Info about Golden Swirl:

Official game description:
Follow Us
=========
x: snakoproduction
discord: AX8gB63Hub
About the Game
==============
**This is a deckbuilder, but you survive by strategically dodging every attack.**
---------------------------------------------------------------------------------
This is not merely a card game. it is a life-and-death struggle. Golden Swirl breaks the mold, seamlessly fusing the depth of deckbuilding strategy with the adrenaline of action-combat evasion.
*   Calculated Strategy - Construct your unique deck, equip bizarre relics, and carefully plan your route through the abyss.
*   Life-or-Death Execution - Move, dodge, and seize the perfect moment to play your cards amidst the clash of steel and magic.
Mind and reflexes are both essential, a single moment of hesitation, and you will meet your end in the very next room.
**Game Features**
**Deckbuilding Strategy × Semi-Real-Time Action**
-------------------------------------------------
*   Utilize the timing of every card played to reposition and adjust your attack vectors. Break free from the static, turn-based exchanges of traditional card games!
*   Every deck you build dictates your combat rhythm. Strategy and execution! you cannot survive without both.
**4 Characters × Deep Customization**
-------------------------------------
*   The full release features 4 distinct characters, each with their own unique starting relics and card pools.
*   Dive deep into character customization, tailor your build to perfectly match your preferred playstyle.
**Cards × Relics × Runes: A Threefold Synergy**
-----------------------------------------------
*   Over 100 relics, 120 cards, and a rich array of card runes allow you to forge unique builds tailored to each character's traits.
*   Discover deep synergies between cards, triggering these chained mechanisms will exponentially amplify their effects.
**Greed × Fear**
----------------
*   Every choice you make ripples through the "Golden Will." These events dictate your path forward and silently erode your character's state, subtly yet fundamentally twisting your deck's composition.
*   Confronted with choices and trials, the whims of fate are tested directly against the deck in your hands. The successes or failures born of calculated risks are a cruel double-edged sword.
**Procedural Dungeons × Interactive NPCs**
------------------------------------------
*   Every expedition generates a unique array of maps, enemies, NPCs, and treasures. Your choices will permanently alter your combat rewards and resource progression.
*   Not every soul you encounter is a friend—from maddened merchants to silent swordsmen, over 20 NPCs harbor their own tragic tales, heavily warped by the swirling abyss.
**The Swirl × The Nameless One**
--------------------------------
In the primordial age, the Golden God nurtured all creation, only for the "Great Dreamer" to invade this realm descending through the Star-Slik. Eldritch whispers drove the living into a cannibalistic frenzy. Ultimately, the deities fell, and the Black Moon twisted into a colossal Swirl poised to devour everything.
In their final despair, the survivors united to forge one last glimmer of hope—you, "The Nameless One." You must step into the treacherous Golden Swirl, sworn to uncover the ultimate truth behind this apocalyptic cataclysm.
*   The ever-shifting, shattered realm ensures no two journeys are ever alike. You will embark on your crusade from disparate starting area, armed with mysterious boons.
*   Traversing this abyss of madness and whispers is an extreme trial of endurance. At the end of this grueling gauntlet awaits a mysterious and unspeakable culmination

Release date: Sep 9, 2026

Categories: Deckbuilding, Action Roguelike, Semi-real-time Combat, Dark Fantasy, Lovecraftian Horror, Roguelike, Character Customization


- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $15.00 - $20.00
  - Reasoning: The Chinese reviews repeatedly anchor a fair price near 50 yuan and treat 54 yuan as acceptable, while English reviews say the game is worth the money. Given the current base-game price of $19.99, the community's fair range appears to sit slightly below that, with the explicit 50 yuan anchor supporting roughly $15 at the low end and positive value-at-current-price sentiment supporting up to about $20.
- Playtime Metrics:
  - Game completion: 15.0h
  - Story completion: N/A
  - Session length: 2.0h
  - Endgame: 32.5h
  - Reasoning: The first quote directly reports a normal highest-difficulty clear at about 15 hours and all achievements at 30-35 hours, supporting gameCompletion = 15 and an endgame/completionist target of about 32.5 hours. The second quote states a first run can be beaten in about 2 hours while the full game cannot, supporting a typical run/session length of about 2 hours. The third quote shows extended play with one character, reinforcing that playtime extends well beyond a single quick run, while the fourth quote adds a 20-30 hour overall playtime expectation. No quote isolates a separate story-only completion time, so storyCompletion is null.
