
What players like:
Common complaints:
Gameplay feedback:
Performance notes:
Recommendations:
Other player notes:
Review evidence
Though its core gameplay is fun and evokes strong Ragnarok Online nostalgia with no pay-to-win, severe server lag, frequent freezes, and unresolved crashes mar the experience.
Core gameplay is fun: Reviewers consistently report that the game is fun, well-designed, and addicting. This strong positive sentiment is the most common theme across all feedback.
Ragnarok Online nostalgia strong: Many players are drawn to the game because it reminds them of the classic Ragnarok Online, with similar grinding, vibes, and overall feel. This nostalgic appeal is frequently mentioned.
Enjoyable playtest experience: Players who participated in demos, betas, or playtests reported having a very fun and enjoyable experience. This early access helped build positive impressions.
Grinding is fun and satisfying: The grinding gameplay loop is described as fun, addictive, and enjoyable by multiple reviewers. This core mechanic appeals to fans of the genre.
Active and dedicated developer: Players recognize the solo developer's commitment through constant updates, quick bug fixes, and active communication. This is highly appreciated.
Severe server lag: Players report extreme server latency, poor performance, and garbage server quality that makes the game unplayable. Many mention lag and stutter as persistent issues.
Launch day server issues: Servers were frequently down or congested on launch day due to high traffic, causing a poor experience. Some players excuse it due to high demand, but many found it unacceptable.
Ongoing server instability: Server problems persist beyond launch, including connection problems, lag, and instability that hinder gameplay. Players express frustration that issues remain unresolved.
Cannot pick up items: Players report being unable to loot dropped items, equipment, or cards on the ground. This bug significantly impairs progression and enjoyment.
Game freezes frequently: Freezes occur during map transitions or when moving to new areas, disrupting gameplay. This makes the game unplayable for many users.
Grinding core gameplay: Grinding is the core mechanic, with players killing mobs, leveling, and farming items for progression. This is a central theme across many clusters.
Ragnarok Online nostalgia: The game is repeatedly compared to Ragnarok Online, with many players noting its old-school grind-based gameplay, nostalgia, and similar systems like classes, skills, and party grinding.
No quest system: Many reviews highlight the absence of a quest system, allowing players to define their own objectives and explore freely, which is a key differentiating feature from traditional MMOs.
Solo developer project: Multiple reviews note that the game is developed by a single person or a very small team, which is often seen as a positive indie effort.
Easy but deep combat: Combat is described as easy to understand but hard to master, with features like click-to-move and WASD support, dodge mechanics, and hover casting for skills.
Ongoing server lag: Many players continue to experience persistent server lag, stutter, and high ping even after the launch period. These issues affect general gameplay and are not limited to peak hours.
Lag during map transitions: Frequent freezes, stutters, and screen issues occur when players change zones or maps. This includes blue screens and gray screen crashes, significantly disrupting gameplay flow.
Server overwhelmed by players: The servers struggle when player counts reach into the thousands, with some reports of the game being unable to handle over 10,000 players. This suggests under-provisioning for the actual launch demand.
Crashes and progression loss: Players report frequent client crashes, server disconnections, and rollbacks that cause loss of progress. These issues force restarts and can undo hours of gameplay.
Good performance for some: A subset of players report excellent performance, with smooth frame rates and playability on lower-end hardware, including Steam Deck. This suggests optimization works for certain setups.
Wait for server fixes: Many players advise waiting for server stability before purchasing or playing the game, as current server issues significantly impact the experience. This is a common and strongly held sentiment across multiple feedback groups.
Recommended for RO fans: Fans of Ragnarok Online specifically recommend this game, citing familiar grind mechanics and nostalgic appeal. This is a key positive recommendation for a specific audience.
Not recommend in current state: Several reviewers do not recommend the game in its current state, citing unplayability due to server problems or bugs. Their feedback emphasizes waiting or refunding.
Worth the price: Some players find the game worth the asking price of $14.99 or $15, calling it a good value and recommending purchase. These positive reviews often mention the content or experience.
Recommended for grind lovers: Fans of grindy MMORPGs or games like MapleStory appreciate the game's focus on grinding and progression. They recommend it for players who enjoy long-term grinding with others.
Community fair range: $10.00 - $15.00.
Session length: 13.0h.
Endgame: 500.0h.
The game suffers from severe server issues in the first few hours, causing frustration and rollback, but once stable it becomes an addictive grindfest, especially with friends. Some players find the loop repetitive after 1-2 hours of play.
Reported time to anchor: 4h.
Friction: server instability during first hours; character progression rollback; cannot loot or attack or reconnect; no tutorial; repetitive gameplay loop after 1-2 hours.
Unlock drivers: server stabilization; playing with friends; addictive grinding; progression and build diversity.
Old School Grinder: Grinds mobs for hours, experiments with different builds, and parties for efficiency. Motivation: Nostalgia for classic grind-heavy MMOs and the satisfaction of optimizing builds. Stance: buy.
Casual Chill Player: Solo grinds mobs while multitasking, such as watching videos or listening to music. Motivation: Relaxation and low-stress progression through grinding. Stance: buy.
Indie Enthusiast: Engages with the game's development, provides feedback, and enjoys the grind while understanding early access limitations. Motivation: Supporting a solo developer's passion project and being part of a growing community. Stance: buy.
Windows 12-15GB VRAM users have mixed experiences with server issues, while <8GB VRAM users face severe performance problems; 16GB+ VRAM feedback is minimal but positive.
Windows 12-15GB VRAM: mixed. Reviews highlight significant server lag, crashes, and performance issues, though some excuse it as expected for an early access MMO launch.
Windows <8GB VRAM: negative. Players report persistent lag, input delays, and server disconnects, making the game unplayable for many.
Windows 16GB+ VRAM: positive. Only one review is available, which downplays launch lag as typical for an MMO.
Steam Deck: The game suffers from severe UI readability issues (unadjustable tiny text) and frequent crashes (black/blue screens, lockups) on Steam Deck. Controller support is poor overall, with only minimal positive feedback from a few users. The combination of critical bugs and inadequate scaling makes for a frustrating experience.
Linux and Proton: Limited evidence from two reviews indicates the game works nearly flawlessly on Steam Deck/Proton, with no Linux-specific complaints reported. The sample size is small, but feedback is purely positive.
Monetization: User reviews consistently confirm that Tree of Savior has no pay-to-win elements; the cash shop is purely cosmetic and reasonably priced. A few complaints about technical issues and ambiguous microtransaction claims are rare and contradicted by the majority, so the monetization is fair and traditional.
Sarcastic Kickstarter funding suggestion: A single sarcastic review suggests the game should be funded via Kickstarter, likely as a criticism of monetization or quality. This is a low-importance, niche opinion with no broader gameplay feedback.