): Each playable character has a different feel and combat style, with unique weapons and personalities. Four characters are unlocked with distinct personalities, and the main character is unlockable as the last character.
- Meta-progression with permanent upgrades (weight 0.15): A meta-progression system provides permanent upgrades through equipment purchases and other means. The barrier to these upgrades is described as low.
- Equipment appears on character models (weight 0.14): Equipped gear and decorations are visibly displayed on the character model. This visual feedback extends to out-of-run equipment purchases and affixes.
- Combo finishers trigger special effects (weight 0.14): Normal attack combos can trigger special effects on their final hit. Some skills can be attached to actions like normal attacks, parries, or dodges if slots are unlocked.
- Freeze status effect lasts two seconds (weight 0.11): Freeze is a status effect that lasts for two seconds. This brief duration makes it a tactical tool rather than a long lockdown.
- Dodge and parry with forgiving windows (weight 0.09): Dodge and guard mechanics have generous timing windows, and parry timing is considered forgiving. This lowers the execution barrier for defensive play.
- Perfect dodge grants powerful bonuses (weight 0.09): Perfect dodges grant damage, healing, invincibility, and a counterattack opportunity. This makes dodging a core offensive and defensive tool.
- Buff chain with swappable effects (weight 0.09): The buff chain system allows players to swap buffs so that they interact with each other. Effects are assigned to attack types, though some note that bonuses are limited to extra damage or defense.
- Boss fights are a core feature (weight 0.09): Boss fights are a central part of the experience, with parry and dodge mechanics emphasized during these encounters. They serve as skill checks for pattern memorization and timing.

Performance notes:
- Optimization and Performance Concerns (weight 0.22): Many users report optimization issues, including poor performance, screen tearing, and high GPU usage. This is a common complaint across multiple clusters.
- Memory Leak and High RAM Usage (weight 0.13): The game suffers from a memory leak causing RAM usage to continuously increase, leading to high memory usage and potential system instability. Restarting the game temporarily fixes it.
- Visual and Effect-Related Lag (weight 0.11): Late-game effects and specific attacks like Echo Memories cause lag, and models appear blurry even at highest settings.
- Crashes and Freezes (weight 0.09): The game crashes occasionally and causes FPS drops, stuttering, and freezes. These issues impact the overall experience.
- Heating and Overheating Issues (weight 0.08): High GPU usage can cause the computer to overheat, and some users report their computer heating up during gameplay.
- Minor Technical Issues (weight 0.07): Some technical issues exist but are not game-breaking, and minor graphical glitches like fence pop-in occur.

Recommendations:
- Positive general recommendation (weight 0.25): Many reviewers highly recommend the game and consider it a worthwhile purchase, often citing the reasonable price and engaging core loop. The overall sentiment is strongly positive across a wide range of players.
- Roguelite fans will enjoy (weight 0.22): Players who appreciate roguelites and action roguelikes find the game satisfying, with some noting it offers a fresh spin on the genre. Those who dislike roguelites may not enjoy it as much.
- Easy mode recommended for newcomers (weight 0.19): Multiple reviewers suggest starting on easy difficulty to enjoy the game casually, unlock characters, and avoid frustration from the challenging early game. Playing on higher difficulties initially is often regretted.
- Challenging but rewarding difficulty (weight 0.15): Some reviewers find the difficulty manageable once skills improve, while others note that players with poor reflexes may struggle initially. Adapting to boss patterns makes the game very enjoyable.
- Anime action and character appeal (weight 0.12): The game is recommended for players who enjoy high-speed action, beating up opponents, and cute or cool girl characters. It caters to fans of anime-style action games.
- Performance issues and bugs (weight 0.09): A reviewer warns about a current memory leak and performance issues, while another mentions fatal bugs and excessively high difficulty as drawbacks. These technical problems detract from an otherwise positive experience.
- Story is ignorable, gameplay shines (weight 0.09): Reviewers suggest focusing on the gameplay and not thinking too hard about the story, which is considered weak. The core gameplay loop is good enough to recommend despite the story.
- Not recommended by some (weight 0.08): A few reviewers do not recommend the game, citing price concerns or overall dissatisfaction. These negative opinions are in the minority but notable.
- Flawed but passionate project (weight 0.08): The game is recommended for those who appreciate fascinatingly flawed passion projects. It has enough depth and uniqueness to appeal to a niche audience.
- Souls-like and Black Myth fans (weight 0.05): Players who enjoy souls games and Black Myth will likely love this game due to its challenging combat and action mechanics. It appeals to that specific audience.
