Info about Everlast: Undying Tale:

Official game description:
We are Launching into Early Access on October 28th!
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**Everlast: Undying Tale is a love letter to MMO classics in an Action RPG Package.**   
*   MMO-Lite with 100 player servers 
*   Skill based progression 
*   Fantasy story and quests 
*   Hand placed open world 
*   Shared Events 
Set out into a colorful fantasy world filled with unique areas, strange characters, and dangerous creatures. Build your character by using the skills you want to improve. Fight, gather, craft, fish, explore, collect loot, and put what you learn to use as the story unfolds. Play completely solo, privately with a few friends, or join a larger public world with up to 100 other players. 
**A STORYBOOK TALE**     
The rise of the undying, mysterious strangers with terrifying powers, tales of cowardice and heroics, and more than a few laughs await you on your journey through the world of Everlast: Undying Tale.    
Play your part in stopping the surge of undying through deeds, both small and mighty. Reveal the secrets of the world, and of your newfound curse, from a memorable cast of characters. Convene with the dead, track down arcane items for friendly monsters, or help townsfolk with simple tasks in the daily lives of running their farms and shops.    
Discover the magic of a brightly themed, yet slightly macabre adventure that spans from one corner of the world to the next. 
**EXPLORE A BRIGHT OPEN WORLD**   
Discover a vast and bright fantasy realm featuring a variety of landscapes to explore.    
From the bustling capital of Kal Crossing to the dismal Southern Swamps, across the depths of the Abyss to the top of a great mountain at the center of a dense forest, there are hidden places and points of interest that will help you on your journey.  Take your time, wander off the beaten path, and find new ways to grow.  
**MASTER YOUR SKILLS**   
Progress your character through leveling skills such as woodworking, occultism, fishing, and much more. Our Character progression is largely inspired by classic MMO games, but we've ensured that progress in our game occurs much more quickly, allowing you to see clear results in your progress every time you login and play. Use the skills you master to improve your gear and more effectively gather resources, engage in combat, and progress through the story. 
**SHARED DYNAMIC EVENTS**   
Work together for special events and tasks, and to help breathe life back into a world that has fallen into ruin.    
Ranging from massive harvests to epic battles, our server wide events allow for everyone to contribute as much or as little as they want. These events are player activated and will display as shared events on the in-game map and quest tracker.  
Additionally, we have a different set of server wide events that anyone can contribute to at any time. These are called "Desolate Zones" and repairing them will help to rebuild the world that you are playing on permanently. This offers benefits back to the player such as ideal depositing or gathering locations, services such as cooking or crafting, or making the world easier to traverse. 
**LOVINGLY CRAFTED**   
Everlast: Undying Tale is built from the ground up by a small, passionate team of engineers, artists, and musicians. This is the first game from our studio, and we have poured our hearts into bringing it from a distant dream to a vibrant reality. We hope that love and care shines through in every moment, both big and small.

Release date: Oct 28, 2026

Categories: MMO, Action RPG, Crafting, Skill Progression, Shared Events, Player Housing, Solo Offline Mode