- Time-to-fun:
  - Summary: Players often report the game clicks after an initial learning curve, becoming addictive once they master the semi-real-time combat rhythm, typically after a couple of hours or a second run. Some enjoy it immediately, while a few report boredom after extended play.
  - Stance: Clicks after
  - Anchor: Mastering the semi-real-time combat rhythm
  - Time to anchor: 2h 0m
  - Friction: Learning curve and tutorial could be better; Initial unfamiliarity causes flustered and turn-based-feeling play; Confusion until mechanics become familiar; Time-stop can feel turn-based at first; Can't mindlessly time-stop; need to adjust to action wind-up
  - Unlock drivers: Mastering card play speed creates real-time tension and excitement; Getting familiar with rhythm makes time-stop card counting addictive; Using pause more helps manage initial fluster; Reaching the second game improves enjoyment; Playing over 2 hours leads to finding it very interesting and addictive; Learning to plan operations during time-stop increases fun
  - Conditions: Use the pause feature often when starting; Get familiar with the rhythm and time-stop; Reach the second run; Play for a couple of hours; Master card play speed; Adjust to action wind-up after time-stop; Tolerance for a learning curve; Preference for semi-real-time over traditional turn-based card games
- Player Archetypes:
  - Spatial Deckbuilder Veteran (buy)
    - Motivation: Mastering deck synergies and tactical positioning in a roguelike card battler.
    - Playstyle: Builds card synergies, manages action points and resources, and plans movement and attack ranges.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Slay the Spire; Hades
  - Hades-Style Movement Kiter (buy)
    - Motivation: Enjoying real-time dodging, kiting, and Hades-style movement in combat.
    - Playstyle: Kites enemies, dodges telegraphed attacks with movement cards, and uses stop-time to reposition and burst.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Hades
  - Lovecraftian Aesthetic Seeker (buy)
    - Motivation: Immersion in dark, Lovecraftian art and worldbuilding.
    - Playstyle: Explores dark events, appreciates grotesque character art and lore, and tolerates unusual visuals.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Value-Conscious Content Seeker (sale)
    - Motivation: Getting enough card-roguelike depth and replayability for the price.
    - Playstyle: Compares content volume and discounts, hopes for DLC, and plays long enough to judge value.
    - Experience: familiar
    - Purchase stance: sale
    - 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:
- Distinctive and appealing art style (weight 0.59): Reviewers widely praise the game's unique and recognizable art style, noting it is beautiful, well-suited to the game, and appealing. The character designs and dark fantasy aesthetic further enhance the visual experience.
- Novel and innovative game experience (weight 0.27): The game is repeatedly called novel, innovative, and a fresh take on the card genre. Its unique blend of mechanics creates a new and interesting gameplay experience.
- Deep and satisfying gameplay mechanics (weight 0.27): Reviewers find the gameplay interesting, creative, and full of depth, with mechanics that feel great to play. The game part is often described as great and well-executed.
- Addictive and fun gameplay (weight 0.22): Many reviewers describe the game as genuinely fun, entertaining, and enjoyable, with gameplay that is engaging and rewarding. The overall experience is often summarized as simply 'fun'.
- Well-refined deck-building foundation (weight 0.12): The game is described as a well-refined and beautiful deck-building game, with a fun mix of deck-building and semi-real-time action. It appeals to fans of the genre.
- Strategic rune system adds depth (weight 0.12): The rune system is praised for adding rich build possibilities and depth to combat, giving players high build freedom. It enriches the overall strategic experience.
- Excellent art and music combination (weight 0.12): The art style and music are both praised as distinctive and top-tier, with notable quality. This combination enhances the game's atmosphere.
- Rewarding card chain and combo system (weight 0.12): The card chain system, which rewards playing cards in specific color orders, adds strategic depth and encourages thoughtful deck-building. It is seen as a satisfying mechanic.
- Interesting and distinctive card designs (weight 0.11): The cards themselves are found interesting, with distinctive face designs, and using cards to think and fight is enjoyable. This adds to the overall appeal.