- Casual pick-up-and-play appeal (weight 0.05): The game is highly recommended for those who want to pick up and play in short bursts, killing a few minutes or hours at a time. It fits well for casual sessions.
- Supports developer, won't refund (weight 0.05): A reviewer chooses not to refund the game because they like it and want to support the development team. This shows strong positive sentiment and community support.
- Zone out and enjoy flow (weight 0.04): Players can shut their brain off and get into a good flow state while playing. The game offers a meditative, enjoyable experience for those who enjoy repetitive action.

Other player notes:
- Compared to other action games (weight 0.32): Reviewers compare the game to various titles like Dark Souls, Elden Ring, Sekiro, Stellar Blade, Monster Hunter, DMC, Kingdom Hearts, Onimusha, Mortal Shell 2, and Black Myth, citing similarities in difficulty, combat, and boss design.
- Affordable price praised (weight 0.29): Multiple reviewers highlight the game's low cost, calling it cheap and a fair or amazing value for the price. Specific prices mentioned include 57 yuan and under 60 at launch.
- Compared to gacha action games (weight 0.26): Reviewers frequently compare the combat system to Zenless Zone Zero and Wuthering Waves, noting it offers similar action without gacha mechanics.
- Story is lighthearted (weight 0.16): The story does not take itself seriously and is simple, focusing on childhood, growing up, and confronting your past self, with robots originating from the protagonist's childhood imagination.
- Requests for more content (weight 0.15): Reviewers hope for additional updates, characters, and bosses, possibly through DLC, and expect continued developer support. English voice acting is also requested.
- Demo quality meets expectations (weight 0.15): The demo had high completeness, and the full game meets expectations compared to it, though it is hard to tell what was fixed from the demo.
- Unlock system frustrates players (weight 0.14): Characters and experiences are unlocked by clearing the game and story progression, but some reviewers find this hurts the experience because playstyles vary greatly and unlocking a desired character may require playing one they dislike.
- Story explores burnout and gaming (weight 0.12): The narrative follows a burned-out corporate worker who works overtime and loses interest in games, then gets sucked into his Steam library to be cured of 'VED' by rediscovering joy in gaming.
- Strong roguelike competitor (weight 0.11): Some say it may rival Risk of Rain 2 as a favorite roguelike, and it is described as a buy-to-play roguelike action game with gacha-like characters and elements of 3D Hades.
- Potential for long-term play (weight 0.11): The game is suited for long-term play and offers a lot of content, with more depth than other action roguelikes.
- Small passionate development team (weight 0.1): The game started as a one-person project and grew to a nine-person team, and reviewers describe it as a passion project from a small studio.
- Character count confusion (weight 0.08): The Steam store page touted 7 playable characters, but promotional images showed only 6, with the main character as a hidden 7th unlock.
- Multiple endings and stages (weight 0.07): The game may have multiple endings and potentially a 3rd or 4th stage, adding replay value.
- Strongest domestic roguelike soulslike (weight 0.07): The game is described as the strongest domestic roguelike soulslike, with potential to be interesting.
- Mixed quality and trend deviation (weight 0.07): The design follows many current trends but deviates in bizarre ways, and the hit feel could be improved by imitating Zenless Zone Zero more.
- Ending encourages real-life balance (weight 0.05): The game's ending suggests that the real cure is to go outside, experience life, and interact with people, promoting a healthy balance.
- Progression-halting bug (weight 0.05): A bug where the recovery skill triggers simultaneously with death can cause progression to halt.
- Short story completion time (weight 0.04): The story takes about 6 hours to complete on hard difficulty, including the hidden boss.
- Not a brutal death game (weight 0.04): Reviewers note the game is not as punishing as a typical 'death game' in terms of player durability.
- Large storage requirement (weight 0.04): The game takes up about 30GB or more of storage space.

Emotions:
- Frustration (weight 0.24): Players are frustrated by unfair combat mechanics, including bosses with instant attacks, long combos, and no invincibility frames on counters or dodges. Progression is also punishing: death resets all progress, checkpoints are scarce, and crashes or bugs cause lost progress. Additionally, locked characters, weak healing, and clunky controls exacerbate the difficulty.
- Disappointment (weight 0.14): Disappointment stems from unmet expectations: the game was expected to be a roguelike but plays like a souls-like, with weak roguelike elements and shallow combat. Progression feels unrewarding, with grindy out-of-run systems and buffs that feel useless. Bugs, bland writing, and poor character designs further diminish enjoyment.