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: N/A
  - Session length: 2.5h
  - Endgame: N/A
  - Reasoning: Multiple reviews report concrete play sessions for Everlast: Undying Tale: one notes that 2.5 hours passed unexpectedly, another says they have been playing for 6 hours, and another stopped before the 2-hour mark. These reports support a representative session length of about 2.5 hours, with evidence of both shorter and longer sessions. No review provides evidence of finishing the game, completing the story, or reaching endgame content, so those metrics are null.
- Time-to-fun:
  - Summary: Reviewers describe the game as enjoyable from the start, supported by a strong tutorial, exploration, and a relaxed social atmosphere. Mild friction comes from the curse mechanic and expectations of hand-holding, but the evidence does not establish a later turning point or explicit timing.
  - Stance: Fun immediately
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: complaints about the curse mechanic; expectations of hand-holding or being led to the story
  - Unlock drivers: tutorial explains the curse mechanic and how to manage it; consuming totems or ichors reduces the curse
  - Conditions: new players should not skip the tutorial; preference for self-directed sandbox play rather than hand-holding; playing co-op with friends or the online community; looking for a relaxing chill experience after work; affinity for RuneScape-like skill progression and exploration
- Player Archetypes:
  - Nostalgic RuneScape Grinder (buy)
    - Motivation: Nostalgic old-school MMO progression and grinding.
    - Playstyle: Long-session leveling and resource grinding with familiar MMO routines, while welcoming some action combat.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: RuneScape; Fable; WoW
  - Solo Offline Adventurer (buy)
    - Motivation: Playing a persistent world without forced multiplayer or reliance on other players.
    - Playstyle: Solo or offline adventuring, potentially on a self-hosted server, at their own pace.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: RuneScape; New World
  - Chill Co-op Socializer (buy)
    - Motivation: Relaxing social play with friends or the online community.
    - Playstyle: Casual co-op sessions, community interaction, and optional more intense group play.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Action Combat PvP Seeker (buy)
    - Motivation: Skill-based action combat and PvP encounters.
    - Playstyle: Melee PvP and action combat using dodges and parries, with interest in competitive systems.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: RuneScape; Palia


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:
- Active and responsive developers (weight 0.82): Multiple reviewers praise the developers for being highly communicative, active on Discord, and responsive to feedback and bug fixes. They are seen as open, dedicated, and hands-on with community requests.
- Fun and enjoyable gameplay (weight 0.59): Many reviewers simply find the game fun, a blast, and very enjoyable. It is described as chilled, cozy, and engaging, with players thinking about it at work.
- Playable solo and offline (weight 0.55): Reviewers appreciate that the game is fully playable solo, with an offline mode and the option to host private servers. It caters well to both solo and co-op preferences.
- Immersion and lively world (weight 0.46): The world feels immersive, alive, and lived-in, with lively NPC conversations and plenty of players running around. Attention to detail and atmosphere contribute to a cozy experience.
- Nostalgic RuneScape-like experience (weight 0.44): The game evokes nostalgia for classic MMOs like RuneScape and WoW, with skill grinding through use and a familiar feel. It provides a fresh yet nostalgic third-person MMO experience.
- Polished Early Access state (weight 0.42): Reviewers are impressed by how finished and polished the game feels for an Early Access title. It is considered well-done and fantastic as a start for Early Access.
- Rich content and activities (weight 0.39): There is a lot to do, from quests and crafting to world events and exploration. The game offers many activities and a lot of content, especially for Early Access.
- Enjoyable skill grinding (weight 0.38): The skill progression system is grindy but satisfying, scratching the itch for incremental progression. Many find the grind intentional, rewarding, and not overly punishing.
- Great tutorial and early game (weight 0.35): The opening tutorial is highly praised for being amazing, fun, and thorough. It sets up freedom and introduces mechanics well, and should not be skipped.
- Good story and writing (weight 0.33): The writing, story, and quests are enjoyable, with fresh quest choices through dialogue. Humor and lively NPC conversations add to the experience.
- Fun crafting minigames (weight 0.28): Crafting minigames are enjoyable and get easier as skill improves, becoming optional after the first craft. Mechanics simplify as you progress.
- Overall positive reception (weight 0.28): The game is considered a great concept, awesome, and okay overall. It is described as a fun and great-looking mini MMORPG.
- Good graphics and character design (weight 0.23): Graphics are considered quite good overall, with beautiful character design and gear sets. The world is gorgeous with incredible attention to detail.
- Enjoyable combat (weight 0.23): Combat is fun and sufficient, with action combat and melee PvP involving dodges and parries. It offers a satisfying experience for those who enjoy it.
- World events and community (weight 0.21): Server-wide events and community contributions to world events are fun and make activity visible. The community is friendly and active.
- Player housing and estate system (weight 0.16): Player housing in the form of estates with farming and crafting is a notable feature. Each player has an instanced home base with modular slots.
- Good audio, music, and soundtrack (weight 0.15): The game features good music and great soundtracks that enhance the atmosphere.
- Customization and freedom (weight 0.15): There are wide customization options for Early Access, and the game offers freedom to play however you want, with no locking of skills.