Common complaints:
- Balance and difficulty too easy (weight 0.29): Numerical balance is bad, making the game too easy and always ending in steamrolling. High-risk high-return design is actually low-risk super high-return, and mindlessly spamming events is effective.
- Content volume is lacking (weight 0.29): Many players report a deficit of content, feeling that the game becomes repetitive after a few hours. The card pool is small and lacks depth for long-term replayability.
- High learning curve and difficulty (weight 0.26): The game has a steep learning curve, and beginners easily get flustered by the dual pressure of reading cards and watching the battlefield. The tutorial could do a better job of easing players in.
- Encyclopedia and UI issues (weight 0.22): The encyclopedia does not list NPC names, making achievement tracking hard, and bosses are not mapped to their scenes. Card art and descriptions do not indicate rarity, and the codex categorizes cards inconsistently with the actual game.
- Infinite energy loops trivialize (weight 0.2): Spirit recovery cards or relics allow an infinite energy loop, trivializing redraw management mid-game. The Hunter's innate relic combined with Prayer of Reflection and Flame Sacrifice enables an infinite combo.
- Gunner class is overpowered (weight 0.19): The Gunner class is extremely overpowered, with abilities like the aura trap that doubles and instantly kills enemies at close range. This creates a severe balance issue.
- Doom cards feel weak (weight 0.18): Doom cards are perceived as optional with high risk and low reward, making them less attractive than simply taking relics from events. They also drain willpower quickly, which discourages their use.
- Curses too punishing (weight 0.18): A curse that disables buying with stones and wipes out stones is too punishing and unavoidable. Curse cards cause appraisal failure, deduct Gold Will, and hurt development too much.
- Achievement system is buggy (weight 0.16): Multiple achievements fail to trigger, including the all-achievements achievement and the Golden Tree upgrade achievement even after fully maxing the tree. This prevents players from completing the game's achievement list.
- Room and event repetition (weight 0.16): Room types and random events repeat too much, reducing novelty and freshness across multiple playthroughs. This makes the game feel stale after several runs.
- Real-time combat not viable (weight 0.15): The real-time combat system is disappointing and not viable, as players often find themselves pausing constantly. This breaks the flow and makes the game feel turn-based.
- Small deck trivializes game (weight 0.15): Playing a small deck makes the game too easy, as card removal is too generous and many relics and sigils encourage small deck play. Sigil effects greatly increase single-card power and are the root of balance issues.
- Attack warning indicators unclear (weight 0.15): The red warning circles for enemy attacks are not obvious enough, particularly when boss attack areas overlap. This leads to unfair damage and frustration.
- Game becomes dull quickly (weight 0.15): After about 8 hours, the game already feels a bit dull, and all four characters can clear a run in one try. Custom characters are overpowered, and stat-stacking and infinite combos trivialize combat.
- Undersupported build archetypes (weight 0.15): Focus and Exhaustion builds are not developed, limiting viable playstyles. Some playstyles like chant cards are only picked for achievements and are almost never taken otherwise.
- Dialogue repetition and skipping (weight 0.14): Repeated identical dialogue makes you want to skip it, but dialogue cannot be skipped. The story and text dialogue are not rich or varied, and the dark worldview dumps nouns and exposition on the player.
- Nerfs harm resource cards (weight 0.14): Card balance changes nerfed resource cards heavily, making low-difficulty relaxing play impossible. Update 1.03 removed the strong combo of taboo cards with strength stacking, and taboo card maximum benefit now requires 5 invasions instead of 3.
- Boss visuals block view (weight 0.09): In double boss battles, the large bosses can obscure the player's vision, making it difficult to see incoming attacks. This is especially problematic when boss attack areas overlap.
- Golden Tree upgrades underwhelming (weight 0.09): The Golden Tree upgrade is half-hearted and doesn't change much, with perfunctory copy-pasted filler nodes. Achievement related to it cannot be completed even after fully maxing it out.
- Bug prevents Soul Stones (weight 0.06): A glitch removes all Soul Stones (run currency) and prevents gaining any from all sources, making the game unplayable. This is a severe progression blocker.

Gameplay feedback:
- Semi-real-time card combat (weight 0.99): The game blends deckbuilding with semi-real-time combat where enemies and the player act simultaneously. Players must dodge and position while playing cards, creating a hybrid of action roguelike and card strategy.
