Info about Cogmind:

Official game description:
Experience sci-fi tactical combat and exploration in a procedural world that combines traditional roguelikes with an immersive modern interface like no other. Build yourself from components found or salvaged from other robots. Attach power sources, propulsion units, utilities, and weapons to become a slow tank bristling with weapons, or a fast-moving flier zipping past enemies before they even have time to react, or a stealthy sword-wielding assassin/hacker, or whatever else you can come up with from the salvage you find. The situation can quickly change as you lose components and rebuild yourself from enemy remains. You are the Cogmind. Discover what that means as you explore a living, breathing world ruled by robots.
KEY FEATURES
------------
*   **Build and modify** a unique robot from parts found, or enemies defeated
*   Dynamic character development **without XP/grinding**
*   Dozens of robot classes, each with unique behavior within the **ecosystem**
*   **Procedurally generated world** combined with hand-crafted content
*   **Ten** different animated endings to uncover
*   ASCII evolved: Most **advanced terminal interface** ever
*   Thousands of particle effects and SFX
*   **Fully destructible** environment
PROGRESS
--------
Although currently in Early Access, Cogmind is a complete game. There are over two-dozen map types, over a thousand items, thousands of sound and particle effects, multiple plot lines, hundreds of hand-made locations and encounters, thousands of lines of dialogue, and ten different animated endings to discover. That said, there are many plans to continue expanding the world with features and content, so for now we'll just call it EA :D
(Cogmind has been in full-time development for over ten years.)
ROGUELIKE?
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Cogmind is a turn-based roguelike, very traditional in many ways (permadeath procedural dungeon crawler built with ASCII in mind...), but at the same time innovates on the genre in terms of both design and accessibility features.
*   Within you have full mouse control--and full keyboard control! Use only one or the other, or both, and all common roguelike movement methods (mouse, numpad, vi, arrows) are enabled out of the box, no configuration required. Mouse users get drag-and-drop inventory management, and the keyboard is even faster with its multiple command schemes and built-in automation features.
*   Stealth play is just as viable as straightforward combat, using hacking and information warfare to outsmart the Complex. The lack of an XP system means you only have to use whatever means you can to reach new areas and find new gear to advance.
*   The world is alive with many types of robots, most of which are actually not hostile to you and have their own duties to carry out.
*   Map objects are labeled as they come into view, making for less tedious play and allowing you to instead focus on tactics and survival. A large number of other options and useful features are available to customize the UI.
*   While the most skilled players can reliably win the default mode, easier difficulty settings are available for those with less experience, or less time on their hands :) (advanced players can also attempt to take on the extended end-game!)
*   Accumulate knowledge across multiple plays, collecting info about previously used items in the ASCII art gallery (over 900 pieces of art!), and collecting lore about the world as you discover its inhabitants and guess at their potential motives, and true capabilities. While there's a rich story to uncover over many runs, know that it doesn't get in the way if you prefer to just strategize and min-max through your roguelikes.
*   Take on built-in Challenge Modes for a different kind of experience, or to prove just how good you really are.
WARNINGS
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Not every game is for everyone, so there are a few things to point out that may affect your interest in Cogmind.
*   No Hand-holding: Although very accessible and there's both context help and a quick tutorial to teach all the fundamentals, Cogmind invites you to explore a completely unfamiliar world. Observant players will come to internalize many of that world's rules naturally, and as you reach new areas you'll also discover in-theme explanations for _everything_, seamlessly integrated with the lore. As part of that process you'll often be faced with the post-death challenge of figuring out where things went wrong and why, until you eventually reach a point where you can see danger before it even materializes.
*   Rampant Item Destruction: _Every_ item in Cogmind can be destroyed, and many of your items _will_ be destroyed. At first this may be discouraging, but once you figure out the basics you'll generally be replacing old and broken parts with much better loot even before you lose it anyway. Building and, more importantly, _rebuilding_, is a vital part of the experience and what keeps the game dynamic and interesting throughout. Adaptability is key, and amazing comebacks are commonplace.
*   No Classes, Skills, Etc.: Unlike many other roguelikes and CRPGs in which you may form a sort of attachment to your character class and the levels, stats, skills, and equipment they've acquired over time, Cogmind is defined almost _purely by items_. And as mentioned those items will be destroyed, so there's not much chance to form that kind of attachment. However, this also leaves room for great flexibility during a single playthrough, flexibility you might want or need to rely on to maximize your chances for survival depending on what locations you visit.
