Info about Tales of Maj'Eyal - Embers of Rage:

Official game description:
  
One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.  
*   Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...  
*   Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!  
*   Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.  
*   Play as one of the four new tinker classes: Gunslingers, Sawbutchers, Psyshots and Annihilators! Plus a class evolution: Technomancers! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.  
*   Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.  
*   Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!  
*   Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...  
*   Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.  
*   Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!  
*   Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!  
*   Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!  
*   Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.  
*   Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Release date: Feb 23, 2016

Categories: Roguelike, Turn-based RPG, Class-Based Progression, Crafting, Steampunk, Dungeon Crawler, Fantasy


- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $10.00 - $20.00
  - Reasoning: The reviews provide a relative value comparison: a paid campaign is considered well worth $7, but reviewers say it delivers less content than the primary/base campaign. They also describe the paid campaign as close to a full new game and well worth the money. Since the base game's primary campaign is viewed as offering more content than that $7 expansion, community sentiment implies the base game should be valued above $7. A fair base-game price range is therefore roughly $10-$20, with moderate-low confidence because the evidence is indirect and primarily about expansion content rather than a direct base-game price statement.
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: 10.0h
  - Session length: N/A
  - Endgame: N/A
  - Reasoning: The 10-hour quote reports completing a DLC run and spending over an hour on the final fight, so it supports a DLC story completion time of about 10 hours. The 8-hour quote describes reaching the final dungeon after an 8-hour run, which is consistent with roughly 8-10 hours for the Embers of Rage campaign. The translated Japanese quote independently says DLC victory time is about 60-70% of the main campaign, supporting a shorter but comparable campaign length. No usable evidence gives a full-completionist time, a typical session length, or post-story endgame time, so those metrics are null. Playtime claims about the base game or main campaign, such as 19h, 100h, 400h, or 700h, were rejected because they are not specific to the Embers of Rage DLC.
- Time-to-fun: No data
- Player Archetypes:
  - Campaign Completionist Run-Chaser (buy)
    - Motivation: Chasing the first hard-won victory and finishing full campaign runs after repeated failures.
    - Playstyle: Long-form runs on normal/adventure difficulty, rerolling new characters after each death until a successful clear.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Mechanics and Tinkering Craver (sale)
    - Motivation: Getting new systems to explore and optimize, such as crafting, magic spheres, and item bonus tinkering.
    - Playstyle: Fiddling with item bonuses and build-defining systems to expand mechanical variety rather than following a fixed path.
    - Experience: familiar
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: Demonologist
  - Anti-Meta Difficulty Skeptic (no buy)
    - Motivation: Being able to play off-meta builds without being punished by difficulty tuned around a narrow optimal strategy.
    - Playstyle: Deliberately avoids meta builds and rejects difficulty that forces min-maxing.
    - Experience: familiar
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: Dark Souls 2; Dark Souls 3
  - Formula-Fatigued Veteran Seeking Novelty (buy)
    - Motivation: Finding fresh content that breaks the routine they have grown tired of in the base game.
    - Playstyle: Moves on to expansion campaigns and alternative modes after exhausting the main game's formula.
    - Experience: veteran
    - 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:
- Tons of new content (weight 0.49): The DLC adds a massive amount of new content, including items, zones, artifacts, and mechanics. Players feel it offers great value.
- Excellent value for money (weight 0.45): Many reviewers consider the DLC well worth the price, offering many hours of gameplay. It is often described as a fantastic buy.
- Improved story and narrative (weight 0.45): The new campaign features a stronger plot with narrative-driven missions and character motivations. The story expands on the Orc race's lore and the world.
- Steampunk technology theme (weight 0.39): The expansion introduces steampunk technology, including steam-powered guns and saws, adding a unique flavor. This is a significant departure from the base game's fantasy setting.
- Positive difficulty curve (weight 0.32): Reviewers praise the difficulty curve, noting it keeps players on the edge of their abilities. Early levels are also less lethal.
- Crafting system added (weight 0.28): A new crafting system has been introduced, allowing players to enhance items through tinkering. It is described as basic, intuitive, and adds depth.
- New classes in main campaign (weight 0.28): The new classes and mechanics can be used in the main campaign, adding replayability. Some classes are unlocked through the new campaign.
- New tinkerer class content (weight 0.28): The tinkerer content, including new skills and classes, is some of the most fun in the game. It allows for creative playstyles.
- New game world and zones (weight 0.23): The DLC adds a complete new world to adventure in, with 20 unique zones. This expands the game's exploration.
- New mechanics and systems (weight 0.22): The DLC introduces new mechanics, including the removal of the Fortress and the addition of alchemy and smithing. These changes streamline gameplay.
- Better pacing and immersion (weight 0.22): The expansion has a better rhythm and faster pacing, leading to a more immersive journey. This is noted as an improvement over the base game.
- Standalone scenario experience (weight 0.22): The DLC includes a separate scenario that is almost like its own game, depicting events after the main story. It can be played independently.
- Expands on base game lore (weight 0.22): The expansion adds significant lore, often humorous, expanding the world of Maj'Eyal. This enriches the overall narrative.
- Adds new items and artifacts (weight 0.16): Many new items and artifacts are included, which are considered cool and useful. They enhance character building.
- Excellent music and sound (weight 0.09): The background music is highly praised for enhancing the world and atmosphere. It adds to the overall experience.
- Epic final battle (weight 0.09): The final battle is memorable and epic, providing a satisfying conclusion. One reviewer recounts a thrilling first win.
- Generous developer practices (weight 0.09): The developer is commended for being generous, such as giving away the base game for free. This positive community relationship is appreciated.

