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Gameplay feedback:
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Review evidence
Despite rich story and worldbuilding, appealing art, and unique card combat, this Thea entry feels worse than its predecessors, with tedious combat and poor UI/UX.
Rich story and worldbuilding: The game features an immersive world with deep lore, a main story focus, and connections to Thea lore. The writing is praised as great, thoughtful, and melancholic, pulling players in quickly.
Appealing art style: The art style, including character portraits, splash art, and world visuals, is frequently praised as fun, beautiful, and a new peak for the developer. Visuals are much improved over previous titles.
Unique card-based combat: The card-based combat system is highlighted as unique, tactical, and offering many options for planning turns. It is more readable and intuitive than in previous games, with depth that keeps battles varied.
Engaging exploration and discovery: The game offers many options to build and explore, with a vast world full of choices and secrets. Exploring is frequently cited as a favorite activity, and clearing locations feels pleasant.
Tactical depth and strategy: The combat and gameplay offer deep tactical choices, including attribute matchups, energy management, and resource node strategies. Killing enemy leaders can turn the tide even when outnumbered.
Worse than previous Thea games: Many reviewers feel the game is worse than both Thea 1 and 2, with fewer events, reduced content, and less RPG depth. Some say it does not feel like Thea at all.
Combat is bad and tedious: Combat is described as terrible, boring after a few fights, and less dynamic than earlier titles. Auto-battle is mandatory or preferred due to tedium, slow turns, and poor balance.
UI and UX are poor: The UI is bad, inconvenient, poorly proportioned, and not improved despite multiple sequels. Specific issues include inventory filtering, item movement, sorting bugs, and hidden information.
Content volume is too low: There are far fewer events and ways to play compared to previous games. The game is short and simple, feels like a demo, and has little content.
Ration and supply system problems: The supply system requires rations for healing and entering areas, with big problems at the start since rations are only purchasable. Running out early is frustrating and ration balance is poor.
Card-based combat system: Many players highlight that combat is resolved through a card-based mini-game or deck-building mechanics, often with an auto-battle option. This is a core feature mentioned across multiple clusters.
City and base building: Players manage a central hub or village, constructing buildings, upgrading cores, and developing the base. This includes resource production, population management, and unlocking new content.
Crafting and resource management: Crafting items with random specs and tiers, managing supplies, and trading resources are core mechanics. Players find crafting profitable but sometimes tedious.
Exploration gameplay: Exploration is a key activity, often involving hex-based maps, points of interest, and resource gathering. Players enjoy the sense of discovery but note it can be repetitive.
RNG in skill challenges: Skill challenges use dice rolls (d100) against stats, with random outcomes that can feel unfair. Players note that card usage and events are also heavily RNG-dependent.
Game stutters at turns and combat: Players report stuttering during turn transitions and combat, which can disrupt the flow of play. The issue is frequent and affects core gameplay moments.
Stutters last 10-15 seconds: On later stages, stutters can persist for 10-15 seconds, causing significant interruptions. This prolonged freezing severely impacts playability as the game progresses.
Low frame rate in battles: Battles suffer from extremely low frame rates, making them nearly unplayable. The performance drop is severe enough to hinder combat effectiveness.
Combat freezes before turn: Combat encounters freeze or lag for a few seconds before the turn plays out, creating a jarring experience. This delay disrupts the timing and responsiveness expected in battles.
Slow framerate on Linux: Linux users experience extremely slow framerates even at quarter resolution, indicating poor optimization for the platform. This makes the game difficult to enjoy on Linux systems.
Recommended for specific genres: Reviewers recommend the game for fans of medieval fantasy, strategy simulation, 4X, turn-based games, domain management, and those who liked Darkest Dungeon 1. It also appeals to old-school players who enjoy variability, exploration, crafting, survival, and deckbuilding. Cluster numbers: 12, 13, 33, 35, 39, 42, 44, 46.
Positive for Thea fans: Many reviewers recommend the game specifically for fans of the original Thea series or similar titles. They suggest it is a safe buy for those who enjoy the franchise and can adapt to the cyberpunk setting. Cluster numbers: 1, 3, 15, 34.
Early access caution advised: Several reviews recommend waiting for the full release or for updates before purchasing, due to the game's early access state. They advise potential buyers to hold off until more content is added or issues are fixed. Cluster numbers: 10, 29, 38.
Not recommended by some: A few reviewers do not recommend purchasing the game in its current state, citing game-breaking bugs or lack of polish. They suggest waiting until issues are addressed. Cluster numbers: 21, 24, 25.
Try demo first: Multiple reviewers suggest downloading and playing the demo to make an informed decision, especially for those familiar with previous Thea games. The demo allows free play up to turn 25 outside the main quest. Cluster numbers: 6, 37, 43.
Players who invest in learning the dense systems and tolerate early brutality tend to get hooked, while missing tutorial guidance and early resource scarcity delay enjoyment. Meta-progression softens failure, but some players still find the game boring or unhookable.
Friction: dense and complex combat mechanics; lack of a well-explained tutorial and lessons; early-game Energy shortage; RNG-heavy die rolls; resource, base, and technology grind; repetitive points of interest.
Unlock drivers: meta-progression softens failure and prevents runs from feeling wasted; meta-progression improves variety and supports higher difficulties; learning the dense systems makes the game hook players.
Thea Franchise Loyalist: Plays for franchise continuity, comparing new systems to earlier Thea titles and evaluating whether the strategic loop holds up. Motivation: To continue the Thea-style strategy and deck-combat experience they already know and enjoy. Stance: buy.
Meta-Progression Early-Access Supporter: Replays runs to unlock meta-progression, pushes difficulty, and follows early-access updates. Motivation: To see persistent progression and ongoing development make each run and higher difficulty attempt worthwhile. Stance: buy.
Systems-Focused Skeptic: Critically compares systems to genre peers, scrutinizes card-pack randomness, and disengages when grind or bugs undermine strategic agency. Motivation: To find a polished, differentiated strategy deckbuilder that respects their time and rewards thoughtful card and resource choices. Stance: no buy.
Steam Deck: The filtered reviews show a playable but imperfect Linux experience. The main friction points are small UI text that is hard to read and severe framerate problems for at least one user; native-build availability and Proton testing are also mentioned. No crashes, anti-cheat errors, external launchers, or launch failures are reported, so the game is not classified as broken.
Linux and Proton: The available Linux/Proton evidence is sparse and mixed. One user reports playing natively on Debian 13 and testing Proton, and another fragment references native Linux functionality, suggesting that a Linux path exists. However, one user explicitly cannot enjoy the game because of extremely slow framerate on Linux, and another user wishes for a native Linux build. There is no repeated evidence of launch failures, anti-cheat or DRM blockers, or required Proton Experimental/GE tweaks. Overall friction appears limited but non-zero.
Compared to Thea series: Frequent comparisons to Thea 1 and 2 indicate mixed feelings: some find it less deep and dynamic, while others enjoy it as much as the earlier games. Combat is often seen as less engaging.
Early access status: The game is currently in early access and in an advanced stage, with about 30% of expected content. It is still in development.
Game length: A single run takes about 10 hours or 180 turns, but the main story can be completed in 4-5 hours. It is completable in a couple of hours in its current state.
Setting and atmosphere: The game features a post-apocalyptic fantasy-punk setting with Slavic folklore and synthwave music, a shift from traditional mythology. Some reviewers dislike the fantasy Fallout setting.
Series identity: The game is part of the Thea series, a third installment or spin-off, and a spiritual successor that connects to Thea lore while moving the gameplay to a post-apocalyptic world.