Info about Until You Fall:

Official game description:
Master your own fighting style for hours of frantic, kinetic fun in _Until You Fall_, an arcade-inspired VR hack-and-slash roguelite.
Fight. Fall. Rise Again.
------------------------
Prepare for the fight of your life. Move your arms and body to the synthwave soundtrack as you attack, block, cast spells and dodge your way deeper into the heart of a neon fantasy world filled with magic-infused monsters. Equip yourself with a variety of gameplay-altering weapons as you continue to gain strength and strike down the monstrosities that lurk within Rokar.
**Game Story**
--------------
Rokar has fallen. Once a civilization fueled by a magical power called Aether, the Rokari have been destroyed by a Calamity of unknown origins. Now, monsters and twisted spirits wander these crystallized ruins. As the last remaining Rune Knight, you alone can fight back these horrors. With the help of a mysterious Runesmith, you will forge the weapons needed to complete your campaign. Are you the Champion that Rokar needs?
Features
--------
*   Intense physical gameplay; stay active to stay alive
*   Driving synthwave soundtrack that keeps you moving in and out of the game; get the Original Soundtrack for free on Steam
*   Encounters with cadres of corrupted monstrosities, each requiring different strategies to be defeated
*   A variety of gorgeous, neon-tinged environments
*   A selection of unique one- and two-handed weapons that let you choose how you do battle
*   Runs that include randomized rewards, powerups, enemy configurations, and rooms; no two runs are quite the same
*   Customizable comfort and accessibility options to help you move and battle with ease
Join our growing community on Discord to talk to the developers, compare battle strategies, and compete for a chance to win some _Until You Fall_ swag!

Release date: Oct 27, 2020

Categories: VR Gameplay, Roguelite, First-Person Melee Combat, Soulslike Combat, Physical VR Workout, Weapon Variety, Synthwave Soundtrack


- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $15.00 - $25.00
  - Reasoning: The reviews consistently treat the game as worth buying at full price, with multiple comments saying full price is acceptable or that waiting for a sale is unnecessary. The most concrete price anchors are a $25 full-price reference and a $15-or-less sale threshold, which together suggest the community sees roughly $15-$25 as fair for the base game. One reviewer says even half price is not worth it, but that is an isolated negative view against several positive full-price and sale-price comments.
- Playtime Metrics:
  - Game completion: 6.0h
  - Story completion: N/A
  - Session length: 0.3h
  - Endgame: N/A
  - Reasoning: gameCompletion is set to 6 hours because one reviewer explicitly says their first final-boss victory came after 6 total hours. sessionLength is set to about 0.33 hours (20 minutes) based on the repeated reports that a good run lasts about 20 minutes and that sessions become physically taxing after 20–40 minutes. I interpret the 20–30 minute final-boss run as a run length rather than total progression, since the 6-hour quote covers first completion. storyCompletion is null because no review gives a story-completion time. endgame is null because reviews mention replayability and grinding but do not provide a concrete endgame duration.
- Time-to-fun:
  - Summary: The game is described as immediately engaging and addictive, especially when combat pacing and difficulty make the mechanics shine, but repetition and limited content cause enjoyment to fade.
  - Stance: Fun then drops
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: Simon Says-style movement instructions; Repetitive enemy design; Limited environment variety; Shallow gameplay
  - Unlock drivers: Improving personal skill through faster reactions, cleaner blocks, and smarter upgrades; Weapon upgrades through per-run and permanent meta-progression
  - Conditions: Fast pacing and difficulty make combat shine; Longer runs expose repetitive enemies and become boring; High experience can make the game easy and boring; Following exact movement prompts is boring; Limited environments and enemy variety reduce enjoyment; Built-in tutorial eases the introduction; Weapon rebalancing affects late-game weapon choices
- Player Archetypes:
  - VR Fitness Seeker (buy)
    - Motivation: To get an intense, sweat-inducing workout while playing a fun VR combat game.
    - Playstyle: Plays standing and actively swings, blocks, and dodges for exercise, often in high-intensity sessions.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Beat Saber; Ring Fit
  - Casual VR Newcomer (sale)
    - Motivation: Accessible, low-pressure VR fun that works for short sessions and casual play.
