Info about Raiders of Blackveil:

Official game description:
Raiders of Blackveil is a **Top-Down**, pulse-pounding **Multiplayer** **Roguelite ARPG** with **MOBA** inspired characters, and a couple of **extraction** elements.  
**You will be**:
*   Beating up bad guys
*   **Looting** everything you see while trying to bring it back home safely
*   Creating **Unique** and **Overpowered** builds through a deep **Class Perk System**
*   Pushing **Higher Difficulties** for better **Loot**
*   Hanging out at your home base **“The Liberator"**
*   **Selling**, **Buying** and **Upgrading** things by using the services of the, mostly competent,  
    Rebel crew members  
Select from a range of MOBA-inspired Rebels, each with unique abilities, playstyles, and personalities.  
Destroy everything you see by discovering **powerful combinations** across **Rebel abilities** and **Class Perks**.  
Gather your friends, join the rebellion, and form the ultimate team to fight against Blackveil.
Every new Raid you create new and unique builds by combining over **300 perks** from  
8 different classes.  
Choose between **Mage**, **Assassin**, **Priest**, **Guardian**, **Monk**, **Druid**, **Warrior**, and **Warlock**.  
Each Class have its own unique effects and mechanics.  
Unlock class synergies through overpowered **Duo Perks** to make your build come alive.
**Loot** is everywhere. Farm **Equipment** to bolster your **Rebels** to give yourself a head start on your future Raids.  
**Bandages**, **Keys**, **Currencies** and valuable **Souvenirs** can be found across all Raids.  
**Sell** it, **Use** it, or **Stash** it back home at **The Liberator**.
We are in it for the long haul! We are working like crazy to bring you the best game we can - and we need your feedback to do it.  
Balance issues, Suggestions, Feature Ideas - we wanna hear it all.  
Join us on **Discord** and in **Early Access** to help us shape **Raiders of Blackveil** as we grow!

Release date: Dec 15, 2025

Categories: Top-Down Shooter, Roguelite, Action RPG, Multiplayer, Extraction Gameplay, Class-based Combat, Loot-Driven Combat System, Team-based Combat


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


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:
- Exceptional combat and gameplay fun (weight 0.74): Players consistently highlight the game's smooth, balanced, and satisfying combat system, often comparing it favorably to other titles like *Battlerite* and *V Rising*. The core gameplay loop is described as addictive, enjoyable, and well-paced, with a strong emphasis on fun across multiple character classes. This feedback is highly constructive and specific, reflecting a broad consensus.
- Co-op and multiplayer potential (weight 0.41): Players report that co-op mode works well, with some noting that lobby issues have been actively addressed by developers. The multiplayer experience is described as rewarding and fun, though feedback is mixed due to occasional technical hiccups. This point reflects cautious optimism about the game's social features.
- Strong roguelite mechanics and build variety (weight 0.37): The game's perk system, build variety, and loot mechanics are frequently praised for their depth and replayability. Players enjoy discovering perk combinations, unlocking new items, and experimenting with different builds. The risk-reward loop and ARPG-like customization are noted as standout features, contributing to the game's addictive nature.
- High potential in Early Access (weight 0.37): Despite being in Early Access, the game is described as polished, content-rich, and enjoyable. Players express excitement about its future development, noting the solid foundation, potential for expandable content, and improvements already made since the demo. The feedback is optimistic and highlights the game's current strengths while acknowledging room for growth.
- Appealing art style and visuals (weight 0.18): The game's art style is consistently described as solid, visually appealing, and an improvement over the demo. While not as frequently mentioned as gameplay mechanics, the positive reception of the visuals contributes to the overall enjoyment of the experience. This point is based on broad but less detailed feedback.
- Great value and accessibility (weight 0.13): The game is praised for its $20 price point, which players consider a great value for the content provided. Additionally, the smooth performance on Steam Deck and plans for offline play are noted as accessibility strengths. This feedback is positive but less central to the core gameplay experience.
- Distinct and well-designed characters (weight 0.1): The four available characters are praised for their unique playstyles, powerful abilities, and effective synergies. Players appreciate the variety and depth they bring to gameplay, with many expressing anticipation for future character additions. This feedback is specific and highlights a key strength of the game's design.
- Unique genre-blending mechanics (weight 0.07): Players appreciate the game's innovative mix of genres, such as combining Diablo-style looting with MOBA champion mechanics or Hades-like combat with ARPG progression. This feedback highlights the game's creativity and appeal to fans of multiple genres, though it is mentioned less frequently.

