Info about Project Afterfall:

Official game description:
 
-
A **dark turn-based strategy-survival RPG** blending retro-futuristic **urban fantasy** with **Slavic folklore**.
Project Afterfall is a spin-off set in the universe of **Thea: The Awakening** and **Thea 2: The Shattering**, a thousand years later in a very different, urban age.   
**Customise** your characters’ gender, class, and race, and **recruit NPC** allies to **explore** the wastelands of Thea, **rebuild** your colony, and **engage in tactical card-based combat**. Experience branching narratives and **character progression**, where every choice shapes your **survival** and the fate of humanity in this **story-rich roguelite** adventure.
*   **Survive and Explore a Story-Rich Post-Apocalyptic World.** Uncover the secrets of Thea through **rich storytelling**, engaging **quests**, and diverse points of interest. **Scavenge** vital **resources** and face environmental challenges as you navigate a retro-futuristic wasteland shaped by **Slavic folklore** and mystical ruins.
*   **Develop Your Hero and Party.** Lead as your main hero while assembling a diverse party of NPC allies, each with unique abilities and personalities. Build and customise your team through deck-building mechanics and character progression, tailoring strategies to overcome the wasteland’s many threats.
*   **Overcome Tactical Challenges.** Use your **card deck** to navigate the perils of a shattered world, resolving both combat and non-combat encounters. Battle monstrous foes in tense, **turn-based skirmishes** or strike **dark bargains** with cunning Slavic demons. The **tactical** use of your deck is essential to outwit enemies!
*   **Rebuild and Manage Your Colony.** Ensure the survival of your base by recruiting new NPCs for your party, expanding your settlement, and navigating the politics of the town council. Balance growth with survival as you work to revive civilisation in the ruins of humanity.
*   **Custom Hero Creation:** Personalise your hero's appearance, choose their class, gender, and tailor their abilities to suit your playstyle.
*   **Branching Story:** Every choice changes the story and shapes your future.
*   **Rebuild & Manage:** Rebuild your colony and manage resources in a crumbling world.
*   **Survive**: Stand against the cruelty of the wastelands and enemies out to get you!
*   **Explore & Gather:** Scavenge the land for rare resources and hidden secrets.
*   **Card-Based Combat:** Build your deck and fight with tactical, card-driven battles.
*   **Craft & Customise:** Craft gear, items, and of course some yummy Slavic foods!
*   **Co-op Mode:** Team up with a friend for two-player chaos!

Release date: Nov 3, 2026

Categories: Turn-based Strategy, Deckbuilder, Survival, Colony Simulation, Roguelite, Slavic Folklore Setting, Post-apocalyptic, Exploration

Feature scans:
- Proton/Linux: score 35; verdict: Minor Linux Issues; summary: 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.
- Steam Deck: score 60; verdict: Tinkering Required; summary: 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.

- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: N/A
  - Session length: N/A
  - Endgame: N/A
  - Reasoning: The provided reviews contain playtime statements, but they refer to Project Thea, Thea: The Awakening, or Thea: The Shattering rather than the target game Project Afterfall. The 52-minute, 10-hour, 25+ hour, 250-hour, and 1000-hour claims are therefore excluded. No review supplies a playtime metric for Project Afterfall, so game completion, story completion, session length, and endgame playtime are all null.
- Time-to-fun:
  - Summary: 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.
  - Stance: Clicks after
  - Anchor: Learning the dense systems
  - Time to anchor: N/A
  - 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
  - Conditions: willingness to learn a dense set of systems; tolerance for brutality; playing on normal difficulty; accepting meta-progression as a failure buffer; class and species combinations affecting performance
- Player Archetypes:
  - Thea Franchise Loyalist (buy)
    - Motivation: To continue the Thea-style strategy and deck-combat experience they already know and enjoy.
    - Playstyle: Plays for franchise continuity, comparing new systems to earlier Thea titles and evaluating whether the strategic loop holds up.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Thea; Thea 2; Thea 1
  - Meta-Progression Early-Access Supporter (buy)
    - Motivation: To see persistent progression and ongoing development make each run and higher difficulty attempt worthwhile.
    - Playstyle: Replays runs to unlock meta-progression, pushes difficulty, and follows early-access updates.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Systems-Focused Skeptic (no buy)
    - Motivation: To find a polished, differentiated strategy deckbuilder that respects their time and rewards thoughtful card and resource choices.
    - Playstyle: Critically compares systems to genre peers, scrutinizes card-pack randomness, and disengages when grind or bugs undermine strategic agency.
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: Thea; Thea 2
  - Narrative Exploration Roleplayer (buy)
    - Motivation: To explore a distinctive Slavic and wasteland setting and get varied roleplay-driven playthroughs.
    - Playstyle: Focuses on exploration, character and class choices, and narrative branches; tolerates modest scale for atmospheric TRPG roleplay.
    - Experience: familiar
    - Purchase stance: buy
    - 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:
- Rich story and worldbuilding (weight 0.7): 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 (weight 0.56): 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 (weight 0.5): 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 (weight 0.46): 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 (weight 0.39): 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.
- Overall positive reception (weight 0.38): Reviewers consistently describe the game as good, solid, fun, and enjoyable. Many express satisfaction and high praise for the overall experience.
- High replayability and variety (weight 0.36): Procedurally generated worlds and characters, along with branching events and skill checks, ensure each playthrough feels different. The game offers high replay value with diverse outcomes.
- Great music and atmosphere (weight 0.29): The soundtrack, including synthwave-style music, is superb and enhances the immersive atmosphere. The game's unique mix of post-apocalyptic and Slavic folklore creates a strong vibe.
- Accessible to newcomers (weight 0.29): Despite complex rules, the game is beginner-friendly for TRPG newcomers, with help explanations available in each UI screen. Translations and tooltips are well done.
- Auto-battle saves time (weight 0.27): The optional auto-battle system, which calculates win probabilities, is praised for skipping trivial fights and saving time. It is seen as a convenient feature for story-focused players.
- Good value for money (weight 0.26): Many reviewers feel the game is worth the price, offering 10+ hours per run and plenty of content. It is cheaper than its predecessors and provides substantial entertainment even in early access.
- Engaging crafting and base building (weight 0.24): Crafting special weapons and helmets is rewarding, and collecting resources for base upgrades adds engagement. Project/city management is enjoyable and clearer than before.
- Meta-progression softens failure (weight 0.2): The meta-progression system is appreciated for reducing the sting of failure and adding variety. No run feels truly wasted as players can push up difficulties over time.
- Few bugs and stable (weight 0.2): Reviewers note that bugs are pleasantly few and far between, with only minor glitches. The game is in a much better state with most major bugs fixed.
- Challenging but fair (weight 0.2): The game is considered challenging, but difficulty can be tweaked to suit the player. The early game on normal difficulty is not overly punishing, and meta-progression helps.
- High freedom in customization (weight 0.2): Character customization offers high freedom with options for gender, class, race, and appearance. Players can build and explore many different combinations.
- Addictive turn-based loop (weight 0.2): The gameplay loop has a 'just one more turn' feel, with fun and cool mix of strategy, RPG, and survival. Reviewers find it addictive and enjoyable.
- Good localization support (weight 0.17): The game includes multiple language localizations, such as Chinese, French, and Japanese, with well-translated explanations and tooltips. Native Linux support is also available.

