Info about Neverinth:

Official game description:
  
The gods are dead and the tree of life, Yggdrasill, summons her last hope to the Neverinth. History’s strongest women heed the call and begin the trial but only those who pass will earn the sacred title of Valkyrie.  
Explore the everchanging halls of the Neverinth and uncover the history of the Valkyrie. Do glorious battle against the beasts and monsters of Norse legend and uncover the hidden pasts of each heroic woman. But their trials will not be easy as they face down those that haunt the sacred halls of Valhalla, and face down aftermath of Ragnarok.  
*   Conquer the three-dimensional labyrinth and break through the limits of survival.  
*   Master powerful, paced combat that is as punishing as it is rewarding.  
*   Collect and wield an arsenal of incredible weapons.  
*   Engage in risk-reward combat by exerting the strength of the Valkyrie.  
*   Immerse yourself in Norse mythology and battle the enemies of Midgard.  
*   Witness the danger and horror of boss battles from the depths of the Old World.  
*   Dedicate yourself to the fallen gods and gain their power. Unlock their weapons and skill.  
*   Unlock content including levels, new characters, monsters, gear, and skills.  
*   Play as five different Valkyrie, each using their unique abilities and discovering their lost memories.

Release date: 17 Jun, 2020

Categories: Roguelike, Souls-like Combat, Real-time Combat, Character Progression, Exploration, Character Customization, Resource Management, Single-player


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


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:
- Enjoyable and Promising Gameplay (weight 0.99): Players generally find the game to be a fun, engaging, and polished experience, especially considering its price point and Early Access status. It's seen as having a solid foundation and significant potential for future development.
- High Replayability and Variety (weight 0.91): The game offers high replayability due to its roguelike elements, including randomly generated levels, varied enemy encounters, and diverse item/build combinations. Each run feels unique, encouraging players to keep coming back.
- Appealing Character and Costumes (weight 0.28): Players appreciate the visual design of the characters, particularly the female characters, and the availability of various unlockable costumes. This adds to the aesthetic appeal and provides motivation for continued play.
- Satisfying Progression System (weight 0.16): The progression system, especially the totem customization, is well-received. It provides a sense of continuous growth and allows players to personalize their experience, motivating them to grind for resources.
- Pleasing Graphics and Art Style (weight 0.08): The game's graphics, animations, and overall art style are considered pleasing and well-executed, contributing positively to the player's experience.
- Valkyrie Totem Attributes (weight 0.07): Specific attributes of the Valkyrie totem are detailed, indicating its significant impact on gameplay by enhancing attack damage and removing stamina consumption.
- Challenging Boss Encounters (weight 0.06): Boss encounters are highlighted as challenging and well-designed, featuring varied movesets and creative mechanics that provide a sense of accomplishment upon defeat.

Common complaints:
- Game is unfinished and abandoned (weight 0.92): Players widely report that the game is incomplete, unpolished, and lacks sufficient content for a full release. Many feel it was abandoned by developers, leading to a perception of it being a 'scam' or not worth its price.
- Imbalanced and unfair combat (weight 0.75): Combat encounters are frequently criticized for being imbalanced, with enemies having unfair advantages like infinite combos, high damage, and problematic hitboxes. Bosses are particularly noted for their extreme difficulty and frustrating mechanics, such as the Dark Valkyrie's relentless displacement.
- Flawed roguelike progression (weight 0.45): The roguelike elements, particularly item and rune systems, are poorly implemented. Players report issues with useless items, reliance on luck for progression, low drop rates for essential items like health potions, and a lack of meaningful progression or retention between runs.
- Poor technical performance and polish (weight 0.41): The game suffers from significant technical issues, including poor optimization, low frame rates, and clunky, stiff animations. Sound effects are also described as plain and uninspired, contributing to a lack of overall polish and immersion.
- Ineffective totem mechanic (weight 0.16): The totem mechanic is largely ineffective and buggy. Players report crashes, inability to equip totems, and minimal stat bonuses that make the system feel useless. Issues with random attributes and difficulty in filling slots further detract from its value.
- Greatsword weapon is underpowered (weight 0.13): The greatsword weapon type is specifically highlighted as problematic. It suffers from slow attacks, lack of parry, poor hitbox matching, and an overall feeling of being underpowered and inconvenient to use, making it an undesirable choice.
- Keybinds and settings cannot be saved (weight 0.09): A significant technical flaw is the inability to save custom key bindings or change graphics settings. This prevents players from personalizing their controls and optimizing performance, leading to a frustrating user experience.
- Lack of character and enemy variety (weight 0.09): The game lacks character customization options, and the existing character models are described as boring or unappealing. The limited and monotonous enemy variety also contributes to a lack of visual interest.