*   A Different Kind of Game: As a whole Cogmind is quite different from pretty much everything out there, a fact that turns some people off, but others rather enjoy it for that same reason. It can also take a little while to get into, but once past learning the basics and how to reliably overcome early-game areas, the world and its opportunities really open up.

Release date: Oct 16, 2017

Categories: Traditional Roguelike, Turn-based Roguelike, Science Fiction, Part-based Customization, Stealth Gameplay, Hacking Gameplay, Permadeath, Procedurally Generated Dungeons

Feature scans:
- Wiki: score 50; verdict: Tier 3 - The Student (Instructional Data Dependency); summary: The filtered reviews center on the wiki as a source of instructional knowledge about hidden and complex game mechanics. Users describe needing to study wiki entries and external guides to understand systems that the game only hints at, while others praise Cogmind for being transparent enough to play without a wiki. No complaints reference farming, drop rates, loot tables, crafting requirements, inventory management, or navigation/bug issues, so the primary barrier is learning systems rather than resource grinding, valuation, or spatial navigation.
- Proton/Linux: score 20; verdict: Works Well on Linux/Proton; summary: Linux/Proton feedback for this game is overwhelmingly positive and consistent. Reviewers report that it runs flawlessly under Proton, works well under WINE, and is playable on a Linux laptop with cloud saves carrying progress between machines. The only Linux-specific negatives are a minor WINE limitation where the game attaches only to the primary display, and a single isolated complaint about the lack of a native Linux build that is contradicted by other users' successful Proton and WINE sessions. No anti-cheat, DRM, launcher, or driver blockers tied to Linux appear in the evidence, and no workarounds or special launch options are reported as necessary.
- Steam Deck: score 70; verdict: Broken due to unreadable UI on small screens; summary: The audit finds that Steam Deck compatibility is hampered primarily by the game's fixed UI scaling and font size. Reviewers warn that the interface cannot be made readable on smaller screens and requires a large monitor, which makes the Deck's screen effectively unusable for comfortable play. Proton compatibility is reported as flawless, and Steam Cloud saves support cross-device continuity, but the unreadable UI remains the dominant friction point.

- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $20.00 - $25.00
  - Reasoning: The reviews repeatedly treat $20 as a reasonable entry or sale price and $25 as fully worth paying; a $20 tag is explicitly said not to be a reason to avoid the game. The $35 non-sale figure is mentioned as a psychological hurdle rather than an ideal fair price, and the non-English reviews align around roughly 20 euros or 2,000 yen (about low-$20s USD), with one Japanese reviewer calling 2,000 yen high but still praising the content. This clusters the community's fair base-game range around $20-$25.
- Playtime Metrics:
  - Game completion: 50.0h
  - Story completion: 500.0h
  - Session length: 2.0h
  - Endgame: 300.0h
  - Reasoning: The easy-mode win after 49.7 hours supports a first game completion estimate of about 50 hours. The review describing typical one-play or run length as roughly 1-2 hours supports a session length near 2 hours, while other reports note exceptional runs can last longer than 8 hours. The 500+ hour report with at least a quarter of the story still unrevealed supports a full story completion estimate of at least around 500 hours. Another player reports almost 300 hours in and still discovering new things and places, indicating substantial endgame or replay content of at least about 300 hours.
- Time-to-fun:
  - Summary: Cogmind often starts with a steep, obtuse early phase, but for many players it clicks after they push through the learning cliff, understand the systems, and unlock build variety. Conflicting reports describe a smoother early game or persistent tedium, but the strongest direct evidence supports delayed enjoyment.
  - Stance: Clicks after
  - Anchor: Scaling the initial learning cliff and making informed decisions
  - Time to anchor: 30h 0m
  - Friction: No real tutorial and obtuse mechanics; Steep learning curve and brutal early game; First hours of a run have little to offer; Early branches and story intrigue are absent; Alert and attrition overwhelm uninformed players; Inventory, durability, and equipment tedium
  - Unlock drivers: Scaling the initial learning cliff and making informed decisions; Understanding systems and mechanics; Getting past the early tutorial or learning phase; Unlocking build variety and player expression; Reading the manual and experimenting; Repeated learning efforts that do not feel like a chore
  - Conditions: Whether the player gets past the tutorial or early learning phase; Willingness to read the manual and experiment; Understanding Alert and attrition; Tolerance for traditional roguelike or ASCII presentation; Tolerance for early-run boredom and repeated failures; Discovering branches and story later in a run; Preference for build variety and player expression
- Player Archetypes:
  - Systems-Mastery Roguelike Veteran (buy)
    - Motivation: Mastering deep, interlocking roguelike systems and discovering many viable builds across long-term play.