Common complaints:
- Worse than previous Thea games (weight 0.73): 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 (weight 0.48): 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 (weight 0.47): 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 (weight 0.38): 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 (weight 0.36): 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.
- Missing or poor tutorial (weight 0.33): There is no tutorial at all, and what exists is not detailed enough with problematic logical order. Poor guidance leaves new players confused and unable to learn the game.
- Repetitive POIs and boring exploration (weight 0.31): Doing points of interest over and over gets boring fast with few different ones. Exploration is extremely boring and locations lack memorable features.
- High barrier to entry (weight 0.28): Multiple reviewers report the game is difficult for newcomers to get into, with one noting it is not easily accessible. This is compounded by a lack of tutorial.
- City management feels mobile-like (weight 0.27): City management is garbage and feels like a mobile or browser game. The building element is simplified to a rudiment with limited choices and unclear mechanics.
- Skill challenge system is unbalanced (weight 0.26): The percentage-based skill challenge system is unbalanced, with specialists not always participating and success chance too high. It is down to single die rolls with energy shortage.
- Crafting and resource confusion (weight 0.21): Crafting higher-tier items is unpredictable because the player doesn't know what resources are needed. Resource control is inconvenient and it's unclear what resources are used for.
- Late-game enemy stat inflation (weight 0.2): Enemy stats inflate ridiculously in the late game. Conversely, some note late-game monsters become too weak after mastering the game.
- Combat focuses on killing leader (weight 0.2): Combat is entirely focused around killing the other leader, which some reviewers dislike. Others find combat frozen or unresponsive.
- Too much reading required (weight 0.18): There is a lot of text to read, which can be a game-breaker for players who need audio. The informational texts alone may deter some players.
- Not a roguelike sandbox anymore (weight 0.15): The game is no longer a roguelike sandbox, with many features stripped down. It lacks the deepness and freedom of earlier titles.
- Trading interface is inconvenient (weight 0.14): Trading is incomplete and has a very inconvenient interface. The market UI takes up too much screen space and is awkward.
- Cannot inspect visible tiles (weight 0.09): There is no way to check what is on a visible tile, such as resources or enemy strength, without saving and loading. This is a significant quality-of-life issue.

Gameplay feedback:
- Card-based combat system (weight 0.73): 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 (weight 0.71): 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 (weight 0.61): Crafting items with random specs and tiers, managing supplies, and trading resources are core mechanics. Players find crafting profitable but sometimes tedious.
- Exploration gameplay (weight 0.54): 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 (weight 0.48): 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.
- Character customization and progression (weight 0.48): Players can customize characters by gender, class, race, and domain, with leveling and skill progression. Some dislike random stat gains on level-up.
- Auto-battle and manual options (weight 0.46): Feedback frequently mentions an optional auto-battle system that resolves combat based on probability or AI win rates, alongside manual control. Players note the convenience but sometimes criticize randomness.
- Survival elements (weight 0.46): Survival mechanics include managing supplies, energy, and day-night cycles. Players must balance exploration with resource consumption.
- Turn-based strategy RPG (weight 0.4): The game is described as a turn-based strategy RPG with hex-based movement and tactical combat. Players appreciate the strategic depth but some find it slow.
- Slavic folklore and post-apocalypse (weight 0.34): The setting blends Slavic mythology with a post-apocalyptic world, often noted as unique and atmospheric. Some mention post-communist vibes and fantasy elements.
- Tech tree and research (weight 0.3): A tech tree with concentric rings and a research system where resources convert to research points is present. Players find it engaging but sometimes grindy.
- Random events with consequences (weight 0.3): Events can kill population, destroy buildings, or cause debuffs, with random outcomes even for the same choice. Players find this adds tension but can be frustrating.
- Difficulty and early game balance (weight 0.29): Early game difficulty on normal is challenging, and difficulty settings range from easy to very hard. Some players note combat win percentages and early access issues.
- Hex-based world with POIs (weight 0.29): The world is divided into hexes with points of interest, requiring exploration to unlock gathering spots and resources. Players enjoy the systematic exploration but note it can become repetitive.
- Story and writing quality (weight 0.27): The game features a main story with filler content, and writing quality is noted as decent but not exceptional. Lore from previous games is present but doesn't heavily impact the story.
- 4X and strategy elements (weight 0.27): The game incorporates 4X elements like exploration, expansion, exploitation, and extermination, mixed with card and RPG mechanics. Some players find the blend ambitious but uneven.
- Combat less prevalent than before (weight 0.24): Compared to previous Thea games, combat is less frequent and more focused on deck-building. Some players miss the exploration and leveling of earlier titles.
- Crystals and energy shards (weight 0.18): Carrying crystals incurs a per-turn damage penalty above a threshold, and energy shards are needed to maintain and upgrade the project base. This adds a risk-reward element.
- Single expedition limit (weight 0.17): Players are limited to a single expedition, which some find restrictive. The game lasts roughly 8-15 hours per playthrough.

