Info about The Unliving:

Official game description:
The realm of the living has been corrupted to its core and a storm is coming to change the world order. This storm is you, a mighty Necromancer, a sorcerer who denies death and leads the legions of the dead. Clerics and lords hope to hide behind high walls, but there’s no stronghold to cover them from your wrath. Smite hundreds of those standing in your way and turn them into your tools on the way to a greater purpose.  
The Unliving is a dynamic rogue-lite action RPG with strategic elements. Raise the undead, use numerous spells and explore a mystical world, all realised with darkly extravagant pixel-art.  
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TURN ENEMIES INTO YOUR UNDEAD ARMY
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Each fallen foe can be resurrected and added to your army to create unlimited legions of the dead. These re-animated creatures have their own unique abilities, such as the undead Priest whose blessings in life, will now curse your enemies in death.  
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UNLOCK THE SECRETS OF NECROMANCY
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Meet colorful characters - friends and foes alike. Question members of your own necromantic cult, force answers out of your enemies and even dialogue your own phylacterium - to gather the lost memories of the Necromancer piece by piece and reveal the nature of his immortality. Who knows, maybe you also find out the grim truth about the supreme hierarchies of the Church.  
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CRUSH EVERYONE IN YOUR WAY
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Only some of the living are helpless victims, the rest can retaliate against your forces. They hold the line, move in large groups and wield powerful abilities too. They cherish their lives and will not fall easily, so unleash hell as the Undead Lord to bring them to their knees.  
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CONQUER UNCHARTED LANDS
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The world is randomly generated for each run and is richly populated with an array of creatures, artefacts, secret rooms and deadly traps. Each part of the world is occupied by a variety of living inhabitants - invade villages and slay feeble peasants to reinforce your army or engage in a desperate fight to the death in the swamps against formidable foes.  
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BATTLE EPIC BOSSES
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The powerful creatures of this shadowy world will do all they can to stop you. Each boss has a unique fighting style and set of abilities, meaning deftness in combat and strategic thinking will be crucial in emerging victorious from these gruelling encounters  
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DIE AND RISE AGAIN
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Ability to deny death itself is the greatest secret of the Necromancer. Another mortal strike is merely a setback for him. Take a lesson from your death and don’t let your enemies catch you the same way twice.

Release date: 26 Oct, 2023

Categories: Roguelike, Action RPG, Strategy, Unit Management, Exploration, Procedural Generation, Resource Management, Character Progression


- 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:
- Engaging Art & Fun Gameplay (weight 0.58): Reviewers consistently praise the game's beautiful and detailed pixel art style, finding it visually captivating. The gameplay is described as fun, addictive, easy to pick up, and offers a refreshing and unique experience.
- Authentic Necromancer Horde Control (weight 0.4): The game excels at delivering the fantasy of being a powerful necromancer, allowing players to raise and control massive hordes of undead. This core mechanic provides a unique sense of power and is central to the gameplay experience, with specific praise for horde management and minion control.
- Rich Lore & Solid Writing (weight 0.27): The game features a well-written world with intriguing lore, compelling characters, and engaging dialogue. Reviewers appreciate the attention to detail in the story building, which provides a solid foundation and adds significant interest to the game.
- Strong Potential & Concept (weight 0.16): The game is recognized for its fantastic and promising core idea, with reviewers noting its significant potential to become an excellent and endlessly playable title. A lot of effort and love from the developers is evident in its current state.
- Stable Performance & Value (weight 0.12): The game is noted for having few bugs and functioning well, with AI that responds to player commands. Reviewers consider it a solid product for its price, indicating good value and a generally smooth experience.
- Engaging Roguelite Progression (weight 0.11): The game features a fun and engaging roguelite loop, encouraging 'die and retry' gameplay with constant evolution. Players appreciate the abundance of skills, weapons, and ability combinations, allowing for significant build diversity and replayability.
- Extensive Spell & Build Variety (weight 0.1): The game offers a very large number of spells and skill trees, leading to excellent build diversity. This variety ensures each round feels unique and allows players to experiment with different combinations and progression paths.
- Lively & Innovative Combat (weight 0.07): Combat mechanics are described as lively, fun, and engaging, with reviewers noting the innovative and novel gameplay experience. The visuals also contribute to clarity even during intense, screen-filling combat scenarios.
- Unique Sacrifice Mechanic (weight 0.05): The game incorporates a unique and impactful sacrifice system, allowing players to utilize dark arts, blood, bones, and souls. Sacrificing different zombie types for varied effects is a core and enjoyable mechanic that intensifies combat.