    - Playstyle: Analyzes parts, slots, hacking, combat, and resource management; debates balance and optimizes runs for tactical advantage.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: roguelike players; Gamer
    - Reference games: Dungeon Crawl Stone Soup; Caves of Qud; Noita; Dwarf Fortress
  - Traditional Roguelike Newcomer (buy)
    - Motivation: Getting into traditional roguelikes through a polished, readable game that does not require constant wiki use.
    - Playstyle: Learns by play and in-game guidance, experiments cautiously, and may use easier difficulties or beginner guides.
    - Experience: newcomer
    - Purchase stance: buy
    - Labels: casual roguelike fan
    - Reference games: ToME; CDDA
  - Stealth-Information Tactician (buy)
    - Motivation: Using intel, sensors, and map knowledge to avoid or manipulate enemies and survive through superior information.
    - Playstyle: Stealth and evasion builds, hacking, sensor use, patrol avoidance, and tactical diversion of enemies.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: stealth build
    - Reference games: Metal Gear Solid 1
  - Difficulty and Mechanics Skeptic (no buy)
    - Motivation: Finding a fair, transparent roguelike progression without heavy meta-knowledge, item destruction, or punishing randomness.
    - Playstyle: Tries the game but bounces off item durability, hidden systems, RNG, or difficulty spikes; may prefer easier modes or other roguelikes.
    - Experience: mixed
    - Purchase stance: no 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:
- Exceptional Traditional Roguelike Experience (weight 0.66): Cluster 1 and Cluster 6 both highlight that the game is one of the best traditional roguelikes ever played, with unique visuals, lore, and high replayability. Players consistently describe it as a standout example of the genre.
- Excellent User Interface (weight 0.42): Clusters 3, 15, 16, and 50 praise the UI as excellent, intuitive, and mouse-friendly. It stands out among roguelikes with modern polish and a layout that works for both mouse and keyboard users.
- Visually Stunning ASCII and Tiles (weight 0.41): Clusters 11, 13, 23, 40, and 46 celebrate the gorgeous ASCII art that renders each part of the game, as well as the option for tiles. Players find the visuals vivid, atmospheric, and soulful.
- Outstanding Sound Design (weight 0.33): Clusters 4, 43, and 47 highlight top-notch sound design that immerses players, with each weapon and explosion distinct. The audio plays a major role in making the world feel alive.
- Excellent Mouse and Keyboard Controls (weight 0.27): Clusters 12, 44, and 59 highlight that the game controls extremely well with mouse and keyboard, and can be played exclusively with mouse or keyboard. The mouse interface is intuitive and hotkeys are easy to learn.
- Dedicated and Passionate Developer (weight 0.27): Clusters 14, 27, and 41 commend the developer's thoroughness, friendliness, and absolute devotion to the game. The love and care put into it are evident everywhere.
- Unique Spin on Traditional Roguelike (weight 0.24): Clusters 8 and 56 describe the game as an excellent new spin on the traditional roguelike genre, with gameplay that feels very different from others. It offers classic fun without tired mechanics.
- Extremely Immersive and Living World (weight 0.21): Clusters 9 and 35 note that the game is incredibly immersive, with a world that reacts to your actions and feels like a living organism. This organic reactivity keeps players absorbed.
- Accessible Yet Hard and Fair (weight 0.18): Clusters 26 and 45 state that the game is challenging but fair, and surprisingly approachable for new players without requiring memorization of arcane commands. It balances difficulty with accessibility.
- Fantastic Weapon Arsenal and Animations (weight 0.17): Clusters 17 and 30 highlight the incredible arsenal of weapons with cool animations and detailed effects. Combat is tactically rich with sophisticated animations.
- Varied Playstyles and Builds (weight 0.1): Cluster 49 emphasizes many different viable playstyles, such as stealth hacker, combat tank, speedy spy, and sniper-bot. This variety adds significant replay value.
- Rich Equipment and ASCII Illustrations (weight 0.1): Cluster 18 finds it enjoyable to look at equipment expressed in ASCII art, with a rich variety of items. The illustrations add depth to the gear system.