Performance notes:
- Game stutters at turns and combat (weight 0.16): 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 (weight 0.1): 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 (weight 0.1): 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 (weight 0.09): 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 (weight 0.09): 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.
- No reduced graphics settings (weight 0.09): The game lacks options to lower graphics settings, which could help mitigate performance issues on lower-end hardware. Players find it frustrating that they cannot adjust visual quality to improve performance.
- No native Linux build (weight 0.09): There is no native Linux build available, which may contribute to performance problems or compatibility issues. Players on Linux are forced to use workarounds or emulation, leading to subpar experiences.
- Mouse wheel required for key action (weight 0.08): A crucial element cannot be used without a mouse wheel, excluding players who lack one or use alternative input methods. This accessibility oversight limits gameplay for some users.

Recommendations:
- Recommended for specific genres (weight 0.44): 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 (weight 0.32): 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 (weight 0.22): 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 (weight 0.22): 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 (weight 0.21): 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.
- Not for Thea veterans (weight 0.21): A few reviewers warn that Thea veterans may not enjoy this game due to grind and differences from the original experience. They suggest it does not offer the same experience as Thea. Cluster numbers: 7, 11, 41.
- Play previous Thea games (weight 0.2): Some reviewers recommend playing the first or second Thea game beforehand to better understand and enjoy the world, though it is not strictly necessary. This can enhance immersion and adaptation. Cluster numbers: 14, 26, 28.
- Worth playing now (weight 0.2): Some reviewers give a thumbs up and say the game is worth playing, with usual early access caveats. Cluster numbers: 4, 5, 9.
- Wait for discount or fixes (weight 0.14): Some reviewers advise waiting for a discount or for quality-of-life improvements and bug fixes before buying. They suggest waiting a few more months to see if issues are resolved. Cluster numbers: 20, 31.
- Gameplay tips for smooth start (weight 0.13): Reviewers suggest starting as an Engineer for smoother early combat and avoiding glutton traits when recruiting to manage supplies. These tips help new players. Cluster numbers: 22, 23.
- Not for certain preferences (weight 0.09): Reviewers warn that players who dislike grim post-Soviet atmosphere, old-school UI, lots of reading, or tough card systems may not enjoy the game. Cluster number: 45.
- Cyberpunk setting appeal (weight 0.08): For players who enjoy cyberpunk settings and do not require AAA quality, this game is recommended. Cluster number: 2.
- For TRPG fans (weight 0.08): TRPG fans can buy the game directly according to one reviewer. Cluster number: 30.

Other player notes:
- Compared to Thea series (weight 0.81): 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 (weight 0.5): 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 (weight 0.4): 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 (weight 0.33): 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 (weight 0.33): 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.
- Art style shift (weight 0.3): The new art style is less unique and does not fit the wasteland setting, differing from the crayon-and-paper aesthetic of earlier Thea games. The previous game's graphics are still considered the best.
- Localization issues (weight 0.27): There is no Chinese localization, and the game received little attention in the Chinese region due to marketing and lack of a localized title. Korean and French translations are available, and the Japanese translation is adequate though AI-assisted.
- Lack of depth (weight 0.25): Compared to the other Thea games, this title lacks depth and does not stand out, feeling like a reduced version at its current stage.
- Demo and improvements (weight 0.16): A demo is available, allowing free play up to turn 25. The game has improved significantly compared to the demo at launch.
- Text-heavy presentation (weight 0.14): A large amount of the game is presented through text, requiring significant reading.
- Building system changes (weight 0.14): Construction works differently with blueprints and build slots instead of the Thea building system. The game has a build slot system for construction.
- Technical problems (weight 0.14): An update broke saves, and there is no cloud save support. The game runs without glitches on Linux.
- Modding support absent (weight 0.13): Modding support is not available, and the reviewer hopes the developers open up to modders.
- Positive developer engagement (weight 0.13): The developers were receptive to feedback from the demo and are still working on the game. They produced free DLCs for previous titles.
- Platform availability (weight 0.13): The game is not available on GOG, but has native Linux support.
- LLM/AI use (weight 0.11): The game uses LLM/AI, and the Japanese translation is AI-assisted.
- Variety and content (weight 0.11): There is a lack of variety for some alloy types and classes that may come in time. The game offers a lot of content for the price.
- Ending tied to base (weight 0.08): The ending is tied to base development rather than the story.
- Accessibility (weight 0.07): Familiar TRPG players can grasp it in 10-20 minutes, while newcomers may take longer.