Gameplay feedback:
- Extensive Progression System (weight 0.64): The game features a robust progression system. Players unlock new characters, weapons, and accessories through achievements. Permanent progression is also tied to a 'Totem' system, where collected 'gems' or 'cubes' are used to permanently enhance character stats and unlock outfits, with character levels persisting across runs.
- Souls-like Roguelike Gameplay (weight 0.55): The game blends Souls-like combat mechanics with roguelike progression and randomly generated levels. This combination offers challenging combat and high replayability due to varied runs.
- Deep Combat Mechanics (weight 0.52): Combat features a parry system with a tight timing window, a dodge mechanic, and a unique 'Life Debt' system for enhanced moves. There are three distinct weapon types (sword/shield, katana, greatsword), each offering different playstyles, parry timings, and special abilities.
- Limited Game Content (weight 0.31): The game currently has limited content, with only two fully implemented worlds and a third unfinished area. This results in a small number of unique bosses, making runs feel repetitive quickly.
- Norse Mythology Theme (weight 0.19): The game is heavily themed around Norse mythology, featuring Valkyries as playable characters and central to the narrative. The story revolves around the Tree of Yggdrasill and the aftermath of Ragnarok.
- Strategic 'Life Debt' Mechanic (weight 0.11): The 'Life Debt' mechanic allows players to sacrifice a portion of their current health for powerful attacks or accelerated actions. This sacrificed health can be recovered by dealing damage to enemies or regenerates slowly over time, adding a strategic risk-reward element to combat.
- Random Reward Doors (weight 0.09): Keys are rare drops from enemies and are used to open random 'reward doors' that may or may not appear on the map. These doors can contain valuable equipment or magic cubes, adding an element of chance to item acquisition.
- Three Distinct Weapon Types (weight 0.09): There are three primary weapon types available: sword and shield, katana, and greatsword. Each weapon type offers unique movement sets and can be used by any of the playable characters, allowing for diverse combat styles.
- Multiple Playable Heroines (weight 0.07): The game features three main heroines, each with unique starting attributes (vitality, stamina, damage) and distinct dodge animations. While any weapon can be used by any character, their initial stats influence preferred playstyles.
- Stamina Management Critical (weight 0.06): Stamina is a crucial resource, consumed by nearly all physical actions including attacks, running, and dodging. Running out of stamina leaves the player highly vulnerable during combat encounters.
- Hidden Rooms and Items (weight 0.06): The game includes hidden walls that can be destroyed with bombs or explosive items, revealing new rooms. These secret areas often contain valuable items like healing potions, explosive potions, or special runes that offer powerful effects at a health cost.

Performance notes:
- Inconsistent performance and optimization (weight 0.25): Many players report inconsistent performance, including choppiness, lag, and frame drops, even on capable hardware. While some note improvements since early access, optimization remains a significant concern for many, impacting the overall gameplay experience. Some users also reported stutters.
- Smooth performance on Steam Deck (weight 0.05): A few players specifically mentioned that the game runs well on the Steam Deck, indicating good compatibility and performance on that platform. This suggests that the game is well-optimized for handheld play.
- Difficulty level unknown (weight 0.02): One review mentioned that the difficulty level of the game is currently unknown. This indicates a lack of clarity or experience regarding the game's challenge.

Recommendations:
- Buy only on deep sale (weight 0.72): Many players feel the game is not worth its full price due to its unfinished state and lack of content. However, a significant portion of the community recommends purchasing it only when it's heavily discounted, suggesting it offers reasonable value at a lower price point.
- Good for Souls-like fans (weight 0.1): The game is recommended for players who enjoy the 'Souls-like' genre, particularly those looking for a quick experience with a few boss fights. Its roguelike elements also appeal to fans of that genre.
- Support developer's future work (weight 0.05): Some players are willing to purchase the game primarily to support the development team, even if the game is incomplete. They express hope for future development and would repurchase if work resumes.
- Try demo or 2-hour refund (weight 0.05): Players are advised to try the available demo or utilize Steam's refund policy by playing for less than two hours. This allows potential buyers to assess the game's current state and decide if it's for them before committing.
- Recommended for anime fans (weight 0.04): The game is specifically recommended for fans of anime, suggesting it has aesthetic or thematic elements that would appeal to this demographic.
- Unique and special experience (weight 0.04): Despite its flaws, some reviewers believe the game offers a unique and special experience that should not be overlooked. They encourage others to give it a chance.
- Suggest new game modes (weight 0.03): A specific suggestion for game improvement includes adding level selection per floor, allowing players to choose cleared levels or challenge new ones, and introducing a one-life mode for hardcore players.
- Early Access bugs expected (weight 0.03): Players acknowledge that bugs and specification changes are to be expected in an Early Access title, indicating a common understanding of the development phase.
- Beware of influencer hype (weight 0.02): Players who are only considering the game because of a specific video (e.g., by Iron Pineapple) are advised to reconsider or pass on the purchase, implying the video might overhype or misrepresent the current state of the game.
- Friendship-based support (weight 0.02): One reviewer explicitly states they are supporting the game out of friendship, regardless of its quality. This indicates a personal bias rather than a review based on objective gameplay experience.
- Anticipate official release (weight 0.02): A reviewer expresses anticipation for the game's official release, indicating they see potential in its future development.

