Info about Ex Sanguis:

Official game description:
Roadmap
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About the Game
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From the Sanguis of the Mater, the Stillae are born. Elite warriors who bare the last of their divinity's hope, you will lead them in a battle to save a dying world. Fight in tactical combat against the forces of Stasis and restore the flow of life!
**Your perfect plan**
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Plan your next moves with dynamic turn-based combat, strategically triggering epic chains of events across the battlefield:
*   **Use Timeline Effects** to speed up, delay or swap time position to impact turn order and outsmart your enemies.
*   **Play with your surroundings** that can explode, ignite enemies, or block sight... changing the outcome of the battles.
*   **Leverage spatial effects** like knock-backs, forced facings, flanking bonuses, and damage-over-time to dominate every encounter.
*   **Unlock a vast arsenal of abilities,** each offering powerful synergies and deep build customization.
**Take on risks and progress**
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*   Choose your own path and difficulty as you progress through the map.
*   Take on high-risk, high-reward missions, head straight for boss encounters, or slow down to gather resources to increase your chance of success.
*   All missions contribute to gradual progress and reflect the type of experience you decide.
**A Roguelite loop adapted to turn-based combat**
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*   With each return, each playthrough, you carve new strength from failure and victory alike, unlocking forgotten powers and braving ever darker depths, where your greatest enemies await.
*   The further away you venture toward the outer rim of the map, the harder the standard Missions become.
*   Regain memories and customize your Stillae for the next round by changing their loadouts and names.
**A Crimson Rebellion**
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In a world drained by the Purge, blood is defiance. Each drop of it paints the world in reds and blacks, as a reminder that life fights back. This is not just violence, it's a vivid rebellion in a pale, colorless world against those who would see it in Stasis forever.

Release date: Sep 10, 2026

Categories: Tactical RPG, Turn-based Tactics, Roguelite, Timeline-based Combat, Environmental Combat, Dark Fantasy, Gothic Aesthetic, Class-based Combat


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: 5.0h
  - Story completion: 5.5h
  - Session length: 0.3h
  - Endgame: 50.0h
  - Reasoning: The English review states that content can be completed in less than 5 hours for tactics veterans, supporting a gameCompletion estimate of about 5 hours. The translated Spanish review says the base route takes 5 to 6 hours through two biomes and three bosses, supporting a storyCompletion estimate of about 5.5 hours. The same review reports that single missions take 3 to 15 minutes maximum, so sessionLength is set to the upper bound of about 0.25 hours per mission session. The English review says the player expects to replay at least 50 hours even with current content, and the translated Spanish review mentions real replayability up to 25 to 40+ hours through the roguelite loop; this supports an endgame estimate of about 50 hours. Playtime claims referring to other games were ignored.
- Time-to-fun:
  - Summary: Some players find Ex Sanguis addictive at first through its timeline combat and run loop, but many report the experience becomes repetitive and boring after a few runs.
  - Stance: Fun then drops
  - Anchor: Discovering and using the timeline mechanic to manipulate turn order
  - Time to anchor: N/A
  - Friction: Combat feels extremely one-sided.; Starting a new memory run is tedious.; Memory-system progression is repetitive and monotonous.; Rewards are not fun enough to motivate play.; Meta progression and material enhancement are cumbersome and grindy.; Unlocking a boss requires a slog through simple fights.
  - Unlock drivers: Discovering the timeline mechanic and using it to reverse doomed fights.; Getting into the addictive run loop that encourages one more round.; Selecting easier early difficulty levels.; Activating accelerated mode when content feels empty.
  - Conditions: Tolerance for dying and continuing despite suboptimal play.; Enjoying one-sided combat.; Not minding a slog to unlock a boss.; Discovering the timeline mechanic.; Choosing lower difficulty levels for early stages.; Patience for long single-run length.; Willingness to use accelerated mode after a few runs.; Tolerance for grindy meta progression.
- Player Archetypes:
  - Timeline Tactics Veteran (sale)
    - Motivation: Solving the deterministic, timeline-based combat as an optimization puzzle and achieving fast, efficient clears.
    - Playstyle: Calculates turn order, positioning, and attack sequencing on the timeline, chaining hits like a 'damage Tetris' puzzle and burning through content quickly.
    - Experience: veteran
    - Purchase stance: sale
    - Labels: tactics veteran
    - Reference games: Othercide; Slay the Spire
  - Presentation and Polish Enthusiast (buy)
    - Motivation: Immersing in the striking gothic black-white-crimson art, atmosphere, and overall execution quality.
    - Playstyle: Plays for mood and spectacle, valuing art direction, music, and technical finish over grind or min-maxing.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Othercide
  - Early Access Watcher (deep sale)
    - Motivation: Following the game's promising framework and roadmap, planning to return once more content is added.
    - Playstyle: Samples a few intense hours, evaluates the systems and potential, then holds off for future updates.
    - Experience: mixed
    - Purchase stance: deep sale
    - Labels: N/A
    - Reference games: N/A
  - Predecessor Purist (no buy)
    - Motivation: Seeking to recapture the unique experience of the earlier franchise title and rejecting perceived regressions.
    - Playstyle: Directly compares mechanics, art, and performance against the predecessor and refunds quickly when it feels worse.
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: Othercide