Common complaints:
- Major Bugs & Poor AI (weight 1): The game is plagued with numerous bugs, including performance issues and glitches. Both enemy and friendly AI, especially for the undead minions and horde, are consistently criticized as being terrible, getting stuck, not attacking, or not following commands, making combat frustrating and often unplayable. Controls for the necromancer and horde are also described as clunky and imprecise.
- Weak Progression & Skills (weight 0.6): The game's progression system, including skill trees and upgrades, is widely criticized for being unrewarding and often counterproductive. Players report not feeling stronger despite unlocks, with many skills and spells being useless, conditional, or even making the game harder by polluting the random skill pool.
- Unfinished, Repetitive Gameplay (weight 0.56): Many players feel the game is unfinished, unpolished, and lacks sufficient content, making it feel like an incomplete product. The core gameplay loop quickly becomes boring and repetitive, with the roguelike elements failing to provide meaningful variety or replayability, leading to a tedious grind.
- Fragile Necromancer Character (weight 0.23): The main character, the Necromancer, is consistently described as being very fragile and weak, especially in early game. Their basic attacks are slow, low-damage, and often put them at risk, making solo combat difficult and unrewarding.
- Poor Tutorials & Guidance (weight 0.16): The game is perceived as overly complicated with a steep learning curve, yet it provides insufficient tutorials and in-game guidance. This leaves players confused about basic mechanics, resources, and the overall gameplay logic, hindering their ability to engage effectively.
- Game Abandoned by Developers (weight 0.11): A significant concern is the apparent abandonment of the game by its developers, with reports of the studio going under. This means the game is no longer supported and is unlikely to receive future patches or content updates, leaving existing issues unresolved.

Gameplay feedback:
- Roguelite death-progression loop (weight 0.12): The game features a core roguelite loop where players die, accumulate currency, and use it to upgrade their character and army for future runs, making progression easier. Each run involves procedural maps and random upgrades.
- Intuitive horde control (weight 0.1): The game provides intuitive controls for the undead horde, primarily using the right mouse button for movement, guarding, and targeting. Ctrl allows minions to gather around the player.
- Necromancer undead army (weight 0.09): Players embody a necromancer, raising and controlling diverse undead minions, each with unique skills. The main combat revolves around managing and utilizing this resurrected army.
- Skills consume life/minions (weight 0.07): Activating skills and spells consumes the Necromancer's lifeforce (mana) and often requires sacrificing existing undead minions, adding a strategic layer to resource management.
- Undead sacrifice effects (weight 0.07): Sacrificing different types of undead minions triggers unique "death rattle" effects, such as an archer firing a powerful last arrow or a basic fighter exploding for damage, adding tactical depth.
- Larger horde, more power (weight 0.04): A central strategic element is maintaining and growing the undead horde, as its size directly correlates with the player's power. The game emphasizes keeping the army intact throughout a run.
- Diverse resource currencies (weight 0.04): The game utilizes multiple types of currency and resources, including gold, ash, primal souls, base souls, blood, bone, echo, and mana, which are used for various upgrades and progression.
- Non-linear skill slots (weight 0.04): The game features a non-linear skill tree with skills picked up and restricted to specific slots, suggesting a degree of build customization and strategic choice.
- Advanced minion targeting (weight 0.03): Players can direct minions to sweep across fields, causing them to split and attack spread-out enemies, allowing for more nuanced control over their horde's engagement.
- Random spell access (weight 0.03): Spells are accessed randomly during runs, with some feedback suggesting an option to narrow down access to a selection of 'favorites' for more player control.
- Life force recovery (weight 0.03): Life force is tied to health and can only be recovered by killing monsters and collecting potions, outlining a specific resource management challenge.
- Limited individual unit control (weight 0.03): Players cannot adjust individual units or arrange them in a queue, indicating a focus on horde-level control rather than micro-managing specific minions.
- Demanding quest grind (weight 0.03): The game involves potentially long quest grinds, indicating it is not a casual experience and requires significant time investment from players.
- Diverse monster types (weight 0.03): The game features over ten types of monsters, each transforming differently when resurrected, contributing to variety in minion types.
- Separate spell/rune unlocks (weight 0.03): Spells and runes are unlocked separately, but during runs, both types of upgrades can be found within "shards," detailing a specific aspect of the progression system.
- Ash weapon upgrades (weight 0.03): Players can upgrade their hex weapon using ash at an "ash anvil" found during world exploration, typically once per level, providing a specific upgrade path.
- Basic attack damage (weight 0.03): This cluster provides specific numerical values for basic attack damage, both initial and after upgrades. This level of detail is typically relevant for balance discussions.
- Amnesiac necromancer lore (weight 0.03): The player character is an amnesiac necromancer trapped in a temporal loop, a side effect of a powerful spell. This describes the game's narrative premise.