Common complaints:
- DLC campaign imbalanced on high difficulties (weight 0.56): The DLC campaign is imbalanced on higher difficulties, with specific bosses and encounters being extremely punishing. Many players find it unfair and unfun.
- Steampunk theme divides players (weight 0.34): Some players dislike the steampunk setting, finding it off-putting, while others note it clashes with the fantasy universe. This theme also affects new talents and artifacts, which are all steampunk-themed.
- New races locked to DLC campaign (weight 0.24): The three new races cannot be used in the main campaign and are only available in the new steampunk campaign. This limits their utility for players who prefer the original content.
- Campaign quality is hit or miss (weight 0.22): The campaign it adds is hit or miss, and you won't get nearly as much out of it as you do the primary campaign. It is also shorter than the base game.
- Bugs remain unfixed for half decade (weight 0.18): All reported bugs have gone unfixed in the half decade this expansion has been up, and the expansion is not maintained. This indicates a lack of developer support.
- Forced to play meta (weight 0.17): Players feel forced to play the meta or be screwed, as only OP classes can deal with the new OP campaign. This restricts viable playstyles.
- Steampunk classes generally stronger (weight 0.17): The steampunk classes are generally stronger, and with this DLC installed, the difficulty of the main campaign increases slightly because the added classes are strong. This can imbalance the base game.
- Orc/Sawblade and crit builds nerfed (weight 0.16): The previously overpowered Orc/Sawblade combo was nerfed, and after nerfs, the extreme crit-chain and stat scaling build no longer trivializes combat. These changes affect build diversity.
- Story tone inconsistent and thin plot (weight 0.16): The story can sometimes be confused as to whether you are a misunderstood hero or a monster reveling in the destruction of the good, and the base game's plot is very thin. This leads to narrative dissonance.
- Boss John can spawn inside building (weight 0.11): Boss John can spawn inside a building with no door in the encampment, softlocking the game because there is no guaranteed pickaxe to dig him out. This is a severe progression blocker.
- Dominion Port layout can be broken (weight 0.1): Dominion Port can spawn with a broken layout where large portions are inaccessible, causing the player to miss loot, experience, vault, and gator gates. This is a significant map generation bug.
- Final dungeon spawns enemies at entrance (weight 0.1): The last level of the final dungeon can spawn enemies directly at the entrance, and on Insane these bosses can one-shot through all layers of defense. This creates an unfair and frustrating start to the final fight.
- Outpost sunmages randomly spawn overpowered (weight 0.1): Outpost areas can randomly spawn 1-2 sunmages with no obstacle to hide behind, dealing 150-200 damage per turn from 10 spaces away at a stage where characters have 200 health. This creates unavoidable and unfair damage spikes.
- Ritch Hive level 4 spawns clogged (weight 0.1): Ritch Hive level 4 can spawn a 3x3 room with 2-3 rares at the entrance, clogging the area with mobs so classes like Summoner cannot summon. This makes certain builds unplayable.
- Helper mods incompatible with DLC (weight 0.1): Helper mods like ZOmnibus are not fully compatible and can throw errors. This complicates mod usage for players.
- Item info only on Japanese wiki (weight 0.09): Some added items' information exists only on the Japanese wiki, making it inaccessible for non-Japanese speakers. This creates a barrier for players seeking information.
- Rare enemies with guns and chainsaws (weight 0.09): Rare enemies generated have guns and chainsaws, which can really mess people up. This adds unpredictable difficulty.
- Gear does not prevent sudden death (weight 0.09): Gear does not prevent sudden death, which can be frustrating for players relying on equipment. This mechanic can feel unfair.
- Tedious dungeons hinder auto-explore (weight 0.09): Quite a few tedious dungeons hinder auto-explore, making the gameplay more tedious. This affects overall enjoyment.