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:
- Appealing Visual and Artistic Style (weight 0.68): Many reviewers praise the game's eye-catching and innovative art style, describing it as beautiful and visually striking. The distinctive aesthetic is a major draw for players.
- Impressive Visuals, Atmosphere, and Music (weight 0.67): The game excels in creating a somber and powerful atmosphere through its visuals, sound design, and music. The soundtrack is particularly praised for enhancing the mood.
- Inherits Othercide's Gothic Aesthetic (weight 0.54): The art style is heavily inspired by Othercide, featuring a black, white, and red gothic color scheme. Reviewers note the visual and thematic similarities.
- Strong Foundation in Early Access (weight 0.47): Despite being in Early Access, the core mechanics are already solid and show great promise. Players feel the game has a strong foundation for future development.
- Unique and Fun Timeline System (weight 0.43): The timeline mechanic is a standout feature, allowing players to manipulate turn order in innovative ways. It is described as well-integrated and a fun strategic element.
- Deep Strategic Combat (weight 0.42): The combat offers significant depth, requiring players to think carefully about their moves. It provides a demanding intellectual puzzle with meaningful decisions.
- High Replayability and Roguelite Elements (weight 0.41): The roguelite structure with random skill choices and permanent upgrades offers high replay value. Runs are quick and encourage experimentation.
- Customizable Difficulty and Rewards (weight 0.41): Players can adjust difficulty per battle, with higher difficulties yielding greater rewards. This gives full control over the challenge and resource gain.
- Environmental Interactions and Chain Reactions (weight 0.37): The game features satisfying environmental interactions like detonating objects, knockback, and traps that enable chain reactions. This adds tactical depth beyond simple damage stacking.
- Passionate and Communicative Developers (weight 0.32): The developers are praised for their passion and dedication, as well as their responsiveness to player feedback. This fosters a positive community relationship.
- Decent Overall Gameplay (weight 0.32): The gameplay experience is generally described as decent or good, with smooth and well-thought-out mechanics. It offers a satisfying tactical experience.
- Satisfying Ability Synergies (weight 0.27): Players enjoy the exceptionally satisfying synergies between characters' skills. The combination of abilities leads to powerful and rewarding tactical options.
- Dynamic and Faster Than Othercide (weight 0.27): The game feels more dynamic and faster-paced compared to Othercide, with shorter missions and more freedom in battles. This improves the overall flow.
- On Par with Othercide (weight 0.26): The game feels visually and gameplay-wise on par with Othercide, with some noting a more violent and desperate theme. It is seen as a worthy follow-up.
- Good Value for Money (weight 0.26): Many reviewers feel the game is worth its price, offering great value and a worthwhile investment for the full release. The DLC with artbook and music is also appreciated.
- Polished and Smooth Performance (weight 0.26): The game runs smoothly and feels fully polished, with high-quality combat effects and technical finish. Performance is not an issue.
- Engaging Story and Characters (weight 0.26): The story is engaging and makes players think about the previous game's ending. Characters like Sanguis and Stellis have good design, voice acting, and appearance.
- Hard but Fair Tactical Encounters (weight 0.22): The game provides challenging yet fair tactical battles that require strategic thinking. Players appreciate the difficulty that encourages improvement.
- Stat and Resource Progression (weight 0.21): Progression is driven by stats and resources, with map nodes and bosses offering advancement. The system provides meaningful choices for character growth.
- Similarities to Othercide in Skills (weight 0.2): Some skills and ideas are reminiscent of Othercide, with overlapping mechanics. This familiarity appeals to fans of the previous game.