Common complaints:
- Steep learning curve (weight 0.97): The game is not easy to pick up and requires significant time and effort to understand its complex systems. Even experienced roguelike players find it tough to get good.
- Difficulty is artificial (weight 0.71): Some players feel the difficulty is based on increased numbers and RNG rather than meaningful choices. The game punishes mistakes that could not have been anticipated.
- Complex mechanics overwhelming (weight 0.54): The game has an overwhelming number of mechanics that are not intuitive, such as parts, energy, and overheating. This complexity can be difficult to grasp without external help.
- Combat is discouraged (weight 0.54): The game heavily favors stealth and avoidance over combat, making combat builds less viable. Players are often overwhelmed by endless waves of enemies if they engage in fights.
- Insufficient tutorials and guidance (weight 0.51): Many players report a lack of tutorial or in-game explanations, forcing them to rely on external resources like wikis and guides. The game does not teach players what matters, leading to confusion.
- Lack of build variety (weight 0.5): Build types are barely different from each other, and many components feel inconsequential. There is insufficient variety to make runs feel distinct.
- Durability system is tedious (weight 0.48): Players find the equipment durability and destruction system excessively punishing, often describing it as tedious inventory micromanagement. It forces constant replacement of gear and discourages engagement in combat.
- Inventory management tedious (weight 0.43): Players spend excessive time sorting inventory and managing parts, which becomes a core and tiresome gameplay loop. Limited inventory slots exacerbate the issue.
- RNG and luck dominate (weight 0.34): Success often depends on random number generation, such as finding the right NPCs or items, which can feel unfair. Lucky shots can destroy critical parts, ending runs abruptly.
- Alert system confusing (weight 0.32): The alert system is inconsistent and not well explained, leading to unexpected escalations. Small actions can raise alarm while loud ones sometimes don't, causing confusion and defeat.
- Level design repetitive (weight 0.32): Levels are long, uninteresting, and visually similar, with repetitive layouts and few memorable areas. This makes exploration feel stagnant.
- No language localization (weight 0.3): The game is only available in English, which is a barrier for non-English speakers. Players request localizations for Chinese, Japanese, Russian, and other languages.
- UI text too small (weight 0.28): The interface text is often too tiny to read, and there is no way to increase the font size. This causes eye strain and makes the game inaccessible for some players.
- Hacking is frustrating (weight 0.25): Machine hacking has low success rates, and failed attempts can lock players out or trigger alarms. Information gathering through hacking is risky and often not worth it.
- Keybind and keyboard issues (weight 0.22): Lack of keybind configuration options and issues with non-English keyboard layouts make the game difficult to play for some. Players must manually edit config files to customize controls.
- Long runs and slow pacing (weight 0.18): Runs can take many hours, and the pacing feels off, with early game lacking excitement. Players may struggle to maintain interest.
- Expensive for a roguelike (weight 0.12): Some players feel the game is overpriced compared to other roguelikes, and pricing is inconsistent across regions. This may deter potential buyers.
- Permadeath and starting over (weight 0.09): Death is permanent, forcing players to start from scratch, which can be harsh and frustrating. This is a core roguelike feature but may not appeal to all.
- Loot stolen by robots (weight 0.08): Neutral salvage robots can steal dropped items if the player is not fast enough, which can be frustrating. This mechanic adds to the game's difficulty.

Gameplay feedback:
- Turn-based traditional roguelike (weight 0.65): The game is a turn-based traditional roguelike with permadeath, procedural generation, and no meta-progression between runs. Difficulty stems from understanding game mechanics rather than twitch reflexes.
- ASCII and tileset visual modes (weight 0.49): The game offers both ASCII art and a tileset mode, with detailed ASCII representations of items and an ASCII gallery collection. Players can toggle between the two display styles.
- Play as customizable robot (weight 0.45): Players control an awakened robot core of unknown origin, rebuilding themselves with parts scavenged from enemies or the environment. The robot can be customized with different parts, including flight units and hacking suites.
- Tactical grid-based combat (weight 0.41): Combat is tactical and turn-based on a grid, with difficult choices. Weapons include shooting, lasers, rockets, and electromagnetic effects that corrupt enemies from within.
- Multiple adjustable difficulty options (weight 0.38): Players can choose from multiple difficulty settings, including easier modes for the first few runs and a very challenging Rogue difficulty. Lower difficulties help soften the experience for newcomers.