Common complaints:
- Curse mechanic confusing and punitive (weight 0.88): Players consistently find the curse system strange and unclear, with its purpose not well explained. Many report that it causes damage during normal actions like gathering or crafting, punishing grinding and sometimes killing players randomly.
- Combat feels clunky and unimpactful (weight 0.67): Combat is described as clumsy, floaty, and lacking heft in animations. Players compare the impact unfavorably to older games and call for a full overhaul of dodging, blocking, and parrying.
- Inventory and stacking issues frustrating (weight 0.45): Limited inventory space, low stack limits for reagents, and no stacking for crafted items like cooked food cause constant inventory management problems. Players find this breaks immersion and adds annoyance.
- Lack of clear progression and direction (weight 0.33): After the tutorial, players feel lost without clear quest chains or a sense of progression. The world feels empty and grinding involves repetitive tasks like killing random mobs or generic board quests.
- Performance and technical issues (weight 0.32): Players report GPU and CPU overheating in menus and starting areas, even in singleplayer, with FPS drops despite simple graphics. Bugs cause loss of items, levels, and quest resets.
- Crafting system unintuitive and flat (weight 0.32): The crafting system is stable but lacks depth, and the active crafting part is frustrating and unintuitive. Combined with curse buildup from crafting, it becomes a negative experience.
- Game feels empty and lacking polish (weight 0.31): Compared to the demo, the full game feels empty and underwhelming. Visual polish is lacking with textures clipping, lighting problems, and poor character models and animations.
- Server and population problems (weight 0.23): Only a few active servers remain with low player counts shortly after release, and server capacity issues cause waiting rooms. The US region server has high ping.
- Lack of online resources and clarity (weight 0.22): Being a new game, solutions to problems are hard to find online, and some mechanics are not always clear. This adds to early frustration.
- Leveling feedback lacks satisfaction (weight 0.18): Leveling up a skill only gives a small popup notification without noticeable audio or visual celebration. Players miss the dopamine hit from a more rewarding feedback.
- Not worth the price (weight 0.17): Players feel the game is not worth its price, even when on sale. This reflects overall dissatisfaction with the game's value proposition.
- Story and immersion issues (weight 0.09): The story feels incomplete after the player gets cursed, with no acknowledgment of the tattoos. The game does not feel immersive overall.
- Character stuck on server (weight 0.09): Players report being stuck on the server where they created their character, limiting flexibility.
- Enemies respawn too quickly (weight 0.09): Enemies respawn too fast, which can be frustrating and disrupts gameplay flow.
- Harsh death penalties (weight 0.09): Dying causes loss of all inventory items even on normal difficulty, with only 3 retrievable. This penalty feels overly harsh.
- No passive regeneration (weight 0.08): There is no passive health regeneration, even around a campfire, which can make survival overly punishing.
- No deconstruct system (weight 0.08): There is no way to deconstruct items to recover resources, which limits crafting flexibility.
- Missing companions and pets (weight 0.08): The game lacks pets, companions, or summoned creatures, which some players expect in this genre.
- Minigames seen as poor design (weight 0.08): Some players consider the inclusion of minigames as a stupid idea, detracting from the core experience.
- Co-op events with no population (weight 0.08): Some events are designed for co-op play, but with effectively zero online population, they are impossible to complete.