Common complaints:
- Numerical Balance is Poor (weight 0.72): Enemy scaling is excessive, making player upgrades feel negligible and turning battles into frustrating grind fests; early access balance is especially painful with dominant strategies and unreasonable numbers.
- Bland Animations and Visuals (weight 0.71): Animations lack grace and style compared to Othercide, with low-poly models, minimal character detail, and a monotonous art style that causes aesthetic fatigue.
- Early Access Lacks Content (weight 0.68): The game is in early access with very limited content, including only two biomes, three classes, three bosses, and few skills, resulting in runs that feel like an extended demo rather than a full game.
- Bugs and Glitches Abound (weight 0.68): Numerous bugs are present, including crashes, display issues, skills not working, and progress loss, making the game feel untested and unstable.
- Combat Feels One-Sided and Oppressive (weight 0.66): Enemies have oppressive abilities like infinite reactions, long-range sniping, turn delay, and high damage, while player units feel underpowered and combat becomes frustrating.
- Repetitive and Grindy Meta Progression (weight 0.5): Meta progression is slow and requires excessive grinding, with the memory system feeling monotonous and runs lacking variety due to few enemy types, bosses, and events.
- Too Similar to Othercide (weight 0.5): The game reuses systems and concepts from Othercide without sufficient differentiation, feeling like a remixed version that fails to innovate, and many visuals are copied directly.
- Poor Optimization Performance Issues (weight 0.43): The game runs poorly with low frame rates, stutters, high GPU/CPU usage, and worse performance than the predecessor despite no visual improvements. Many users report these technical issues.
- Unclear UI and Lack of Information (weight 0.43): Skill descriptions, character stats, and help information are often unclear or inaccessible; UI/UX is cluttered and missing key features like a help page.
- Content Too Short and Lacking Depth (weight 0.41): The game can be completed quickly by tactics veterans, with little replayability due to scarce content, few mission types, and minimal character growth.
- Bosses Too Easy and Unchallenging (weight 0.37): Boss fights are extremely easy and anticlimactic, with only a few bosses that pose no real challenge and lack the difficulty options seen in Othercide.
- Difficulty Scaling Doubles Enemy HP (weight 0.31): Higher difficulties simply double enemy HP and increase damage/movement, which lengthens battles without adding meaningful challenge, and some missions require high difficulty to progress.
- Lack of Variety in Enemies and Maps (weight 0.31): Enemy types, models, and map layouts are repetitive, with many maps looking copy-pasted, leading to boring and predictable runs.
- Infinite Loading Bug and Workaround (weight 0.25): Players encounter an infinite loading screen that prevents entering the game, often fixed by deleting the demo save file, indicating a save-related bug.
- Lack of Customization and Growth (weight 0.25): Character customization is minimal, with few visual options and limited in-run growth, making progression feel unsatisfying.
- Lack of Atmosphere and Music (weight 0.24): The game lacks the atmospheric music and sound design of Othercide, with off-putting rock music and sound effects that don't blend well.
- Weak Story and Narrative (weight 0.21): Storytelling is minimal or absent, with no codex or lore to enrich the experience, leaving the game feeling shallow and lacking context.
- No Undo Function in Tactics (weight 0.21): There is no undo option for moves or turns, making a single mistake potentially catastrophic in long tactical battles, which many players find frustrating.
- Timeline Mechanic Problems (weight 0.21): The timeline system can cause infinite turn starvation, making the game feel broken, and its implementation creates pathological effects that disable the player.
- No Camera Rotation Limits View (weight 0.2): The camera cannot be rotated, which restricts viewing angles and hinders tactical awareness, a common complaint among players.