- Hacking terminals and robots (weight 0.36): Hacking is a core mechanic: players can hack terminals to download schematics, print parts, and lower enemy alert levels. Robots can also be hacked and reprogrammed to fight for the player.
- Multiple endings and branching paths (weight 0.27): There are multiple endings based on faction goals, with many hidden via optional side content. The game features complex branching paths and a long path to clearing.
- Stealth and awareness systems (weight 0.23): Stealth gameplay is enabled by sensors and awareness systems. Avoiding detection and managing resources are core survival mechanics.
- Destructible walls and traps (weight 0.19): Walls can be destroyed by ramming, and items can create explosive traps. These add tactical options to combat and exploration.
- No experience; leveling by floors (weight 0.17): There is no experience point system. Leveling occurs by reaching new floors of the complex, which grants part slots.
- Limited inventory slots (weight 0.14): Inventory space is limited to 4 slots initially, expandable with storage parts. This forces players to manage resources carefully.
- Factions with unique benefits (weight 0.13): The game features hidden joinable factions with lore and gameplay implications, offering unique benefits upon alignment.
- Escape mechanized underground complex (weight 0.1): The player is a powerful robot escaping a fully mechanized underground complex populated by other robots.
- Equipment as armor for core (weight 0.1): Equipment functions as armor protecting the vital core. Players equip armor to tank hits so they do not damage other parts or the core.
- Lore-rich experience (weight 0.1): The game has significant lore that is a core part of the experience, with optional areas providing additional backstory.
- Equipment slots are permanent upgrades (weight 0.1): The only permanent upgrades are equipment slots, which increase through upgrading. Other parts are temporary and can be swapped or destroyed.
- Streamlined and user-friendly UI (weight 0.09): The user interface is well-designed and provides a good user experience, streamlining complex roguelike mechanics.
- Scrap Engine crafting and heat (weight 0.09): The Scrap Engine can be fed spare parts to construct random weapons and propulsion, but it can also add heat to weapons, making them unusable.

Performance notes:
- Runs on low-end hardware (weight 0.05): Players note the game can run on very low-spec systems, even humorously saying it can run on a toaster. This suggests very low system requirements and good accessibility for older or weaker devices.

Recommendations:
- Recommended for roguelike fans (weight 0.66): The overwhelming majority of positive reviewers recommend this game specifically to players who already enjoy roguelikes. Fans of the genre are told it is a excellent choice and worth adding to their collection.
- Complex mechanics require patience (weight 0.33): The game has opaque mechanics and demands patience and commitment to learn. Several reviewers warn that it takes many hours to grasp and players may drop it before that.
- Not for everyone (weight 0.32): Many reviewers note the game will not appeal to all players due to its difficulty, ASCII graphics, and deep systems. It is best for those who can overcome these barriers.
- Recommended for experienced roguelike players (weight 0.29): The game is best suited for veterans of traditional roguelikes who enjoy mastering difficult, complex games. It is not ideal for newcomers to the genre.
- Appeals to fans of similar games (weight 0.28): The game appeals to fans of games like FTL, Into the Breach, Caves of Qud, Dwarf Fortress, and other deep, complex titles. Those who like such games will feel at home.
- Worth the price (weight 0.28): Multiple reviewers explicitly state the game is worth the asking price, worth every penny, and a good value even at full price. One mentions it is a must-buy on sale.
- Great entry point for some (weight 0.25): Some reviewers consider it a good entry point for players new to traditional roguelikes, especially with difficulty options. Others advise trying free roguelikes first.
- Requires time investment (weight 0.2): The game requires a significant time investment to understand and master. Reviewers warn it can take many hours and serious commitment.
- ASCII graphics and text-heavy (weight 0.2): The game uses ASCII graphics and involves reading terminal outputs, combat logs, and lots of text. Reviewers warn that this may deter some players.
- Buy directly from developer (weight 0.16): Several reviewers recommend purchasing from the developer's website to support the developer and get a DRM-free version and Steam key. The developer's dedication is praised.
- Manual and community helpful (weight 0.16): Reviewers suggest reading the built-in manual, watching videos, and joining the Discord for help. The community is described as very helpful for new players.
- Deep exploration and story (weight 0.14): Reviewers highlight the game's deep exploration, secrets, and story as rewarding for players who enjoy such content. The atmosphere and world are praised.