Gameplay feedback:
- Curse mechanic requires management (weight 0.99): A curse gauge builds up from performing actions like gathering, crafting, or combat, and reaching 100% causes damage or death. Players manage it by consuming ichor from killing chickens or using totems, and it forces breaks from activities.
- Solo and multiplayer support (weight 0.97): The game can be played solo or on player-hosted dedicated servers for co-op, with support for up to 100 players in an MMO-lite style. It offers both singleplayer and online modes.
- Grindy skill progression (weight 0.57): Skills level up through use and require significant grinding to progress, with no locking so players can max every skill. This grind is compared to RuneScape.
- Action combat with melee ranged magic (weight 0.45): Combat includes melee, ranged, and magic attacks with dodging, blocking, and parrying. Some players find the combat clunky, and melee PvP features dodges and parries.
- Crafting and farming activities (weight 0.39): Crafting includes active minigames that become easier with skill and are optional after the first craft, and farming is also a core activity. Progression involves farming materials and crafting experience.
- Cozy community adventure (weight 0.38): The game is described as a cozy community adventure with crafting, exploration, and combat, featuring a fantasy atmosphere and varied enjoyable gameplay loops.
- Compared to RuneScape and Palia (weight 0.38): Graphics are reminiscent of Palia, while gameplay and crafting are compared to a mix of RuneScape and New World. The game is also described as RuneScape-like.
- Inventory management and death penalties (weight 0.31): Inventory has limited slots and stack limits on reagents and crafted items. Death causes inventory loss with limited retrieval, but players keep all skills and experience after death.
- Early Access and NPC interactions (weight 0.26): The game is in Early Access, features lively NPC conversations in single-player, and provides quest choices through dialogue. Story-telling mode includes landscapes and local objects.
- Questing and exploration core (weight 0.25): Questing, crafting, gathering, and exploration are core activities, with board quests and map events including co-op designs. Exploration is a central activity.
- Tutorial and guided introduction (weight 0.22): The game has a tutorial that explains everything, including the curse mechanic through a pop-up. After the tutorial, gameplay becomes a 'go f around and find out' style with freedom.
- Player housing and estates (weight 0.18): Each player has an instanced home base region with modular slots for personal teleporter, crafting tables, and resource fields. Player housing includes estates with farming and crafting.
- World events and server-wide activities (weight 0.17): World events build bridges, found towns, or open dungeons, and server-wide events involve all players. These events add dynamic content to the game world.
- Mid and late game content (weight 0.17): Mid game involves building up destroyed villages and infrastructure or doing quests for local villages, while late game focuses on delving dungeons and following stories.
- Gear sets and map expansion (weight 0.15): The game includes gear sets and the map can be expanded, adding to character progression and world exploration.
- Mining as an action (weight 0.08): Mining is an action in the game that likely contributes to resource gathering and curse buildup.
- Enemies respawn over time (weight 0.08): Enemies respawn over time, ensuring a steady supply of combat encounters and resources.
- Third person perspective (weight 0.07): The game is played from a third person perspective.

Performance notes:
- 60Hz Refresh Rate Cap (weight 0.11): Players report the game is locked to a 60Hz refresh rate. This limitation prevents users with high refresh rate monitors from experiencing smoother gameplay.
- GPU Overheats in Menu (weight 0.11): The GPU reportedly overheats while the player is in the menu screen. This suggests unusually high GPU load during non-gameplay sections.
- CPU Overheats in Town (weight 0.11): The CPU overheats in the starting town during singleplayer sessions. This indicates a performance bottleneck in a specific in-game area.
- Server Queues Due to Capacity (weight 0.11): Limited server capacity causes players to wait in queues before accessing the game. This suggests the backend infrastructure struggles to meet demand.