    - Playstyle: Plays in short bursts, uses comfort options such as sitting mode, and enjoys simple arcade combat.
    - Experience: newcomer
    - Purchase stance: sale
    - Labels: VR noob
    - Reference games: N/A
  - Roguelite Build Optimizer (sale)
    - Motivation: Mastering runs through build choices, weapon upgrades, and meta-progression.
    - Playstyle: Experiments with weapons and in-run upgrades, optimizes combos and guard-break damage, and grinds weapon levels.
    - Experience: familiar
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: N/A
  - Content-Starved Veteran (no buy)
    - Motivation: Wants ongoing content, new areas and enemies, and co-op to keep the combat experience alive.
    - Playstyle: Experienced melee VR player who has exhausted current content and evaluates updates, modes, and long-term support.
    - Experience: veteran
    - 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:
- Fun and addictive gameplay loop (weight 0.38): The core gameplay loop is repeatedly called fun, satisfying, and addictive. Reviewers find it engaging enough to keep playing for long sessions.
- Great cardio workout (weight 0.37): The game is consistently described as providing a strong cardio workout and making players sweat quickly, while still being fun. Many note it is physically demanding without feeling like exercise.
- Satisfying, juicy combat (weight 0.35): Combat is widely praised as extremely fun, satisfying, and challenging, with a deliberate attack-and-defend rhythm. Many reviewers call the combat mechanics exceptional.
- Outstanding VR experience overall (weight 0.33): Reviewers repeatedly describe the game as one of the best, most polished, and most immersive VR titles they have played, with substantial content and stability. It is frequently recommended as a must-have VR game.
- Fast, fluid VR combat (weight 0.27): Reviewers highlight smooth, intuitive, and fast-paced combat where parrying and landing combos feel very good. The pacing and responsive controls make the combat shine in VR.
- Strong weapon and ability variety (weight 0.26): A wide range of distinct weapons, skills, and upgrades supports different playstyles and combat strategies. Experimenting with weapon and ability combinations is fun.
- Skill progression feels rewarding (weight 0.2): Combat becomes more enjoyable as players improve, with a clear sense of growing technique each attempt. Boss fights and the combat system remain engaging over many hours.
- Excellent music and soundtrack (weight 0.18): The music and soundtrack are frequently praised as excellent, thrilling, and well suited to the setting. Audio quality adds significantly to the experience.
- Beautiful visuals (weight 0.13): Reviewers consistently describe the visuals as beautiful and exciting. The art style and presentation enhance immersion and fast-paced combat.
- Standout VR roguelite (weight 0.1): The game is considered one of the best VR roguelites or roguelike slashers available. Some reviewers note that an item system would make it even stronger.

Common complaints:
- Lack of content and variety (weight 0.57): Reviewers frequently mention that the game is short, with only five enemy types, one boss, and limited biomes. The world and gameplay become repetitive quickly due to a lack of variation in enemies, environments, and mechanics.
- Repetitive combat and gameplay (weight 0.38): Combat is often described as repetitive, requiring rote memorization of attack patterns and offering little variation between runs. The core loop feels like a rhythm game or quicktime events rather than dynamic sword fighting.
- High difficulty and progression issues (weight 0.38): The game is very difficult, with a steep learning curve and punishing death mechanics (e.g., no checkpoints, restart from beginning). Progression feels grindy and relies on random gear rather than skill.
- Physical exertion and comfort issues (weight 0.38): The game demands significant physical effort, causing sweating, fatigue, and even injuries such as RSI. Comfort options are limited (e.g., no smooth turning, snap turn issues), and the game may not suit everyone.
- Poor enemy variety and AI (weight 0.33): Enemies are limited in type and often reuse the same attack patterns. AI exploits distance and can attack without warning, leading to frustrating and unfair encounters.
- Unfinished and abandoned game (weight 0.3): Many players feel the game is incomplete, with missing features like additional campaigns, no credits, and no sequel or DLC planned. The developers moved on, leaving the game feeling abandoned after early access.
- Boss and endgame design flaws (weight 0.3): Bosses are limited (only one repeated boss) and have poorly designed mechanics, such as waiting phases and broken interactions. The final boss is particularly frustrating.
- Combat feels arcadey, not realistic (weight 0.26): The combat system is compared to arcade games or Simon Says, requiring predetermined motions rather than physics-based interactions. Hits lack visceral feedback.