Gameplay feedback:
- Turn-Based Tactics with Roguelike (weight 0.6): The game is consistently described as a turn-based tactics or tactical RPG that incorporates roguelike or roguelite elements. Clusters highlight turn-based combat, tactical positioning, and roguelike structure as core features.
- Timeline-Based Action Order (weight 0.51): A distinctive timeline mechanic dictates the order of actions for both allies and enemies, and players can manipulate it by delaying, accelerating, or swapping turns. This system is frequently mentioned as a key strategic element.
- Meta-Progression and Permanent Upgrades (weight 0.46): Resources gained during runs are used for permanent upgrades via a skill tree or similar system. This meta-progression persists across runs, providing long-term advancement.
- Three Character Classes with Synergies (weight 0.46): Players choose from three distinct classes (e.g., Blood Blade, Storm, True Word) that have unique abilities and can synergize with each other. Class-based team composition and skill synergy are emphasized.
- Roguelite Runs and Memory System (weight 0.45): Runs are structured as 'memories' with a limited number of battles (about 8) and memory points consumed per battle. The roguelite loop involves resetting after each run while retaining meta-progression.
- Environmental Interactions and Terrain Tactics (weight 0.44): Combat heavily features environmental elements such as exploding objects, traps, knockbacks, and flanking. These interactions allow for creative tactics beyond direct damage.
- Difficulty Customization and Rewards (weight 0.44): Players can adjust difficulty per battle or stage, affecting both in-run and meta-progression rewards. Higher difficulty yields greater rewards, offering flexible challenge.
- Resource Collection and Boss Battles (weight 0.4): Players must collect corrupted blood or other resources to qualify for boss battles. Resources are scarce, can be traded, and carry over between runs, creating a risk-reward dynamic.
- Burst System and Action Points (weight 0.32): Actions consume Action Points (AP) shared between movement and skills. Exceeding a safe AP threshold triggers a burst state that allows powerful attacks but delays the character's next turn on the timeline.
- Random Skill Upgrades After Battles (weight 0.32): After each battle or mission, units receive a choice of random skills or upgrades, reinforcing the roguelike loop. This mechanic is repeatedly noted as a core progression element.
- Post-Battle Healing and Revival (weight 0.29): Characters fully heal or are revived between battles, reducing permanent loss. This design choice lowers the stakes compared to some tactical games.
- Bleed and Debuff Mechanics (weight 0.24): Combat features a bleed mechanic dealing 10% of enemy max HP, and debuffs that reduce HP and attack. These add tactical layers.
- Unique Skill Types: Instant, Delayed, Reaction (weight 0.21): Skills are categorized into instant, delayed (with cast bar on timeline), and reaction (interrupt) types. This tripartite taxonomy adds depth to combat planning.
- Map Nodes and Progression Structure (weight 0.2): Players progress through map nodes, choosing battles or events on a circular or node-based map. The map layout influences run progression.
- Short Missions and Runs (weight 0.2): Missions take about 3 to 15 minutes, and runs consist of approximately 8 battles. Runs are shorter than in similar games like Othercide.
- Unique Art Direction and Soundscape (weight 0.18): The game features a distinctive tricolor art direction (white, black, red) and a visceral gothic-industrial soundtrack. These elements contribute to its atmosphere.
- Smooth and Polished Combat Mechanics (weight 0.15): Reviews praise the combat as smooth, well thought out, and rewarding. Mechanics are considered polished and engaging.
- Affix and Skill Systems for Gear (weight 0.14): An affix system for gear or skills allows further customization and build variety. This system complements the skill selection during runs.
- Three Bosses in Early Access (weight 0.14): The current Early Access version features three boss battles. Defeating a boss sets a new target boss, advancing the run.
- Retry and Difficulty Options (weight 0.14): Battles can be retried as many times as desired, and each battle can be played on easy difficulty. This reduces frustration and allows experimentation.

Performance notes:
- Positive performance experiences (weight 0.25): Some players report stable 60 fps on DirectX 11, minimal loading times, and smooth performance. The game also runs on low-end PCs with low settings.
- Resolution and display issues (weight 0.21): Players report the resolution changing after the first launch, and no in-game option for 3440x1440 resolution. There is also no option to reset settings.
- Game-breaking bug after victory (weight 0.1): A bug causes the screen to stay red after victory, preventing further play. This is a critical issue that blocks progress.
- Blood attribute strengthening broken (weight 0.1): Strengthening attributes by consuming blood does not work, wasting players' time. This core mechanic is non-functional.
- Character strengthening time displacement ineffective (weight 0.09): The three-choice character strengthening time displacement has no effect, making the feature useless.
- Settings menu causes lag (weight 0.09): Moving any setting in the menu causes the game to lag, making configuration frustrating.
- Optimized installation size (weight 0.08): The game offers an 8 GB optimized installation, which is appreciated by some players.