Common complaints:
- Poor multiplayer and online requirements (weight 0.84): The game's always-online requirement, even for single-player or local multiplayer, is widely criticized. Multiplayer features are plagued by bugs, including desyncs, lobby issues, and a lack of modern matchmaking. Players report difficulty joining friends, outdated server browsers, and broken co-op functionality, making the multiplayer experience frustrating and unreliable.
- Severe stability and crash issues (weight 0.72): The game suffers from frequent crashes, freezes, and errors, often resulting in lost progress. These issues occur across platforms (including Steam Deck) and during critical moments like boss fights or multiplayer sessions. Save file corruption and lack of cloud saves exacerbate the problem, making the game frustrating and unplayable for many users.
- Limited and repetitive content (weight 0.52): The game offers minimal content, with only two maps, four playable characters, and repetitive gameplay loops. Players note a lack of variety in enemies, biomes, and bosses, leading to a sense of grind and tedium. The progression system is also criticized for requiring excessive repetition for minimal reward, reducing long-term enjoyment.
- Unbalanced and unfair difficulty (weight 0.51): The difficulty curve is inconsistent, with sudden spikes in boss fights and later stages. Enemies, particularly those with shields, are overpowered, and mechanics like excessive minion spawning or invincible enemies create frustration. Solo players find the game especially punishing, as it appears balanced for full parties rather than individual play.
- Early access concerns and pricing (weight 0.25): Players feel the game is overpriced for its current early access state, citing minimal improvements over the demo, persistent bugs, and a lack of polish. The game is perceived as incomplete, with performance issues worsening since the demo and desync problems remaining unfixed. This has led to skepticism about the value of the full release.
- Downgraded UI and features (weight 0.22): Several UI and feature downgrades from the demo version are noted, including a less intuitive skill selection system, removed stylized skill bars, and a poorly designed lobby browser. Players also criticize the lack of settings and minor localization improvements, which detract from the overall experience.
- Weak progression and loot systems (weight 0.2): The loot and progression systems are poorly designed, with gear upgrades feeling impactless and buffs too weak. High-quality items have extremely low drop rates, and enemies scale in ways that negate player progression. The lack of meaningful power increases or variety in loot reduces the satisfaction of grinding and exploration.

Gameplay feedback:
- Combat and control mechanics (weight 0.2): Combat features MOBA-like controls, with gear modifiers such as attack, ability, bleed, and curse percentage damage. Some players noted the combat system felt unfamiliar or different from expectations.
- Structured boss and mini-boss encounters (weight 0.1): The game includes mini-bosses and final bosses, with mechanics like pushing minions into fire. Mini-bosses can appear consecutively, adding challenge and variety to runs. Some players reported difficulty in defeating bosses.
- Biome-specific mechanics and challenges (weight 0.08): The second biome introduces unique mechanics such as dismantling structures and altars that spawn enemies. It also features high-mobility and invincible enemies, adding complexity to progression.
- Character and class variety (weight 0.07): The game offers four distinct character designs and classes, which are unlocked through gameplay. Classes resemble archetypes like fire mage, assassin, and healer, with unique builds and modifiers.
- Extraction-style gameplay with Hades-like elements (weight 0.06): The game adopts an extraction-style format similar to Hades, with players collecting loot and progressing through runs. The 'Heat' Alarm system dynamically increases difficulty and rewards across runs.
- Resource collection and economy (weight 0.05): Players can collect junk to sell to vendors, enabling progression through an in-game economy. This system supports unlocking new classes and equipment.
- Limited demo feedback (weight 0.04): Feedback from the demo highlighted smooth performance and specific control schemes, such as using the right analog stick for direction. However, this is based on limited or demo-specific observations.
- Unverified high drop rate multiplier (weight 0.02): One review mentioned a mythical drop rate multiplier of 70.58x, but this claim lacks corroboration or specific details, suggesting it may be hyperbolic or anecdotal.