Performance notes:
- Frequent performance & crashes (weight 0.1): Players report significant performance issues, including frequent frame rate drops, stuttering, and long loading times. The game also experiences crashes and freezes, particularly on Steam Deck, impacting the overall experience.
- Solid PC optimization (weight 0.05): Many players experience stable and well-optimized performance on various PC configurations, including low-end notebooks and systems with GTX 1080. The game runs without significant lag, freezes, or bugs on healthy Windows 10 PCs.
- Missing screen shake toggle (weight 0.02): Players desire an option to disable screen shake, indicating its presence can be disruptive or cause discomfort. Adding this accessibility feature would improve the player experience.

Recommendations:
- Buy on Sale Recommended (weight 0.43): Many reviewers suggest the game is a worthwhile purchase, but primarily when it's offered at a discounted price. They feel its current value aligns better with a sale price rather than full retail.
- Not Recommended Currently (weight 0.34): A significant number of reviewers advise against purchasing the game in its current state, citing various issues like poor balance, lack of updates, or general unworthiness at full price. They often suggest waiting for improvements.
- Generally Worthwhile Experience (weight 0.27): Despite acknowledging existing flaws, a significant portion of reviewers found the game to be a generally enjoyable and worthwhile experience. They expressed satisfaction with their purchase, an intent to continue playing, and some even stated they would not seek a refund.
- High Potential, Needs Fixes (weight 0.15): Reviewers frequently express that the game possesses significant potential to be a great title, but it is currently held back by various issues that require explicit developer attention, optimization, and fixes. They hope for continued development and polish.
- Undead Army Utility (weight 0.02): A specific concern is raised regarding the utility of the undead army, with a desire for them to be more than just "meat shields." Reviewers hope for mechanics that allow for strengthening the army rather than just using them as disposable units.
- Core Gameplay Loop (weight 0.02): The game is described as a simple real-time strategy action game where players resurrect defeated enemies to build an army. This army is then used to fight more foes, often dying quickly, leading to a cycle of resurrection and combat.
- Mouse & Keyboard Recommended (weight 0.02): One reviewer specifically recommends playing the game using a mouse and keyboard. This suggests it provides a better control experience compared to other input methods.
- Developer Passion Project (weight 0.01): One reviewer recommends the game specifically because they perceive it as a "passion project" by the developers. This implies a certain level of dedication or artistic merit despite potential flaws.
- Hyperbolic Emotional Response (weight 0.01): This point expresses a strong, emotional, and likely hyperbolic reaction to the game, stating the reviewer is "too lazy to spend money on a box of takeout after playing it." This is not constructive feedback and uses emotional language without specific details.

Other player notes:
- Early Access Status (weight 0.05): Reviewers frequently mention the game's Early Access status, noting that content was limited during this phase. Some players had experience with the game from its early development years.
- Desire for Sequel (weight 0.02): Players expressed a strong desire for the development team to create a second installment of the game. This indicates a positive overall impression and interest in the game's universe.
- Short Game Length (weight 0.02): Reviewers noted that the game could be completed in a very short amount of time, specifically less than three hours. This suggests a concern about the game's overall content or replayability.
- Minions Core Gameplay (weight 0.02): The game's fundamental gameplay revolves around the use and management of minions. This highlights a central mechanic that defines the player experience.
- Played Early Demo (weight 0.02): A reviewer mentioned having played an early demo of the game. This provides context about their prior experience with the game's development.
- Willing to Support (weight 0.02): Some reviewers expressed a willingness to financially support the game's author or developers. This indicates a positive sentiment and belief in the project.