- Pause for strategic planning (weight 0.49): Combat can be paused at any time to think, plan card plays, or let time flow. This pause system is a key convenience feature that helps players manage the real-time pressure.
- Cards drive all actions (weight 0.48): Attack, defense, movement, and dodge are all executed through cards drawn from the deck. Different card types correspond to specific actions like teleport, slash, shoot, or cast.
- Deckbuilding and roguelike core (weight 0.46): The game is fundamentally a deckbuilding roguelike with card synergies and in-run deck upgrades. It features multiple playable characters, custom character creation, and progression inspired by Slay the Spire and Hades.
- Card combo and synergy systems (weight 0.26): A color combo system lets card colors affect bonuses for the next card, and link mechanics reward playing specific card types in sequence. Cards, relics, and runes can synergize to form powerful combos.
- Character customization options (weight 0.23): Players can create custom characters with weapons, gear, accessories, and starting cards. There are also four predefined characters with customization options for head, torso, weapon, and initial ashes.
- Spirit power resource cost (weight 0.12): Playing cards consumes Spirit Power (SP), which acts as a mana equivalent. This limits how many cards can be played in a turn and adds resource management to combat.
- Card redraw and cooldown mechanics (weight 0.12): Playing cards costs points, and redrawing cards has a fixed cooldown with limited initial refreshes. The redraw cooldown creates tense moments during combat.
- Curse cards affect exploration (weight 0.11): Curse cards can influence the success rate of exploration events and may impact SAN value. Players must balance cursed and normal cards to manage these effects.
- Card attribute requirements (weight 0.11): Certain cards have special effects that require specific other attribute cards to be played beforehand. Each card has one to two attribute requirements that can trigger these extra effects.

Performance notes:
- Performance Drops with Many Effects (weight 0.09): Players experience severe FPS drops when many cards, monsters, or stacked effects appear on screen. Cluster 8 and Cluster 10 both report graphics performance degradation in complex scenes.
- Sudden Lag and Optimization Issues (weight 0.09): Sudden lag occurs when many cards and effects appear, sometimes dropping FPS dramatically early in the game. Cluster 6 and Cluster 9 describe these optimization problems.
- Crashes and Freezes (weight 0.09): The game crashes or freezes, requiring alt+F4 to close. Cluster 3 reports two crashes in 80 minutes while Cluster 4 describes a freeze requiring alt+F4.
- Occasional Minor Frame Drops (weight 0.08): Some players notice occasional minor frame drops during play, possibly due to low-config PCs. Cluster 1 and Cluster 5 mention this less severe performance issue.
- Runs Great on Steam Deck (weight 0.05): The game runs great on Steam Deck. Cluster 2 confirms smooth performance on this platform.
- Resource Usage Still Smooth (weight 0.05): The game takes more PC resources than expected but still stays very smooth. Cluster 11 indicates acceptable performance despite high resource usage.
- Restarting Fixes FPS (weight 0.04): Restarting the game temporarily resolves FPS drops. Cluster 7 notes this workaround for performance issues.

Recommendations:
- Ideal for Roguelike Deckbuilder Fans (weight 0.42): Many reviewers recommend the game for players who enjoy roguelike deckbuilders, especially those seeking a fresh take with action elements. Clusters highlight its appeal to fans of Slay the Spire and similar games who want more spatial strategy and manual control.
- Strong Overall Recommendation (weight 0.25): Numerous reviewers give a strong recommendation to everyone, praising the game's quality and enjoyment. Many express high enthusiasm, with some calling it a must-buy for genre fans.
- Good Value for Money (weight 0.22): Reviewers frequently mention that the game is worth its price, offering 20-30 hours of gameplay and high replayability. Many consider it a worthwhile purchase, especially at its base price or during discounts.
- Positive General Sentiment (weight 0.2): Many simply state that the game is worth recommending, amazing, or worth trying, without specific reasons. This reflects a broad positive reception.
- Try the Demo First (weight 0.19): A common suggestion is to download and play the demo before purchasing, particularly for those unsure about the action-oriented combat or high difficulty. This allows players to experience the unique semi-real-time card mechanics firsthand.
- Content May Be Insufficient for Build Depth (weight 0.11): Players seeking deep build variety might find the current content lacking, as noted by some reviewers. There is hope for continued development and balance patches to address this.