Gameplay feedback:
- DLC adds new story campaign (weight 0.97): Multiple clusters highlight that the DLC introduces a full new campaign with narrative-driven missions set after the main story. This is one of the most frequently mentioned features.
- DLC adds new classes (weight 0.88): The DLC includes new character classes, some usable in the main campaign, with steampunk and tinker themes. These classes are generally strong and affect balance.
- DLC adds crafting and items (weight 0.52): New crafting options, tons of items, artifacts, and a tinkering system for enhancing items are included. Materials can be acquired from destroyed items.
- DLC adds new races (weight 0.49): The expansion introduces three new playable races, including orcs, undead minotaurs, and yeti. Some races are exclusive to certain campaigns.
- DLC has steampunk setting (weight 0.44): The expansion features a steampunk theme with steam-powered technology, tinkering, and machinery, contrasting with the fantasy base game.
- New campaign length and pacing (weight 0.32): The new campaign is shorter than the base game, with pacing that is faster and more intense, and a difficulty curve where mistakes can be fatal.
- DLC adds new game world (weight 0.28): The expansion introduces a new land mass, new zones, and dungeons to explore, expanding the game world eastward in Var'eyal.
- Combat and difficulty mechanics (weight 0.27): Turn-based combat with health pools and damage per turn, along with difficulty settings like Insane and Madness, and defense mechanics such as layers and cauterize.
- Specific enemy and boss types (weight 0.25): New enemies include lawful good paladins, tentacled abominations, insect swarms with sawblades, and bosses that dual-wield pistols and apply daze effects.
- New talents and skills (weight 0.2): New steampunk-themed talents and skills are added, including an escort that teaches Tinker skills useful in the main campaign.
- New races playable in DLC (weight 0.19): The new races can only be played in the Embers of Rage DLC, which adds three new races/characters, one of each race.
- Auto-explore and dungeons (weight 0.16): The game includes an auto-explore feature and dungeons, with level generation for outposts, dungeons, and ports.
- New lore and story integration (weight 0.16): The expansion adds significant new lore, and the added content is integrated into the main story, with the new campaign set after the original Age of Ascendancy.
- Campaign set in Var'eyal (weight 0.14): The new campaign takes place only in Var'eyal, with the east expanded and no travel into the west. Fortress, fortress energy, and farportals are removed.
- New terrain and inscription (weight 0.13): The campaign includes new terrain features and a new inscription type, adding variety to the gameplay.
- Class power varies (weight 0.12): Classes have varying power levels, with some being overpowered, and new steampunk classes are generally stronger than others.
- Story details (weight 0.12): The story starts from the lone Kruk Pride and involves destroying the Sunwall and the Steam Giants, with the Orc tribe trapped and giants attacking through tunnels.
- Alchemy and smithing changes (weight 0.08): Alchemy and smithing are done directly through a skill in any place at any time, and materials are acquired from destroyed items.
- New resource system for classes (weight 0.08): The campaign includes a new resource system for the new class types, which may change how abilities are managed.
- Starting new classes (weight 0.07): The starting new classes are Sawbutcher and Gunslinger, which are based on steam and machinery.