Emotions:
- Frustration (weight 0.29): Players experience frustration primarily due to a multitude of technical issues, including pervasive bugs (some game-breaking) and consistently poor minion AI, which often leads to pathing and combat problems. This is compounded by clunky controls, repetitive gameplay loops, and an overall unpolished or unfinished feel, making progression difficult and the experience tedious.
- Disappointment (weight 0.26): Disappointment stems primarily from the game's unfinished and unpolished state, often compounded by developer abandonment, which leaves significant potential unfulfilled. Players feel let down by persistent bugs, shallow or repetitive gameplay, and design choices that prevent the game from delivering on its core concept or genre expectations.
- Satisfaction (weight 0.19): Players express satisfaction when the game successfully delivers on its core necromancer and horde-management fantasy, offering unique and engaging gameplay mechanics. This positive experience is often enhanced by appealing art style, enjoyable progression, and a sense of power or mastery over their undead army.
- Excitement (weight 0.05): Excitement is driven by the game's core concept of necromancy and controlling a horde of undead, which fulfills a specific fantasy for players. The unique mechanics, particularly the feeling of power and control over an army, contribute to a sense of anticipation and enjoyment of the game's potential.
- Hope (weight 0.05): Hope arises from the recognition of the game's underlying potential, despite its current flaws, leading players to express a strong desire for continued development, bug fixes, and additional content. They believe the game could become excellent if its issues are addressed and its vision fully realized.
- Enjoyment (weight 0.03): Enjoyment is derived from the game's addictive gameplay loop, appealing visuals, and the successful implementation of its necromancy theme. Players find the overall experience engaging and appreciate the progression system.
- Confusion (weight 0.02): Confusion arises from the game's unclear mechanics, particularly regarding undead minions and damage calculation, coupled with an overload of information and a lack of clear tutorials. Players struggle with overly complicated systems, poor information delivery, and confusing UI elements like dual health bars.
- Annoyance (weight 0.02): Annoyance is caused by a collection of minor bugs, stuttering, and sound issues, alongside a general lack of polish. Specific gameplay elements like trapdoors, mobs getting stuck, and unexpectedly high damage taken also contribute to a frustrating experience.
- Boredom (weight 0.01): Boredom stems directly from the game's repetitive grind and mechanics, leading to an uninteresting experience during repeated play sessions. The lack of variety makes the gameplay loop feel tedious over time.
- Mild frustration (weight 0): Mild frustration arises from minor bugs and optimization issues that, while not game-breaking, detract from the overall smooth gameplay experience.
- Anticipation (weight 0): Anticipation is felt by players who are waiting for the game to be fully completed and polished, indicating a desire to experience its full potential once development is finished.
- Shock (weight 0): Shock is expressed due to the surprising lack of significant improvement in the game over time, indicating that players expected more progress in development than was delivered.
- Embarrassment (weight 0): Embarrassment is specifically linked to the poor quality of the zombie AI, suggesting that its inadequacy is so pronounced it reflects poorly on the player or the game itself.
- Disgust (weight 0): Disgust is evoked by the extremely poor quality of the minion AI and imprecise controls, indicating a strong negative reaction to these fundamental gameplay flaws.
- Joy (weight 0.02): Joy is experienced through the satisfying horde management gameplay, extensive unlock options, and appealing visuals. Players particularly enjoy fulfilling the fantasy of being a powerful necromancer.
- Regret (weight 0): Regret is felt by players who purchased the game, specifically because they later discovered or realized its abandoned development state. This leads to a feeling of having wasted money on a product that will not be improved.
- Sadness (weight 0): Sadness is expressed due to the player's inability to recommend the game to others, implying that despite some potential or personal enjoyment, the game's flaws prevent a positive endorsement.
- Anger (weight 0.02): Anger is primarily fueled by the perception of developer abandonment and a feeling of being cheated, especially when the game is buggy and not working as intended. This leads to intense frustration and a sense that developers have taken money without delivering a functional product.
- Defensiveness (weight 0): Defensiveness arises from a perception that the game is receiving unfair negative reviews, leading players to defend its qualities against what they consider unjust criticism.}