- Wait for Future Updates and Balance (weight 0.11): Some reviewers suggest waiting for future updates and balance patches before purchasing, or to see how development progresses. This indicates that the game may improve over time.
- Action Combat May Deter Turn-Based Fans (weight 0.09): Some reviewers caution that players accustomed to turn-based rhythm may find the action feel and pressure challenging. It is recommended to approach it as a turn-based game rather than expecting real-time play.
- Appeals to Souls and Cthulhu Fans (weight 0.09): The art style and atmosphere attract fans of Souls-like games and Cthulhu mythos, with specific recommendations for those audiences. The dark, semi-real-time setting is a key draw.
- Polished Indie Game Worth Playing (weight 0.08): The game is described as a polished small-scale indie title that is worth experiencing, especially for its innovative mechanics. It offers good value for its scope.
- Art Style as a Buying Factor (weight 0.08): The art style is a polarizing factor, with some recommending the game based on it and others cautioning against purchase due to it. Buyers should be aware of their personal preference.
- Not Recommended at Full Price (weight 0.07): A few reviewers do not recommend buying at the current price point, suggesting it may be overpriced for the content offered. One specifically mentions a reasonable price around 50.
- Support Domestic Developers (weight 0.07): A few reviewers express a desire to support domestic game development, indicating a positive sentiment toward the developers. This is a niche but notable point.
- Worth Buying for Card Game Fans (weight 0.05): The game is considered worth buying for fans of card games, offering a solid experience in the genre. It is recommended for those interested in a new card game.
- Good Atmosphere and Game Understanding (weight 0.05): Reviewers note that the game has a good atmosphere and plays well once players understand its mechanics. This suggests a rewarding experience for those who invest time.
- Delivers on Its Concept (weight 0.05): If the concept appeals to you, the game delivers on its promise, providing an engaging experience. This indicates that expectations are met for the target audience.
- Mixed Feelings on Recommendation (weight 0.04): Some reviewers are hesitant to recommend the game to friends, indicating mixed feelings about its overall appeal. This may be due to specific drawbacks like difficulty or content.
- Gameplay Tips and Strategies (weight 0.04): Experienced players offer specific tips, such as avoiding taboo cards and choosing brutality characters with defense cards. These insights help new players navigate the game's challenges.

Other player notes:
- Comparison to Slay the Spire (weight 0.28): Many reviewers compare the game's deck-building strategy and depth to Slay the Spire, calling it a new phenomenon or a thematic twist. This comparison is the most frequent theme in the feedback.
- Dark fantasy gothic art style (weight 0.22): The game features a dark fantasy setting with gothic elements and a Cthulhu-inspired atmosphere. The art style is often compared to Souls-like games or a mix of Hades and Darkest Dungeon.
- Fusion of Hades and Slay the Spire (weight 0.19): Reviewers frequently describe the game as a fusion of Hades and Slay the Spire, absorbing the best elements of both into something new. Other comparisons include Monster Train and Marvel's Midnight Suns.
- Full English voice acting (weight 0.15): The game includes full English voice acting, which enhances the overall presentation. No other language voice options are mentioned.
- Hope for future updates and DLC (weight 0.15): Reviewers look forward to future updates and hope for DLC that adds bosses, story content, and number tuning. This indicates a desire for continued support.
- Four playable characters with styles (weight 0.09): There are four playable characters, each with different styles and unlocked through progression. This adds variety and replayability to the game.
- Custom character creation system (weight 0.09): Players can create custom characters with weapons and gear using a special currency. This feature allows for personalized builds and playstyles.
- Spanish translation available but rough (weight 0.08): A Spanish translation is available, but reviewers note that it is rough. This may affect the experience for Spanish-speaking players.
- Reasonable pricing around 50 (weight 0.08): The current discount price of 54 is considered acceptable, but some feel a price around 50 would be more reasonable. This suggests price sensitivity among players.
- Cloud saves and achievements supported (weight 0.08): The game includes cloud save functionality and an achievement system. These features are standard but valued by players.

Emotions:
- Frustration (weight 0.13): Frustration arises from numerous bugs (crashes, fatigue bug, relic costing bugs) that make the game unplayable or unfair, and from poor balance and design choices such as the boss timer, nerfs to cards, and unclear mechanics. Many players also report difficulty learning the game due to lack of guidance, UI issues, and high complexity, leading to repeated failures and a sense of wasted effort.