Emotions:
- Disappointment (weight 0.18): The game lacks the charm and quality of previous Thea titles, with reduced content, fewer events, and less strategic depth. Changes to core systems like harvesting and combat make it feel like a worse copy rather than a worthy successor.
- Frustration (weight 0.15): Players struggle with inconvenient resource management, incomplete trading, and a lack of clear information on tiles. Poor tutorials, machine translation issues, and combat bugs like freezes and lag further compound the frustration.
- Enjoyment (weight 0.06): The game is fun and on brand for the developer, with pleasant exploration and interesting reading. Tactical card combat and diplomacy encounters provide engaging gameplay, and auto-battle saves time.
- Hope (weight 0.06): Players believe the game will improve through early access updates, trusting the developer and the series. They look forward to future content, streamlined UI, and a more refined experience.
- Satisfaction (weight 0.05): The writing feels authentic to the Thea developers, and actual play is solid with tactical combat where every card matters. Auto-battle and intuitive mechanics contribute to a satisfying experience.
- Dissatisfaction (weight 0.03): Graphics appear flat and lifeless, and the content feels incomplete, only about 30% of what was expected. Significant quality-of-life issues with inventory management and a short game length add to the dissatisfaction.
- Boredom (weight 0.03): Combat feels repetitive and similar to Thea 2, becoming boring after a few fights. Repeating the same points of interest with little variety quickly leads to boredom.
- Dislike (weight 0.03): Combat focuses entirely on killing the other leader, and the use of LLM/AI is off-putting. Overcomplicated systems and unlikable character builds contribute to dislike.
- Appreciation (weight 0.03): The optional auto-battle saves time on trivial fights, and the polished autocombat suits story-focused play. The game is made with soul despite being from a small publisher.
- Regret (weight 0.03): Buying the game and finding it worse than previous Thea titles leads to regret, especially when playing in early access. Blurry 3D rendering and inability to mod the game add to the regret.
- Confusion (weight 0.03): Players do not understand much of what is happening due to unclear city mechanics and an unfriendly tutorial. Too many materials with unclear importance and purpose of food crafting add to the confusion.
- Immersion (weight 0.03): Superb music, appealing art and menus, and great writing draw players in. The procedurally created world and characters, along with a story that pulls you in fast, enhance immersion.
- Excitement (weight 0.02): Jumping into the apocalyptic world with connections to Thea lore is exciting. The card fight system offers many options and battles feel different each time.
- Anticipation (weight 0.02): Players look forward to seeing how the game develops over time. The potential for future updates and improvements generates anticipation.
- Liking (weight 0.02): The new setting and retained Thea style are appealing. The Thea universe, combat, exploration, Linux support, and French translation contribute to liking the game.
- Mild disappointment (weight 0.02): Card combat lacks strategic depth and combo satisfaction, and the art style is not as beloved as in previous Thea games. These factors lead to mild disappointment.
- Nostalgia (weight 0.02): The game feels like returning to Thea games after a long time, evoking nostalgia. However, missing the larger scope and customization of previous titles also brings nostalgic longing.
- Optimism (weight 0.02): The game looks very promising, especially after the first few hours of fun gameplay. Players are optimistic about its potential.
- Delight (weight 0.01): The completely new idea and combat mechanic keep the player entertained, leading to delight.
- Caution (weight 0.01): There is a lot of text to read, which can be a game-breaker for some players, warranting caution.}