Performance notes:
- Performance instability on Steam Deck (weight 0.29): While some players report smooth performance (e.g., near-constant 60 FPS), others experience frequent crashes and errors on the Steam Deck. This inconsistency suggests hardware-specific optimization issues that need addressing.
- Severe frame rate drops (weight 0.03): Frame rates plummet from over 100 FPS to ~20 FPS in later rounds due to enemy density and visual effects. This indicates performance optimization is needed for high-intensity gameplay scenarios.
- Elite enemy terrain glitches (weight 0.03): Elite enemies cause players to get stuck in terrain, disrupting gameplay and potentially soft-locking progress. This suggests a need for better collision detection or enemy pathfinding.
- Server selection difficulties (weight 0.03): Players report issues with server selection, which may impact matchmaking or online connectivity. This could contribute to broader multiplayer frustrations.
- Irrelevant hardware details (weight 0.02): Some feedback includes non-actionable details like PC specifications (e.g., AMD 7950x3D CPU, RTX 4070 Ti GPU) without clear relevance to the issues described. This was excluded from other summaries due to lack of constructive value.

Recommendations:
- Mixed recommendations due to Early Access (weight 0.62): Players are divided on whether to recommend the game in its current Early Access state. Many acknowledge its potential and fun core experience but hesitate due to bugs, lack of content, and multiplayer issues. Single-player is often cited as the more stable and enjoyable mode.
- Price not justified in current state (weight 0.56): Many players feel the game is overpriced for its current quality, even with discounts. This is tied to issues like bugs, lack of content, and multiplayer problems. Some suggest the game is only worth it for solo players or those tracking its development.
- Potential for future improvement (weight 0.55): Many players express hope for the game's future, believing it could become a strong title with more development time. This is reflected in neutral or tentative recommendations and optimism about upcoming fixes.
- Strong solo player recommendation (weight 0.54): The game is frequently recommended for solo players who enjoy dungeon crawlers or similar genres. The single-player experience is described as more polished and enjoyable compared to multiplayer.
- Value for money debate (weight 0.46): Opinions on the game's value for money are split. Some players feel it offers more entertainment than its cost, while others argue it is not worth the price due to bugs, lack of content, or technical issues.

Other player notes:
- Multiplayer features in development (weight 0.17): The developer is actively working on multiplayer, but players report limited testing or awareness of its current state. Some players avoid multiplayer due to connectivity concerns or lack of interest, though workarounds (e.g., region switching) are shared.
- Future updates highly anticipated (weight 0.1): Players express optimism about future updates, expecting more content like items, skills, characters, biomes, and levels. Confidence in the developer's ability to improve the game is noted, though this is based on potential rather than current delivery.
- Responsive developer support (weight 0.06): Players appreciate the developer's responsiveness to issues and expect problems to be addressed over time. This sentiment is based on observed communication and patch frequency rather than specific fixes.
- Actionable gameplay suggestions (weight 0.03): Players provide specific, constructive feedback, such as adding a faster ranged character and improving mouse cursor visibility. These suggestions are actionable but represent niche concerns.
- Class balance concerns (weight 0.03): The tank class is perceived as significantly stronger than in the demo, suggesting potential balance issues. This feedback is specific but limited to a single class, reducing its overall weight.
- Price increase expected (weight 0.03): Players anticipate the game's price will rise as it nears full release. This is noted as a potential deterrent for early adopters but lacks concrete evidence or developer confirmation.
- Value proposition questioned (weight 0.03): Some players feel the game does not offer strong value for money compared to alternatives. This sentiment is subjective and based on personal expectations rather than objective benchmarks.