- Blocking and hit registration bugs (weight 0.26): Frequent bugs include blocks not registering even when positioned correctly, hit collision issues, and enemies not reacting to hits. These problems undermine the core combat experience.
- Limited roguelike elements (weight 0.25): Randomization is minimal, with few modifiers and passive upgrades to choose from. Runs feel identical, and the roguelike structure is underdeveloped.
- Weapon and upgrade imbalance (weight 0.22): Weapons are unbalanced, with some being underpowered and others not worth using. Upgrades feel grindy and resources become useless after maxing weapons.
- Technical and performance issues (weight 0.18): The game has compatibility problems with certain VR headsets (e.g., Quest 3, Valve Index), stuttering with many enemies, and tracking issues that affect gameplay.
- Lack of customization and options (weight 0.18): Comfort options are not fully customizable, and the game forces certain settings. There is no third-person camera, no teleport option, and no blink turning.
- Safety concerns and physical risks (weight 0.17): The game can be unsafe in small play areas, risking injury or damage to property if boundaries are not set. Physical exertion can lead to injuries like broken fingers.
- Lack of story and depth (weight 0.16): The game has minimal story and lore, with no narrative depth. Players expecting a rich world or campaign will be disappointed.
- Slow movement and locomotion (weight 0.12): Movement speed is painfully slow, forcing players to dash constantly. Smooth locomotion is slow by design, and there is no teleport option.
- Visual and audio repetitiveness (weight 0.1): Environments are repetitive, with neon visuals that become annoying over time. The game does not introduce new visual elements beyond color changes.
- Language and localization issues (weight 0.09): The game does not support certain languages (e.g., Korean), and all explanations are in English, making it uncomfortable for non-English speakers.
- Price too high for content (weight 0.07): Several reviewers feel the price is steep given the amount of content and replayability offered.
- Difficulty settings are ineffective (weight 0.04): Difficulty only changes parry animation speed, not overall challenge, making it feel poorly implemented.

Gameplay feedback:
- VR swordfighting roguelite core (weight 0.99): The game is fundamentally a VR swordfighting roguelite with melee combat, runs, and permanent progression.
- Roguelite run structure (weight 0.59): The game uses a roguelite loop with repeated runs, random rewards, and permanent upgrades between deaths.
- Weapon variety and distinct playstyles (weight 0.46): Many weapons with unique strengths, abilities, and loadout combinations support different playstyles.
- Dual-wielding and weapon positioning (weight 0.45): Players dual-wield weapons, blocking by placing weapons in indicated zones and attacking along highlighted vectors.
- Permanent weapon upgrades (weight 0.42): Weapons can be permanently upgraded between runs using currency, unlocking stats and special abilities.
- Telegraphed block and dodge indicators (weight 0.37): Enemy attacks are shown with visual indicators for blocking or dodging, requiring precise physical responses.
- Soulslike-inspired melee combat (weight 0.37): Combat takes cues from soulsbourne games, featuring blocking, parrying, and reading enemy patterns.
- Physical VR workout (weight 0.3): Gameplay is physically demanding, often described as a workout, with standing play being more engaging.
- High difficulty with multiple settings (weight 0.23): The game is moderately to highly difficult, with easy and nightmare modes available.
- Guard and health bar system (weight 0.19): Enemies have a guard bar that must be broken before health can be damaged; shields also need shattering.
- Boss fights and final boss (weight 0.18): Boss fights are difficult and occur at the end of runs, with the final boss testing stamina and skill.
- Ranged and varied enemy attacks (weight 0.18): Enemies include ranged attackers and use varied attack patterns that require dodging or blocking.
- Arcade-style combat with scripted moves (weight 0.14): Combat is structured and arcade-like rather than physics-based, with scripted move-sets and rhythmic attack-defense cycles.
- In-run upgrades and rewards (weight 0.14): Clearing rooms grants choices of upgrades or currency, and completing levels provides run-specific benefits.
- Best-in-class VR combat (weight 0.07): Combat is considered one of the best in VR, designed specifically for the medium.
- Two-handed weapon update (weight 0.07): Two-handed weapons received a major update, improving their feel and functionality.