- Disappointment (weight 0.13): Disappointment stems from the game feeling shallow and unfinished, with limited content, poor balance, and lack of depth compared to similar games. Many expected more from the demo or marketing, but found repetitive rooms, weak story, and unsatisfying progression systems.
- Satisfaction (weight 0.11): Satisfaction comes from the rewarding deck-building and combo system, the sense of achievement from overcoming challenging bosses, and the smooth, strategic gameplay that makes players feel powerful. The art style and combat feel also contribute to a highly enjoyable experience that meets expectations.
- Excitement (weight 0.09): Excitement is driven by the unique blend of real-time combat and card strategy, which creates a thrilling and fast-paced experience. The tension of dodging and playing cards under time pressure, along with the innovative mechanics, keeps players engaged and eager for more.
- Enjoyment (weight 0.06): Enjoyment results from the fun and addictive mix of deckbuilding and semi-real-time action, with appealing art and characters. The game's innovative mechanics and satisfying depth make it a pleasant and engaging roguelike experience.
- Appreciation (weight 0.06): Appreciation is centered on the striking dark fantasy art style, high-quality voice acting, and atmospheric music that elevate the overall experience. The creative combination of card gameplay and real-time positioning, along with polished effects, is highly valued.
- Surprise (weight 0.04): Surprise comes from the game exceeding low expectations, particularly with its novel blend of turn-based and action roguelike elements. Many players were unexpectedly impressed by the voice acting and depth, even if they weren't fans of card games before.
- Interest (weight 0.03): Interest is sparked by the innovative combination of card and real-time combat, offering a fresh and brain-intensive experience. The risk management of the Golden Will system and the need to observe enemy actions add to the appeal.
- Annoyance (weight 0.03): Annoyance arises from minor but irritating issues such as unskippable animations, achievement bugs, and unclear encyclopedia entries. The need to manually skip animations and track achievements without proper tools adds to the irritation.
- Confusion (weight 0.03): Confusion stems from unclear mechanics, fragmented story, and poor onboarding, making it hard to understand basic systems like phantom cards or shield display. The gibberish dialogue and lack of guidance leave players puzzled.
- Addiction (weight 0.02): Addiction is fueled by the engaging loop of building decks, collecting relics, and the semi-real-time card play with pause-anytime mechanics. The high replayability and the need to plan actions during time stop keep players coming back for another run.
- Boredom (weight 0.02): Boredom sets in after several hours due to repetitive gameplay, common card keywords, and a linear experience without surprises. The lack of novelty makes it feel dull for veterans of the genre.
- Amusement (weight 0.02): Amusement comes from funny glitches, humorous character combinations, and lighthearted moments like excessive achievement pop-ups. These quirks provide comedic relief during play.
- Anger (weight 0.01): Anger is triggered by frustrating design choices like the boss timer forcing rushed actions, and bugs such as the unsolvable fatigue debuff. The need to stand still for chant cards while being attacked also adds to the fury.
- Relief (weight 0.01): Relief comes from quick bug fixes that resolve critical issues, and from finding the game simpler than expected with helpful pause mechanics. These factors alleviate initial concerns and make the experience smoother.
- Immersion (weight 0.01): Immersion is achieved through strategic depth, decision-making in combat, and the atmospheric dark Cthulhu art style and voice acting. The need to dodge while playing combos keeps players fully engaged in the game world.
- Enthusiasm (weight 0.01): Enthusiasm is driven by the high potential for future content, deep deckcraft synergies, and impressive production values. Players are excited about the game's direction and replayability.
- Overwhelm (weight 0.01): Overwhelm occurs from having to simultaneously manage card plays and character actions, especially for beginners. The hectic initial gameplay and unfamiliar skills lead to a frantic first experience.
- Hope (weight 0.01): Hope is based on the anticipation of future development, patches, and additional content that could improve the game. Players see potential for the game to become more interesting over time.
- Disgust (weight 0.01): Disgust arises from unfair and unavoidable curses that ruin runs, and from art that some find grotesque or overly sexualized. Bugs that make the game feel unfair also provoke this reaction.}