Recommendations:
- Mixed Early Access Recommendations (weight 0.97): Many reviewers recommend the game for its promising framework and tactical depth, but only for players who are willing to support an Early Access title with limited content. They often suggest waiting for future updates or a discount before committing.
- Not Recommended At Current State (weight 0.46): Several users advise against purchasing now due to the game's unfinished state, warning that it is not worth the current price. They recommend waiting for improvements or a sale before considering it.
- Appeals to Niche Strategy Audience (weight 0.34): The game is specifically recommended for fans of hardcore strategy, tactical roguelikes, and players who appreciate the distinctive art style. Those unfamiliar with the genre may find it less appealing.
- Fans of Othercide Should Support (weight 0.2): Reviewers who are fans of the original game, Othercide, are encouraged to buy and support the developers. However, some suggest that newcomers play Othercide first instead.
- Positive Support for Developers (weight 0.18): Some reviewers give a positive review to support the developers and wish them success, even if they are not fully satisfied with the current Early Access version. They hope to see the game improve over time.
- Essential for Mechanical Brilliance (weight 0.08): One reviewer considers the game an essential purchase on Steam due to its mechanical brilliance, strategic addiction, and outstanding technical finish. This highlights the game's strong core design.

Other player notes:
- Frequent Othercide comparisons (weight 0.67): Reviewers repeatedly compare the game to Othercide across visuals, pacing, healing, run structure, storytelling tone, and replayability. Most agree it is similar but with adjustments such as healing between battles and shorter campaigns.
- Spiritual successor to Othercide (weight 0.64): Many reviewers describe the game as a follow-up, spiritual successor, or iteration of the developers' previous title Othercide, noting a similar plot and overall structure. Some frame it as a more roguelike take on the same formula with shorter runs.
- Game is in Early Access (weight 0.55): A large share of feedback notes that the title is currently in Early Access with a roadmap for future updates. Reviewers mention it may still have bugs and that the exit from Early Access could resolve existing problems.
- Limited Early Access content (weight 0.32): Several reviewers note that current Early Access content is small, with only desert and city biomes and an ending after three bosses. Some say it is not much more than the demo and can be finished in under five hours by tactics veterans.
- Roadmap and future updates (weight 0.31): Feedback highlights a roadmap that looks fantastic, with planned additions such as mission objectives, interactive objects, environmental mechanics, enemy types, passive abilities, and character appearances. Reviewers expect roughly two quarters of updates.
- Supporter pack and DLC (weight 0.25): Reviewers mention a supporter pack and DLC containing an artbook, music, and the ability to change weapons. Some bought the game with DLC specifically to support the developers.
- Technical and release details (weight 0.24): The game was released on September 10, 2026 on PC via Steam, built on Unity under DirectX 11. It is noted as an indie game in early access version v1.0 EA.
- Language support limited (weight 0.21): Reviewers point out that Japanese is not implemented and that English is the only language for skills. Some text is also noted to be in Spanish, and one comparison mentions Italian language support versus Othercide.
- Developers communicate with players (weight 0.21): Multiple reviewers praise the developers for actively communicating with the player base and updating the game based on user feedback. One reviewer notes the developer responded directly during the review process.
- Developed by Lightbulb Crew (weight 0.21): The game is identified as developed by Lightbulb Crew, the studio behind Othercide, and published by Firesquid. Some reviews note it took six years since Othercide and that the developers established their style with that title.
- Positive price-to-value ratio (weight 0.2): Several reviewers consider the game priced fairly for an Early Access title at around $19.99 or a launch price near $17.99. Some feel the price offers good value for the content available.
- Compared to other roguelikes (weight 0.19): Reviewers compare the game to The Binding of Isaac and Slay the Spire for rewards, and to Tales of Maj'Eyal and Hades for replayability and sandbox-like systems. One also compares it favorably to Darkest Dungeon 2 for shorter runs.
- Visual style inherits gothic aesthetic (weight 0.18): Reviewers note the game keeps a red and black visual reference and inherits the black-white-red gothic aesthetic of Othercide. Some find the visuals on par or more violent and desperate in theme.
- Playtest and development stage (weight 0.18): Some reviews mention a beta test and that the game is in very early stages of development. One notes that gripes could have been avoided with more playtesting.
- Ukrainian localization added (weight 0.14): A few reviewers specifically praise the developers for adding Ukrainian localization to the game. This is mentioned as a positive community-focused decision.
- Refunded due to dissatisfaction (weight 0.13): One reviewer refunded the game, and another bought it while setting a timer to avoid missing the refund window. These indicate some players were not satisfied with the current state of the title.
- Othercide developer abandonment concern (weight 0.13): One reviewer raises a concern about the developers abandoning Othercide, and another requests a patch to fix game-breaking bugs in that previous title. This reflects lingering frustration from the earlier game.
- Accessible mouse-only controls (weight 0.13): The game is described as fully operable with a mouse and without QTEs, making it accessible to players who prefer simpler control schemes. PC requirements are also noted as normal.
- External review and key provided (weight 0.11): One review notes a full review is available at an external link, and another discloses that the review was based on a key provided by the developers and publisher. This transparency context is relevant for readers.
- Play Othercide first (weight 0.08): Some reviewers recommend playing the completed game Othercide before this title to better understand the context and style. The previous game is treated as a prerequisite by part of the audience.