Recommendations:
- Worth Buying Overall (weight 0.46): Multiple reviewers recommend buying and playing the game, describing it as easily worth the price and a fun experience with friends.
- Price Sensitivity Concern (weight 0.33): Several reviewers feel the game is not worth its current price, even on sale, with some waiting for a 50% discount or refunding. Others say it is not worth buying at over 20,000 won.
- Appeals to Old-School Fans (weight 0.32): The game is recommended for fans of old-school games like Runescape, Fable, and WoW, especially those who miss that classic MMO feeling, though it is not recommended for others.
- Refunds Requested (weight 0.26): A number of reviewers requested refunds, including one who refunded two copies, indicating notable dissatisfaction among some buyers.
- Good for Grinding and Co-op (weight 0.25): Players who enjoy skill grinding and co-op will find the game appealing, as it rewards harvesting everything and gathering resources.
- Relaxing Co-op Alternative (weight 0.25): Reviewers recommend it as a relaxing game to play with friends or the online community after work, a co-op friendly fantasy atmosphere and alternative to crushing soulslikes.
- Immersive Single-Player Experience (weight 0.18): Some reviewers highlight the game as an immersive single-player experience suitable for those seeking a more relaxed skill-based action-oriented adventure.
- Mixed Personal Reactions (weight 0.17): Some reviewers acknowledge the game might be good but personally were not hooked, describing their experience as meh despite trying it.
- Similar to Popular Survival Games (weight 0.1): Players who enjoyed Enshrouded, RS Dragon Wilds, or Palworld are likely to enjoy this game as well due to similar survival and gathering mechanics.
- Limited Inventory Frustration (weight 0.1): The game is not recommended for players who cannot tolerate limited inventory space, as this restriction detracts from the experience for some.
- Buy Other Games Instead (weight 0.09): One reviewer recommends buying other games instead, expressing that this title is not the best use of money at its price point.
- Support Population Growth (weight 0.09): A reviewer recommends buying the game to support its development and increase the player population for the online community.
- Worth It on the Fence (weight 0.09): Reviewers suggest that those on the fence about the game should go ahead and try it, as it is worth the purchase.

Other player notes:
- Active developer communication on Discord (weight 0.52): Developers are active on Discord and responsive to player questions and feedback. They are interactive with the community and listen to the playerbase 24/7.
- Player-hosted servers support 100 players (weight 0.42): Servers are hosted by players and support around a hundred players. The developer could increase capacity to make it feel more MMO-like.
- Game is in early access (weight 0.41): The game is in early access and expected to evolve with continued development. Some note it is in a very early, empty state.
- Frequent comparisons to RuneScape (weight 0.4): Reviewers compare the game to RuneScape, noting similar vibes but with action combat and its own twists. Some say it feels more like RuneScape than most other games.
- Similar to other survival crafting games (weight 0.38): The game is compared to titles like Enshrouded, RuneScape Dragonwilds, Palworld, and Valheim. It is also described as a mix of Palia and New World.
- Inventory issues cause refund consideration (weight 0.26): Reviewers mention inventory problems leading to refunds, but developers are aware and actively working on fixes.
- Kickstarter failure led to rework (weight 0.24): Originally planned as a full MMO funded by Kickstarter, but the Kickstarter failed. It was reworked as a standalone singleplayer game with optional player-hosted servers.
- Relaxing alternative to soulslikes (weight 0.19): The game is described as a relaxing alternative to soulslikes for hanging out with friends. It offers a nostalgic, playable experience.
- Works well on Steam Deck (weight 0.18): The game works and feels good on Steam Deck, according to reviewers.
- Reasonable price at 25 euro (weight 0.18): The game is priced at 25 euro, which reviewers consider reasonable compared to AAA game prices. In Korean won, it is over 20,000 won.
- Demo feedback incorporated into patches (weight 0.18): A demo was available before early access, and community feedback from the demo was incorporated into later patches.
- Reviewer invested in early access updates (weight 0.18): Reviewers are invested in seeing where game updates go in early access. They see themselves playing for a long time.
- Friendly community compared to toxic MMOs (weight 0.11): The community is friendly, especially compared to other toxic MMO titles. This contributes to a positive multiplayer experience.
- Developed by small team of 15 (weight 0.11): The game is developed by a small team of 15 people. This context may explain the game's early state and development pace.
- Game appears to use Unity engine (weight 0.1): The game appears to use the Unity engine or similar, based on reviewer observation.
- Positive reviews are not sponsored (weight 0.1): A reviewer denies that positive reviews are sponsored, emphasizing authenticity.
- Reviewer rarely writes reviews but recommends (weight 0.1): The reviewer rarely writes reviews but felt compelled to recommend this game, indicating strong positive sentiment.
- Game feels emptier than demo (weight 0.1): One reviewer notes the game feels emptier than the demo, suggesting less content in the early access release.
- Lack of attack animation heft (weight 0.1): A reviewer compares the lack of attack animation heft to using a wand in Dragonwilds, indicating impact feedback issues.
- Played demo for about 3 hours (weight 0.09): One reviewer played the demo for about 3 hours before the early access release, showing prior engagement.