Emotions:
- Frustration (weight 0.36): The primary causes of frustration stem from pervasive technical issues, including frequent crashes, save file corruption, and progress loss. Players also express frustration with unbalanced difficulty, poor multiplayer implementation (e.g., disconnections, lobby issues), and design flaws like unclear UI, repetitive mechanics, and anti-player systems (e.g., inventory management). The feedback is highly specific and consistent across reviews, though some emotional language and hyperbolic claims reduce its constructive weight.
- Disappointment (weight 0.2): Disappointment arises from a mismatch between expectations and the early access experience, particularly regarding limited content, repetitive gameplay, and unresolved bugs. Players highlight the lack of cloud saves, minimal improvements over the demo, and unfulfilled promises (e.g., offline play, multiplayer functionality). While feedback is detailed, some causes overlap with frustration, and the reliance on early access as a justification may slightly reduce specificity.
- Excitement (weight 0.12): Excitement is driven by the game's potential, unique mechanics (e.g., perk combinations, roguelike loops), and engaging combat. Players appreciate the addictive solo gameplay, build variety, and anticipation for future updates. The feedback is constructive and specific, focusing on enjoyable features, though some mentions of 'potential' may reflect optimism rather than concrete experiences.
- Satisfaction (weight 0.09): Satisfaction stems from the game's core strengths, such as balanced RNG, strategic combat, and co-op enjoyment. Players praise the polished foundation, developer responsiveness (e.g., fixing demo issues), and value for money despite limited content. The feedback is actionable and detailed, though some points (e.g., 'enjoyable despite issues') may reflect lowered expectations.
- Joy (weight 0.06): Joy is derived from immersive gameplay experiences, such as satisfying loot systems, co-op chaos, and fulfilling solo play. Players highlight specific moments (e.g., legendary drops) and the game's ability to meet or exceed expectations. The feedback is highly specific and positive, though some causes (e.g., 'fun and chaotic') are subjective.
- Anger (weight 0.04): Anger is triggered by severe technical failures (e.g., crashes, progress loss) and perceived developer negligence (e.g., ignoring feedback, outdated systems). Players express frustration over paying for a non-functional game or losing valuable progress. The feedback is emotionally charged but includes specific, actionable grievances, though hyperbolic language may slightly reduce its constructive weight.
- Confusion (weight 0.04): Confusion arises from unclear design choices, such as mismatched tooltips, unintuitive mechanics, and inconsistent progression systems. Players also note unexpected changes from the demo and lack of transparency (e.g., online requirements). The feedback is specific but limited in volume, suggesting these issues affect a subset of players.
- Relief (weight 0.04): Relief is tied to developer responsiveness (e.g., addressing co-op issues) and workarounds for technical problems. Players express cautious optimism that the game remains playable despite flaws. The feedback is sparse but constructive, focusing on actionable improvements or temporary solutions.
- Hope (weight 0.03): Hope reflects anticipation for future updates and belief in the game's potential. Players trust developers to resolve current issues and expand content. While optimistic, the feedback is somewhat generic and lacks specific details about expected improvements.
- Boredom (weight 0.01): Boredom stems from repetitive gameplay, uninspired combat, and lack of engaging content. The feedback is limited but specific, highlighting tedium in mechanics like mini-boss fights. This emotion is less frequently mentioned, suggesting it may not be a widespread issue.
- Disgust (weight 0): Disgust is linked to unpleasant enemy mechanics and perceived unfair difficulty (e.g., unbalanced elite enemies). The feedback is minimal and emotionally charged, lacking detailed examples, which reduces its constructive value.
- Caution (weight 0): Caution reflects awareness of the game's unpolished state, particularly in early access. The feedback is sparse and lacks specificity, serving more as a general warning than actionable criticism.}