Other player notes:
- Development Abandoned & Unfinished (weight 0.95): The game's development has ceased due to severe personal and financial issues faced by the developer, including a family illness and lack of funds. This has left the game in an unfinished state, despite being moved out of Early Access, leading to player disappointment.
- Strong Core Concept & Art (weight 0.31): Players appreciate the game's core design, charming graphics, beautiful music, and well-designed characters. Despite its unfinished state, the initial concept and artistic direction are seen as strong points, with specific mentions of anime-style characters and a Norse setting.
- Desire for Future Content & Mods (weight 0.2): Players express a strong desire for continued development, including new content like stages, characters (archer, spellcaster), and improved game mechanics. There's also a notable interest in future mod support and specific suggestions for environmental details and safe area interactions.
- Stat & Skill Upgrade Recommendations (weight 0.05): Players recommend specific strategies for character progression, such as prioritizing base stat upgrades and increasing health to avoid being one-shot by bosses. This indicates a need for better balancing or clearer guidance on skill progression.
- Buyer Advice & Refund Option (weight 0.03): Reviewers offer advice to potential buyers, suggesting they research roguelike games to ensure it fits their preference and reminding them that refunds are an option if they don't enjoy the game.
- No Trading Cards (weight 0.02): The game currently lacks Steam trading cards, which is a minor point of feedback for some players.

Emotions:
- Disappointment (weight 0.32): Players expressed disappointment primarily due to the game being released as a 'full' or 'final' product while still feeling unfinished, buggy, and lacking content. This was compounded by the perception that development had been abandoned, leading to unfulfilled potential and a sense of a 'half-baked prototype'.
- Frustration (weight 0.19): Frustration stemmed from various technical issues such as poor performance, bugs, and the inability to customize controls. Gameplay mechanics like unfair stamina recovery, excessive enemy stun-locking, and high, inconsistent boss difficulty also contributed significantly to player frustration.
- Satisfaction (weight 0.13): Satisfaction was derived from the game's core Souls-like and roguelike gameplay, which many found enjoyable and replayable, especially considering its price point. Players appreciated the challenging combat, build variety, and the overall value offered by the game's mechanics and design.
- Regret (weight 0.07): Regret was felt due to the game's unfulfilled potential and its premature abandonment by the developers, often linked to personal circumstances. Players lamented the incomplete state of the game and the lost hope for its continued development.
- Hope (weight 0.05): Hope was expressed as a strong desire for the game to be completed, improved, and receive future updates, especially given its early access status. Players anticipated new content, bug fixes, and overall enhancements to the game's quality and features.
- Enjoyment (weight 0.04): Players found enjoyment in the game's fun and challenging gameplay, particularly its combat and roguelike progression elements. Despite its unfinished state, the core mechanics and interesting ideas provided a pleasant and engaging initial experience.
- Excitement (weight 0.04): Excitement was generated by the game's potential, its unique genre blend, and its challenging combat with varied builds. Players were enthusiastic about the novel gameplay, interesting mechanics, and the overall concept of the game.
- Empathy (weight 0.02): Empathy was shown towards the developers due to their difficult personal circumstances and the perceived dedication they put into the game. Players understood that external factors led to the cessation of development.
- Sadness (weight 0.02): Sadness arose from the game being unfinished and abandoned, leading to an inability to recommend it despite its potential. This emotion reflects the disappointment of seeing a promising title left incomplete.
- Optimism (weight 0.02): Optimism was based on the belief that the game would improve with future content and updates, especially during its early access phase. Players held high hopes for the game's potential and ongoing development.
- Anger (weight 0.01): Anger was directed at specific design choices, such as poor key remapping functionality and the perceived unfairness of certain enemy and boss designs. This indicates frustration with aspects that felt inconsiderate to the player experience.
- Joy (weight 0.01): Joy was a personal feeling of enjoyment derived from the gameplay experience, even when acknowledging the game's flaws. It highlights that despite issues, the core fun factor resonated with some players.
- Appreciation (weight 0.01): Appreciation was expressed for the game's high polish, animations, and graphics quality, especially considering it was an indie title from a Taiwanese team. This highlights recognition of the technical and artistic effort.
- Desire (weight 0.01): Desire was expressed for specific content additions, such as more sexualized character models and physics, as well as enhanced environmental details and interactive NPCs. This indicates a wish for more immersive and visually appealing elements.
- Boredom (weight 0): Boredom was caused by a perceived lack of story and missions, suggesting that the game's content was insufficient to maintain player engagement over time.
- Feeling cheated (weight 0): Players felt cheated because the game was advertised and sold as a complete product, but was perceived as unfinished and subsequently abandoned. This points to a breach of trust regarding the game's development status.
- Uncertainty (weight 0): Uncertainty arose from exceeding the playtime limit for a refund, indicating a dilemma for players who were unsure whether to continue playing or attempt to get their money back despite the game's issues.
- Dizziness (weight 0): Dizziness was attributed to a perceived low frame rate, suggesting that performance issues negatively impacted the physical comfort and playability for some users.
- Surprise (weight 0): Surprise was a positive initial impression of the game's core idea, indicating that the concept itself was novel and appealing to players at first glance.
- Nostalgia (weight 0): Nostalgia was linked to engaging gameplay, suggesting that the game's mechanics or style evoked positive memories of past gaming experiences for some players.}