Performance notes:
- Searing Horror enemies cause heavy lag (weight 0.1): Players report that Searing Horror enemies spam offscreen effects and messages, leading to significant performance drops. This issue is particularly frustrating during combat.

Recommendations:
- Universal purchase recommendation (weight 0.69): Multiple clusters strongly recommend buying the game or DLC unconditionally. Reviewers call it a must-buy and a no-brainer for fans of the base game.
- Strong general recommendation (weight 0.43): Many reviewers simply give a strong positive recommendation without conditions. Phrases like 'highly recommended' and 'just buy it' dominate these clusters.
- Appeals to base game fans (weight 0.4): Several clusters highlight that players who enjoyed the original campaign will find this DLC especially worthwhile. It is seen as a natural extension for veterans.
- Steampunk preference required (weight 0.24): Clusters indicate the DLC is highly recommended for steampunk fans but not for those who dislike the theme. The setting is a decisive factor for enjoyment.
- Enemy design flaw noted (weight 0.08): One cluster mentions that the only reason not to buy is the rare enemies generated with guns and chainsaws. This suggests a minor balance or design concern.
- For completionists and build optimizers (weight 0.08): A cluster indicates the DLC is a must-buy for completionist players who want to build their ideal strongest build. It adds value for those seeking full completion.
- For roguelike RPG fans (weight 0.08): A cluster recommends the game for those who want more roguelike RPG goodness. It appeals to players already invested in the genre.
- Boss encounter imbalance noted (weight 0.07): One cluster gives a positive review despite an imbalanced boss encounter. This points to a specific difficulty spike that some players may dislike.
- Negative outlier (weight 0.06): One cluster simply gives a thumbs down without detailed reasoning. It represents a minority dissenting opinion.

Other player notes:
- DLC adds classes and campaign (weight 0.46): The expansion introduces new classes and a complete additional story campaign set in the land of Var-Eyal, separate from the base game.
- Fantasy setting in Var'Eyal (weight 0.2): The game is set in a fantasy world called Var'Eyal, where the new content takes place.
- DLC campaign shorter than original (weight 0.17): The expansion's campaign has less content and is much shorter than the original Age of Ascendancy campaign.
- Well-priced for content (weight 0.17): Reviewers consider the DLC to be sold at a fantastic price, offering good value for the hours of gameplay provided.
- Developer DarkGod praised (weight 0.16): The developer DarkGod receives praise from reviewers, with some expressing support for their work.
- Long playtimes reported (weight 0.16): Players report long playtimes, with first successful runs taking about ten hours and main campaign wins taking dozens of tries and 19 hours.
- Expansion is a paid campaign (weight 0.15): The expansion is a paid campaign, meaning players must purchase it to access the new content.
- Expansion bugs remain unfixed (weight 0.1): Bugs in the expansion have been reported for about half a decade without being fixed, indicating long-standing technical issues.
- New races unavailable in main campaign (weight 0.1): The new races introduced in the DLC cannot be used in the main campaign, limiting their integration into the base game.
- Latest update improved DLC value (weight 0.1): A recent update increased the overall value of the DLC, making it more appealing to players.
- Game is a roguelike (weight 0.09): The game is categorized as a roguelike, a genre known for permadeath and procedural generation.
- Strongly steampunk-themed (weight 0.09): The expansion features a strong steampunk theme, adding a distinct aesthetic to the game.
- Comparisons to Dark Souls difficulty (weight 0.09): Reviewers compare the game's difficulty to Dark Souls 2 and Dark Souls 3, suggesting a challenging experience.
- Japanese localization available (weight 0.09): The expansion includes Japanese localization, making it accessible to Japanese-speaking players.
- Feels like a sequel (weight 0.09): The expansion feels like a sequel due to its substantial content and improvements over the base game.
- YouTube video for new addon (weight 0.08): A reviewer links to a YouTube video showcasing the new addon for those who want to see it in action.
- Compared to Warhammer (weight 0.08): The game or expansion is compared to Warhammer, possibly in terms of theme or gameplay.
- High playtime by reviewer (weight 0.08): One reviewer had over 700 hours on the original game and first DLC, indicating deep engagement.