- Not for casual players (weight 0.14): The game is not recommended for casual players due to its difficulty, enemy volume, and requirement for serious investment. It is aimed at hardcore players.
- Recommended for strategy and puzzle fans (weight 0.13): Players who enjoy turn-based strategy, puzzle games, and deep resource management will find a lot to like. The game offers infinite replay value.
- Not recommended for beginners (weight 0.13): Several reviewers advise against buying this as a first roguelike, suggesting lighter alternatives like ToME or DCSS first. It is not the best entry point for everyone.
- Supports developer's dedication (weight 0.13): Reviewers appreciate the developer's dedication and recommend supporting them. One notes the price may increase in the future.
- Durability system controversy (weight 0.09): The durability system is a deal breaker for some reviewers, leading to negative recommendations. Others note that if it is not an issue, the game is enjoyable.

Other player notes:
- Feels like finished game (weight 0.42): Reviewers consistently state that the game feels like a 1.0 release despite its early access status. Some mention it is feature-complete and could be sold as a full game with future content as DLC.
- Long-term early access status (weight 0.32): Many reviewers note the game remains in early access even after years of development, with some pointing out it has been in early access since 2020. Despite this label, the game is often described as fully playable and content-rich.
- Compared to Caves of Qud (weight 0.3): Several reviewers compare the game to Caves of Qud, often favorably, noting similar polish and appeal. Some mention it as a point of reference even if they haven't played Caves of Qud.
- Comparable to classic roguelikes (weight 0.24): The game is frequently compared to other traditional roguelikes such as Dwarf Fortress, Kenshi, Noita, and TOME. Reviewers highlight its complexity and depth as a modern take on the genre.
- DRM-free purchase with Steam key (weight 0.23): Buying from the developer's website provides a DRM-free version and also includes a Steam key. This option is appreciated by players who prefer DRM-free copies while still having Steam access.
- Over a decade of development (weight 0.17): Reviewers note the game has been in active development for well over a decade, with some specifying 12 years and counting. This long development history is often mentioned in reviews.
- Extensive in-game manual included (weight 0.13): The game includes a built-in manual and additional text files with mechanics and survival tips. Reviewers find this helpful for learning the complex systems.
- ASCII art and lore gallery (weight 0.13): The game features ASCII graphics and includes an item ASCII art gallery and lore-dex. This appeals to fans of traditional roguelike aesthetics.
- Favorable comparison to other roguelikes (weight 0.1): Reviewers compare it favorably to other modern roguelikes they have played, often finding it superior to other traditional roguelikes.
- Hundreds of achievements (weight 0.09): The game has over 400 achievements, with a recent update adding more than 200. This provides extensive goals for achievement hunters.
- No background music (weight 0.09): The game currently lacks background music, so ambience depends on events. Some reviewers note this as a minor drawback.
- Discovered via DoshDoshington video (weight 0.08): Some reviewers found the game through a DoshDoshington video and recommend it as an introduction. This suggests the video has been an effective discovery channel.

Emotions:
- Frustration (weight 0.11): The game suffers from a steep learning curve, opaque mechanics, and poor accessibility, with hidden systems and random success rates that punish players for mistakes they could not foresee. Additional issues include tedious durability and inventory management, long animations, small unreadable text, and lack of localization support. Many players find the difficulty unfair and the game's design overly punishing, leading to repeated deaths and frustration.
- Satisfaction (weight 0.1): Players feel satisfied when they master the game's complex systems, overcome its brutal difficulty, and achieve their first win after many hours. The game rewards strategic thinking, tactical combat, and learning from mistakes, providing a deep sense of accomplishment. The polished interface and ongoing challenges keep the experience rewarding even after extensive play.
- Appreciation (weight 0.1): Appreciation stems from the game's deep mechanics, excellent user interface, and immersive ASCII art, which together create a rich roguelike experience. The developer's passion and dedication, along with a friendly community and continuous updates, are highly valued. Players also commend the game's fair design, freedom in building, and engaging lore.
- Admiration (weight 0.08): Admiration is driven by the game's outstanding design, deep mechanics, and seamless integration of lore, setting a high standard in the roguelike genre. The developer's meticulous attention to detail, polish, and innovative approach are widely praised. Many consider it a masterpiece and the best roguelike they have played.