Performance notes:
- Runs smoothly and well optimized (weight 0.19): Multiple players report that the game runs great without lag and is incredibly well optimized, with specific praise for smooth performance on Valve Index and Windows Mixed Reality.
- Needs good tracking and capable PC (weight 0.07): Players mention the game requires a rig with good tracking and a computer that can handle it well, indicating baseline hardware expectations.
- Stutters with many enemies and effects (weight 0.05): A player notes the game can stutter when too many enemies and effects are on screen, suggesting performance dips in intense combat scenarios.
- Quest 3 controller ray missing (weight 0.05): On Quest 3, the controller ray does not appear, which is a specific compatibility bug affecting interaction.
- High performance on GTX 1080 (weight 0.04): One reviewer reports the game easily hits 90fps on a GTX 1080, indicating reasonable hardware demands for smooth performance.
- Ping spikes affect parry timing (weight 0.04): Network latency spikes can cause missed parry timings, impacting gameplay responsiveness in online or networked modes.
- Valve Index launch issues fixed (weight 0.04): Valve Index compatibility issues at launch were resolved in the latest patch, showing ongoing support and improvement.

Recommendations:
- Essential VR Must-Have (weight 0.27): Numerous reviewers describe the game as a mandatory purchase for VR headset owners, with some calling it the best VR title available. It is frequently recommended as a foundational title for any VR library.
- Strong Overall Recommendation (weight 0.22): The overwhelming majority of reviewers highly recommend the game, often without reservation. Many state they cannot recommend it enough or would buy it even at a higher price.
- Worth the Price (weight 0.19): Reviewers consistently find the game worth its cost, whether at full price or on sale. Some specify it is worth full price despite purchasing on sale, and others see the price as reasonable even without a discount.
- Great for VR Beginners (weight 0.16): The game is frequently recommended as an excellent entry point for newcomers to VR. It is seen as accessible and enjoyable for casual players and those new to the medium.
- Excellent Workout Experience (weight 0.16): Many players highlight the game as a fun way to exercise, comparing it favorably to Beat Saber. It is recommended for those seeking physical engagement and movement.
- Buy It Now (weight 0.14): Several reviewers urge immediate purchase without waiting for a discount. Some even suggest adding it to the wishlist as soon as possible.
- Short But Enjoyable Sessions (weight 0.13): Some players find the game ideal for short play sessions, though a few note it can feel like a brief attraction. It is recommended for those who prefer arcade-style, quick experiences.
- Desire for More Content (weight 0.13): Many reviewers express a strong interest in additional content or a sequel, stating they would buy it instantly. However, some withhold recommendation until more content is added.
- Sale Considerations (weight 0.13): While the game is generally praised, some reviewers suggest waiting for a sale if playing it yourself. Others recommend buying only on sale or skipping for now otherwise.
- Specific Audience Appeal (weight 0.12): The game is particularly recommended for players seeking a polished VR experience with physical engagement and strategic depth. It also appeals to those who enjoy simple, fast dual-blade fighting.
- Appeals to Roguelike Fans (weight 0.11): Reviewers who enjoy roguelike structures find the game highly recommended. It is also praised by fans of VR rhythm games with roguelite elements.
- Play Standing for Best Experience (weight 0.11): Reviewers strongly advise playing standing up rather than seated, as the combat shines in that mode. A large play area is also recommended to avoid injury.
- Physical Space Requirements (weight 0.11): The game requires sufficient space to swing arms without hitting walls, and players with small play areas are warned against purchasing. Clearing the playspace is emphasized for safety.
- Not for Everyone (weight 0.1): Some reviewers caution that the game is not recommended for the faint of heart or those unwilling to experiment with strategies. Players seeking deep sword fighting may prefer alternatives.
- Combat Style Limitations (weight 0.07): A few players dislike the quicktime-event combat style and only recommend the game to those who do not mind it. Others note that players preferring free movement should look elsewhere.
- Underrated and Niche (weight 0.04): Some reviewers consider the game underrated and somewhat niche, suggesting it may not appeal to a broad audience. Despite this, it has a dedicated following.
- Compared to Other VR Titles (weight 0.04): Reviewers occasionally compare the game to other VR titles like Blade and Sorcery, noting that the latter may offer more depth and moddability. However, this game still holds its own.