- Satisfaction (weight 0.11): Players find satisfaction in smooth, varied combat with distinct characters and satisfying parry/dodge mechanics that interrupt actions. Building powerful loadouts and dominating enemies provides a sense of accomplishment. Good optimization and value for money also contribute to satisfaction.
- Enjoyment (weight 0.08): Enjoyment comes from well-designed combat and buff-building systems, with parry timing that feels rewarding. The game's fun factor, unique characters, and engaging boss fights keep players hooked. A good game loop with rewarding dodges and parries adds to the experience.
- Excitement (weight 0.05): Excitement is driven by fast-paced combat, the satisfaction of parrying and striking, and discovering powerful combos. Players look forward to unlocking and trying new characters with unique quirks and buffs. The depth of the combat and roguelike elements fuels anticipation.
- Dissatisfaction (weight 0.04): Dissatisfaction arises from poor enemy move design and a combat system that prioritizes shield-breaking over everything else, making it feel unsatisfying. Builds are hard to assemble, meta-progression is tedious, and maps are small and repetitive. The game lacks depth and fails to deliver satisfying action or roguelike gameplay.
- Annoyance (weight 0.03): Annoyance is caused by technical issues like camera stutters, lock-on failures, and lag from late-game effects. Gameplay frustrations include attack combo delays, low currency rewards, and contradictory buff refresh. Visual and performance problems, such as pop-in and abrupt mid-air blocks, add to the irritation.
- Boredom (weight 0.03): Boredom results from repetitive boss fights, long runs, and wooden enemy mobs. Combat often devolves into constant guarding or dodge-counter shield-breaks, which becomes monotonous. The lack of engaging content and overly large success windows make the game feel like a chore.
- Amusement (weight 0.02): Amusement comes from quirky robot bosses and meme-filled dialogue or titles. Exploiting overpowered strategies, like the wheelchair build, leads to humorous outcomes. Ridiculous hitboxes and buggy boss behavior also provide comedic moments.
- Hope (weight 0.02): Players hope the developers will polish the game further and fix issues like the memory leak. There is also a thematic hope that ordinary life is not cruel and there are reasons to keep moving forward. This optimism reflects a desire for improvement and meaningful experiences.
- Confusion (weight 0.02): Confusion arises from unclear combat indicators, a pointless equipment system, and a lock-on camera that is too low. The out-of-run growth and buff chain systems are not well explained, leading to misunderstanding. The game's genre-blending between souls-like and roguelike also adds to the confusion.
- Dislike (weight 0.02): Dislike is directed at meta-progression in a roguelike, which feels out of place. Character designs with excessive piercings, especially the protagonist's lip ring, are off-putting. The slow and heavy action feel further contributes to the negative impression.
- Mild frustration (weight 0.02): Mild frustration is caused by camera obstruction during specific boss fights, such as the second stage tire boss. High enemy attack frequency and dull parry/dodge counter gameplay, along with poor camera angles when targeting large enemies, add to the annoyance. Performance issues like lag from Echo Memories attacks also contribute.
- Gratitude (weight 0.01): Gratitude is expressed for the developers' passion and the game's message, as well as for the game 'Ved: Recure' itself. Players appreciate the effort and vision behind the experience.
- Mild dissatisfaction (weight 0.01): Mild dissatisfaction stems from rewards being too few and currency depleting too quickly. Missing display options and visual clarity issues also detract from the overall experience.
- Appreciation (weight 0.01): Appreciation is given for top-tier art and voice acting, as well as additional modes like endless mode and boss rush after clearing. The game is seen as innovative with attractive character designs, and it caters well to its audience at a good price point.
- Anger (weight 0.01): Anger is provoked by elites with mysterious hitboxes and bosses that can act during stagger, making combat feel unfair. Parry and dodge counter mechanics often feel useless against bosses, and random buffs with scarce healing exacerbate the frustration.
- Regret (weight 0.01): Regret is felt because the game is considered the most regrettable purchase of the year, often due to choosing Hard difficulty. The mismatch between expectations and reality leads to remorse.
- Concern (weight 0.01): Concern is raised about controller responsiveness issues and GPU usage constantly exceeding 90%, which may cause hardware strain. These technical problems could affect long-term playability.
- Fatigue (weight 0.01): Fatigue results from the boss rush structure and lack of roguelike elements, which makes the game feel repetitive. Normal attacks taking up a large proportion of combat also causes physical tiredness from repeated button presses.}