Emotions:
- Satisfaction (weight 0.18): Players feel satisfied due to the strong value of the expansion, which offers a separate post-story scenario, useful Tinker skills, and a new campaign that is both casual and impactful. The addition of new classes, races, crafting, and a modest price point makes the DLC feel worthwhile and like its own game.
- Enthusiasm (weight 0.12): Enthusiasm stems from the huge amount of new content, including a new campaign, races, classes, items, and lore, as well as the introduction of SteamTech and tinkering that add a new gameplay layer. The expansion effectively creates a whole new game world, which players find excellent and exciting.
- Frustration (weight 0.1): Frustration arises from severe balance issues, such as an impossible boss encounter for the archer class on insane difficulty and overpowered Sunmages spawning in outpost areas. Additionally, mod incompatibilities and perceived misallocation of development time toward Steampunk elements instead of fantasy contribute to the frustration.
- Disappointment (weight 0.08): Disappointment is caused by the expansion being unmaintained with long-standing bugs, a hit-or-miss added campaign, and limited access to races and classes. The Steampunk themes are also seen as spoiling the fantasy universe, which detracts from the overall experience.
- Excitement (weight 0.08): Excitement comes from the visceral and epic elements, such as insect swarms jamming sawblades and the grand Orc campaign with its final battle. New crafting, classes, races, campaign, and items further fuel the excitement and sense of adventure.
- Amusement (weight 0.06): Amusement is derived from the humorous and absurd situations, like sharing stories of imbalanced bosses, launching a nuke to commit genocide, and playing as a yeti wielding handguns to slaughter paladins. These quirky moments provide lighthearted entertainment.
- Anger (weight 0.04): Anger is primarily caused by gamebreaking bugs that softlock or erase hours of progress and remain unfixed. Unbalanced difficulty that forces meta play also contributes to the anger.
- Caution (weight 0.04): Caution is advised because rare enemies with guns and chainsaws can easily wreck players, and the main campaign difficulty increases slightly due to strong added classes. This creates a need for careful play.
- Awe (weight 0.04): Awe is inspired by the final battle and its difficulty curve, as well as the expansion feeling so massive that it resembles a sequel. The scale and intensity evoke a sense of wonder.
- Joy (weight 0.02): Joy is felt because the additional scenarios are fresh and fun, providing new and enjoyable experiences that enhance the overall game.
- Annoyance (weight 0.02): Annoyance is caused by tedious dungeons that hinder auto-explore, making navigation and progression more cumbersome than necessary.
- Enjoyment (weight 0.02): Enjoyment is found in the simple, playful activity of shooting mice and being shot by mice, which adds a lighthearted and entertaining element to the game.
- Appreciation (weight 0.02): Appreciation is expressed for the much better story integration with narrative-driven missions, which enhances the overall narrative experience.
- Unease (weight 0.02): Unease arises from the story being confused about whether the player is a hero or a monster, creating an unsettling and ambiguous moral tone.
- Affection (weight 0.02): Affection is felt due to a soft spot for orcs, especially TOME orcs, indicating a fondness for these characters and their portrayal.
- Immersion (weight 0.02): Immersion is achieved through much better rhythm in the campaign, which draws players deeper into the game world and its flow.
- Love (weight 0.02): Love is expressed for the expansion's intense campaign and new technology, which together create a deeply engaging and enjoyable experience.
- Fun (weight 0.02): Fun is derived from the new tinkerer stuff, which adds an entertaining and enjoyable gameplay element.
- Nostalgia (weight 0.02): Nostalgia is triggered by remembering the hilariously overpowered Orc/Sawblade combo from release, evoking fond memories of past gameplay.
- Surprise (weight 0.02): Surprise is caused by sudden death despite good equipment, catching players off guard and adding an unexpected challenge.}