- Quest 3 Incompatibility Issue (weight 0.04): One reviewer gave a negative review due to the game being incompatible with Quest 3. This is a specific technical concern that may affect some users.
- Easy Mode Recommended for Starters (weight 0.04): New players are advised to start on easy mode to make progress. This helps ease the learning curve and enjoy the game without frustration.
- Higher Difficulty More Fun (weight 0.04): Some players find the game more enjoyable on the hardest difficulty they can manage. This suggests the game rewards challenge and skill.

Other player notes:
- Favorable comparison to Beat Saber (weight 0.18): Some reviewers compare the game to Beat Saber, with some saying it is just Beat Saber under the hood, while others describe it as being up there with it as a classic. The comparisons are mixed but generally highlight similarities.
- Effective fitness workout experience (weight 0.16): Reviewers use the game as part of their fitness regimen and find it provides a physical workout. It is valued for exercise.
- Valve Index compatibility praised (weight 0.13): Players report that the game works well with Valve Index controllers and supports Valve Index features. This indicates good integration with that VR hardware.
- No further content updates (weight 0.12): The game left early access and has not received additional content updates since. Some players see this as a lack of ongoing support.
- Two-handed weapons added post-launch (weight 0.1): A major update introduced two new two-handed weapons after launch. This expanded the combat options and was well-received.
- Price considered steep for content (weight 0.08): Reviewers feel the asking price is too high relative to the amount of content and replayability. This is a common pricing criticism.
- Motion sickness accessibility options (weight 0.08): The game includes various comfort options to reduce motion sickness, making it more accessible. This is appreciated by players sensitive to VR discomfort.
- Requires VR headset and capable PC (weight 0.07): The game is a VR title that necessitates a VR headset and a sufficiently powerful PC. This limits accessibility for some players.
- High demand for DLC or sequel (weight 0.07): Reviewers express strong interest in future content, stating they would buy DLC or a sequel immediately. This indicates a dedicated player base.
- Quest 3 adaptation concerns (weight 0.07): Some players note the game is played on Quest 3 but feel it is not properly adapted for the platform. This suggests potential performance or compatibility issues.
- Synthwave soundtrack praised (weight 0.07): The game features a synthwave soundtrack that the developers call swordwave. The music is a notable positive aspect.
- Compared to Infinity Blade in VR (weight 0.07): Reviewers compare the game to a VR version of Infinity Blade with the aesthetic of Furi. This highlights its combat and visual style.
- Refund experiences vary (weight 0.07): Some reviewers refunded the game early, while others are glad they did not. This suggests mixed initial impressions.
- Developed by Schell Games (weight 0.06): The game is both developed and published by Schell Games. This is a factual detail noted in reviews.

Emotions:
- Frustration (weight 0.11): Players are frustrated by combat inconsistencies such as attacks passing through blocks or failing to register, and enemy AI that abuses distance or gets behind the player. Technical issues like Quest 3 incompatibility, missing smooth turning, and stutters also contribute, along with difficulty spikes, repetitive combat, and lack of content. Dying resets progress completely, and random rewards make runs feel like gambling.
- Satisfaction (weight 0.11): Satisfaction comes from mastering the skill-based combat system, where timing, positioning, and improving personal skill are rewarded. Players feel badass when dodging, blocking, and parrying effectively, and victories feel earned, similar to Dark Souls. The addictive gameplay loop, weapon progression, and physical workout value also contribute to a deep sense of satisfaction.
- Disappointment (weight 0.09): Disappointment stems from the game feeling incomplete and abandoned, with no sequel or DLC and limited content such as few bosses and enemy types. Combat is often seen as arcade-like rather than physics-based, lacking visceral feedback, and the game follows prompts instead of offering true sword fighting. Early weapons are underwhelming, and bugs like empowered knight indicators remain unfixed.
- Excitement (weight 0.08): Excitement is driven by high-intensity, fast-paced action and an addictive gameplay loop that hooks players immediately. The short runs, engaging boss fights, pumping soundtrack, and fulfilling power fantasy make players look forward to harder difficulties and further development. The fast tempo and satisfying combat keep adrenaline high.