- Excitement (weight 0.07): Excitement comes from the game's unpredictable and dynamic combat, where emergent scenarios and intense moments keep players on edge. The thrill of discovering new mechanics, building unique playstyles, and pulling off dramatic comebacks is highly engaging. The constant challenge and variety ensure that players remain excited to see what comes next.
- Enthusiasm (weight 0.07): Enthusiasm is fueled by the game's unique setting, deep mechanics, and high replayability, which offer countless hours of engaging gameplay. Players praise the living world, exceptional sound design, and continuous updates that improve the experience. Many highly recommend the game and plan to invest hundreds of hours into it.
- Disappointment (weight 0.05): Disappointment arises from a lack of visual variety and repetitive environments, combined with overwhelming mechanics and no tutorial. Technical issues like keyboard layout problems and small UI, as well as design decisions that hinder new players, further detract from the experience. Some feel the game does not live up to its potential or match their preferred genre.
- Love (weight 0.04): Love for the game stems from its unique gameplay loop, intense adaptation, and the challenge that makes every fight matter. The ASCII art, continuous developer support, and deep lore contribute to a masterpiece that surpasses many longtime favorites. Players cherish the game's distinctive logic and presentation.
- Enjoyment (weight 0.03): Enjoyment is derived from discovering unexpected moments, top-tier art and sound, and the fun of experimenting with different builds and equipment. The game rewards creativity and offers a polished roguelike experience without spoilers. Evading dangerous situations and the overall atmosphere add to the fun.
- Immersion (weight 0.03): Immersion is achieved through the game's oppressive atmosphere, deep mechanics, and a living world that feels independent of the player. Exceptional sound design, including spatial audio and ambient machine sounds, pulls players into the experience. The ASCII art and subtle story further enhance the sense of being in a hostile, robotic environment.
- Engagement (weight 0.02): Engagement comes from the constant learning and discovery each run offers, with complex systems and deep mechanics that keep players invested. The game challenges players with opportunistic events and items, and even after many hours, there is still much to see. The engaging story and worldbuilding add to the overall captivation.
- Caution (weight 0.02): Caution is advised due to the game's brutal difficulty, reliance on luck, and steep learning curve that can take hours to understand. It breaks traditional tropes and may frustrate new players, especially when losing core parts. English proficiency is required, and potential issues like randomness, permadeath, and interface problems should be considered.
- Mild frustration (weight 0.02): Mild frustration stems from the learning curve and complexity of controls that take time to get used to. The cluttered interface, especially when managing many robot parts, can be overwhelming and requires a large monitor. Small font size due to high-density UI can also be hard to read initially.
- Annoyance (weight 0.02): Annoyance is caused by the overwhelming number of mechanics at the start and the feeling of being lectured by the developer. The durability system and inventory micromanagement are seen as obnoxious, and frequent gear replacement frustrates players used to traditional roguelikes. The developer's dismissive attitude toward readability feedback also contributes.
- Fun (weight 0.01): Fun arises once players overcome the initial learning cliff and can make informed decisions, opening up dynamic builds and unique positioning. The game offers enjoyable experiences like zerg-rushing and assimilating limbs from enemies. Overall, the game is fun to play.
- Joy (weight 0.01): Joy is experienced through the satisfying sound of explosions and enemies dying, and the visual thrill of laser charges and rockets obliterating foes. The game's ability to solve genre problems and play well once systems are learned also brings joy. Blowing up hundreds of robots adds to the delight.
- Amusement (weight 0.01): Amusement comes from humorous situations like becoming robot Jesus with followers only to be destroyed by patrols, or dying from a self-inflicted cave-in. Luring cleaner robots to take their wheels and other surprising moments make the player laugh. The game occasionally surprises and amuses.
- Awe (weight 0.01): Awe is inspired by the game's unexpected quality, depth, and design innovation. It is easily the deepest and most complex game some have ever played, with immaculate sound design and animations. The game exceeds expectations and leaves players in awe.
- Intrigue (weight 0.01): Intrigue is sparked by layered and difficult-to-grasp systems that feel deep, and the overall game experience. Getting lost in caves and finding rare shortcuts or hidden settlements during a first run adds to the mystery. The story and lore hint at interesting content to discover.
- Addiction (weight 0.01): Addiction is driven by the tough difficulty, build variety, and the challenge that keeps players coming back. The game is quite addictive, compelling players to play for many hours. The constant desire to improve and try new builds fuels this addiction.}