Emotions:
- Frustration (weight 0.29): Players are frustrated by technical issues such as infinite loading screens, bugs that block progression, broken achievements, and performance problems like lag and FPS drops. They also cite poorly balanced difficulty with unreasonable numerical scaling, lack of an undo function, and grindy upgrade systems that make mistakes punishing. Additionally, unclear skill descriptions and a language barrier exacerbate the feeling of unfairness.
- Disappointment (weight 0.27): Disappointment stems from the game feeling too similar to its predecessor, Othercide, with limited content and early access issues. Players note poor optimization, imbalanced difficulty, and a lack of story, lore, and enemy variety, making it feel under-tested and not worth the price. Many expected more innovation and polish.
- Appreciation (weight 0.1): Players appreciate the developers' responsiveness to feedback and the addition of Ukrainian localization. They also value the game's eye-catching art style and see it as a return to form for the studio.
- Hope (weight 0.08): Hope is driven by the game's potential to improve and surpass its predecessor, with players wanting the developers to see it through. They believe it could become a meaningful step forward and evolve into a work of art with continued updates.
- Satisfaction (weight 0.08): Satisfaction comes from the game's mechanics, such as the push bar and delay skills, which feel good when executed well. The visual style with sharp hit effects and blood splatter, along with high-quality combat effects and ability synergies, provides a satisfying and dynamic experience.
- Anticipation (weight 0.07): Players are anticipating a masterpiece and look forward to seeing how the game develops with new difficulty levels and a final boss. They expect it to get better with more updates and are excited about its evolution from a solid foundation.
- Excitement (weight 0.07): Excitement is fueled by the innovative timeline mechanic that allows rewriting action order and turning desperate situations around. Players find the game a good iteration of Othercide that redefines the genre, with rich systems and incredible potential for a full release.
- Annoyance (weight 0.05): Annoyance arises from skills damaging allies and knockback hurting allies, as well as missing features like no undo turn, no camera rotation, and improper 1440p support. The cluttered interface and unspeedable jelly animations add to the irritation.
- Boredom (weight 0.03): Boredom sets in due to a samey art style, repetitive rewards, and a lack of content that makes runs feel empty and short. The grindy and dull game loop, along with boring roguelike random attributes, quickly leads to tedium.
- Gratitude (weight 0.03): Gratitude is expressed for the DLC with an artbook and music, as well as the developers adding Ukrainian localization and listening to the community.
- Mild disappointment (weight 0.03): Mild disappointment is felt because the game is raw with monotonous enemies and bland animations, along with a lack of content and poor balance in early access.
- Enjoyment (weight 0.03): Enjoyment comes from a fun gameplay loop, good difficulty, and an innovative art style. The great visual theme, enemies, and gameplay contribute to a positive experience.
- Optimism (weight 0.03): Optimism is based on the promising framework and strategy design, with potential for more content. Players find the game very promising for early access.
- Enthusiasm (weight 0.03): Enthusiasm is driven by liking the art style and finding the gameplay great. Players find the game very cool, entertaining, and visually original, with solid mechanics and meaningful choices.
- Love (weight 0.02): Love for the game stems from enjoying this type of game and its visual style.
- Worry (weight 0.02): Worry is caused by the fear that developers will abandon this game like they did with Othercide.
- Fun (weight 0.02): Fun is derived from the unique and enjoyable timeline system.
- Joy (weight 0.02): Joy is experienced because the game is pleasant and enjoyable.
- Aesthetic fatigue (weight 0.02): Aesthetic fatigue results from the monotonous red and black art style.
- Anger (weight 0.02): Anger is caused by a balance design where enemies are vastly stronger and player upgrades are minimal.}