- Enjoyment (weight 0.07): Enjoyment comes from the fun and satisfying combat mechanics, including attacking, blocking, dashing, and dodging, as well as mixing weapons for different playstyles. The roguelike elements add replayability, and the game provides a great workout, making players lose track of time. The skill-based combat and varied runs keep the experience engaging.
- Enthusiasm (weight 0.07): Enthusiasm is fueled by the excellent integration of roguelike replayability with VR combat, creating a fun and engaging gameplay loop. The structured arcade-y combat with blocking and counterattacking prompts works well, and the game is seen as a must-have VR sword fighting title. Players are eager for more content and praise the intense physical gameplay.
- Appreciation (weight 0.04): Players appreciate the game's stunning visuals, beautiful art style, and great soundtrack, as well as its smooth performance. The effective weight-loss benefits and polished VR experience, including flat floors and a good tutorial, are also valued. The intuitive combat and overall design are highly regarded.
- Fun (weight 0.03): Fun is derived from the arcade-style combat that avoids clumsy physics, offering a workout through dodging and slicing. The game feels like a beat-saber-style sword fight with perfectly balanced mechanics, mixing blocks, dodges, and big swings. Fast sword swinging and perfect blocks against hard enemies are particularly enjoyable.
- Admiration (weight 0.03): Admiration is inspired by the stunningly beautiful graphics and the feature-complete, well-designed VR roguelike with unique combat. The game proves that physics-based combat is not necessary for a good time, and its combat cues make players blame themselves rather than the game. The original dual-wield concept and exceptional mechanics are highly praised.
- Love (weight 0.03): Love for the game comes from its ability to scratch the itch of fighting countless enemies and its status as a favorite VR game. The intense physical exertion, easy-to-learn but hard-to-master melee combat, and enduring fun even after playing other VR games are key. Despite endgame issues, the game remains an all-time favorite.
- Boredom (weight 0.03): Boredom arises from the repetitive nature of the core gameplay, with combat becoming tedious after the initial novelty. Running through the same stages repeatedly and mastering combat makes it easy and boring even on Nightmare, and the core loop feels like repetitive quicktime events. Few and largely empty environments contribute to the lack of variety.
- Immersion (weight 0.02): Immersion is enhanced by the soundtrack syncing with combat rhythm, readable neon visuals, and the feeling of sword-fighting for your life. The synthwave soundtrack, vibrant colors, and glowing fantasy world draw players in, and defense indicators make combat feel more immersive. One player got so immersed they knocked over a water bottle.
- Addiction (weight 0.02): Addiction is driven by the game's difficulty and intense action, making players want to keep playing despite exhausted arms. The urge to play one more run is strong, and the built-out melee combat system keeps pulling players back. The game is described as very addictive.
- Amusement (weight 0.01): Amusement comes from comparisons to For Honor with a VR roguelike twist, and jokes like the dog beating simulator and taking breaks like a loser. Framing the game as cardio at the first boss and roleplaying by yelling taunts at enemies in VR add to the humor.
- Amazement (weight 0.01): Amazement is sparked by the combat itself and the game feeling like a masterpiece that plays perfectly in VR. The visuals, music, and fast-paced combat come together wonderfully, and winning a run with shaking hands and a dropped jaw leaves players in awe.
- Exhilaration (weight 0.01): Exhilaration comes from physically demanding full-arm combat that makes victory feel earned, especially in intense later levels with many enemies. The sweat and effort required, even on the lowest difficulty, and the adrenaline during fights with knights and hammer enemies create a thrilling experience.
- Exhaustion (weight 0.01): Exhaustion results from the physical toll of long play sessions, such as fighting the final boss after 40+ minutes of sword fighting. Arms give out from repeated swinging, and running out of energy during the first boss fight is common, with many unable to play more than 30 minutes per session.
- Anger (weight 0.01): Anger is caused by technical issues like the controller ray not displaying on Quest 3, and by the game telling the player to swing harder, which can lead to injury. Developers being described as sellouts setting VR progress back also provokes anger.
- Dislike (weight 0.01): Dislike is directed at the end boss waiting phases and the requirement to position the weapon into a strike line to block instead of reacting to incoming attacks. Eye-searing graphics are also a point of contention.
- Surprise (weight 0.01): Surprise comes from the game turning out much better than expected and being so polished despite still being in early access. Sweating during the first play session on an Index also caught players off guard.}