Emotions:
- Frustration (weight 0.14): Players are frustrated by the curse mechanic, which damages them during normal actions like grinding and mining, and requires constant meter resets. Limited inventory space and lack of item stacking compound the issue, while some find the active crafting unintuitive. Others are frustrated by negative reviews that misunderstand these systems.
- Disappointment (weight 0.11): The game feels empty and buggy, with progress-losing bugs, lack of polish, and no quest chains or direction. Combat, movement, enemy respawns, and death penalties are criticized, and inventory issues have nearly caused refunds. Server capacity problems and excessive grinding further disappoint players.
- Excitement (weight 0.1): Players are excited by the game's engaging RuneScape-like design and are invested in its Early Access development. They anticipate future updates and believe the game has fantastic potential.
- Enjoyment (weight 0.1): Players enjoy the fun gameplay loops, immersive world, and good music and atmosphere. Crafting minigames, farming, skill grinding, and the solo play option are particularly appreciated.
- Hope (weight 0.06): Reviewers hope the developers will listen to feedback and improve the game over time. They believe that with polish to combat and map expansion, the game could become quite interesting, and that server capacity could be increased.
- Enthusiasm (weight 0.06): Players are enthusiastic about the purposeful grind, server-wide events, and skill progression. They describe the game as a blast with lots to do and a fantastic RuneScape-like MMO that works offline.
- Annoyance (weight 0.06): Players are annoyed that characters are locked to the server where they were created, and that inventory management is cumbersome. The curse gauge system forces meaningless farming and kills motivation, and some minigames are seen as poorly conceived.
- Appreciation (weight 0.04): Players appreciate the developers being hands-on and listening to player input. Community activity through world events is noticed and valued, and the tutorial is praised for explaining everything well.
- Dissatisfaction (weight 0.03): Players feel the game is not worth the price due to a strange curse system that debuffs crafting and can lead to death.
- Satisfaction (weight 0.03): Players are satisfied with the skill grinding and leveling system, as well as the well-finished Early Access release and dedicated developers.
- Love (weight 0.03): Players express love for the game, eager to explore the entire map, and appreciate the soundtracks and story.
- Boredom (weight 0.03): Players find combat and crafting monotonous and boring, with generic grinding tasks in empty expanses and no meaningful progression.
- Anger (weight 0.03): Players are angry that the curse mechanic can kill them for simply doing things in the game, such as taking random curse damage while mining.
- Relaxation (weight 0.03): Players find the game relaxing as a non-crushing experience to hang out with friends, offering cozy, non-punishing gameplay at their own pace.
- Delight (weight 0.01): Players are delighted by discovering more about the game's world and its nostalgic feel.
- Mild disappointment (weight 0.01): Players are mildly disappointed by the lack of a noticeable notification when leveling up a skill.
- Fun (weight 0.01): Players report having a lot of fun playing the game.
- Confusion (weight 0.01): Players find the curse system a tiny bit confusing at first.
- Impressed (weight 0.01): Players are impressed by the state of the game in Early Access.
- Hopeful (weight 0.01): Players are hopeful, believing that the game will continue getting better.}