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Texto original · InglésFallen heroes of old folk tales and legends: you are on the verge of a crucial battle against the Nightmare invading and corrupting your world. A roguelike action game from the creators of Curse of the Dead Gods©, playable solo or in online co-op.

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Jugabilidad principal25 %—
Combinaciones y estrategia25 %—
Rejugabilidad20 %—
Azar y equidad20 %—
Acabado y usabilidad10 %—
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Resumen de la comunidad

Texto original · InglésA MOBA-flavoured action roguelike from Passtech Games (Curse of the Dead Gods) where fairy-tale and legend heroes such as Beowulf, Scarlet and Geppetto fight a corrupting Nightmare across three timed chapters, solo or in up to 4-player online co-op.

Texto original · InglésPlayers land at Mostly Positive on Steam (about 80% of roughly 22.8k reviews) and critics are warmer (Metacritic 84 from 11 reviews, Metacritic user score 7.0 from 110 ratings). Almost everyone agrees the art, the distinct hero kits and the co-op are excellent, and the people who click with it log hundreds of hours. The common complaint is thin content: the same three maps and bosses forever, with new post-launch content mostly arriving as heroes, skins and events. Netcode problems, in particular no way to rejoin after a disconnect, and a steep and poorly explained learning curve sour many negative reviews. It left Early Access on 26 Sep 2024 (1.0) and has kept getting updates, though some players call the pace slow and dislike paid hero DLC.

Lo que elogian los jugadores

  • Texto original · InglésHeroes play like MOBA champions (passive, abilities, ultimate unlocked at level 5) and feel genuinely different from each other
  • Texto original · InglésFairy-tale and literary roster; the art style, animation polish and music are praised even in negative reviews
  • Texto original · InglésCo-op is the highlight: no meta-progression gaps between friends, so anyone can jump in on equal footing, and some heroes (Romeo and Juliet) reward playing off each other's moves
  • Texto original · InglésThe countdown to the boss creates risk/reward routing: rush the boss for bigger rewards, or clear the map for power at the cost of a harder boss
  • Texto original · InglésDay/night cycle and map points of interest affect which enemies and objectives are worth doing, rewarding map knowledge
  • Texto original · InglésSkill and game knowledge matter more than grinding; several long-time players say every hero has multiple strong builds and the game becomes addictive once it clicks
  • Texto original · InglésHighly replayable for enthusiasts: multiple reviewers report 300 to 1000+ hours, and free updates added events, enemies and quests
  • Texto original · InglésCritics call it an accessible, polished, stylish roguelike (Metacritic scores 78 to 100)

Lo que critican los jugadores

  • Texto original · InglésOnly three maps, three chapter bosses and a limited set of enemies, so runs feel samey after the first ~20 hours
  • Texto original · InglésNo rejoin after a crash or disconnect, and if the host drops the whole run is lost; players report this persisting for years along with lobby bugs, random disconnects and multiplayer that fails to start for some
  • Texto original · InglésSteep learning curve with little in-game explanation of items, map objectives and build synergies; newcomers often die a lot and bounce off
  • Texto original · InglésCombat and difficulty scaling: enemies feel spongy, and higher difficulties mostly add HP, damage and XP penalties rather than new mechanics
  • Texto original · InglésShallow meta-progression and few reasons to continue after clearing the top difficulty; build variety within a hero is described as narrow by some
  • Texto original · InglésHero balance is uneven and some heroes (for example Scarlet and Geppetto) are called poor starting choices
  • Texto original · InglésSteam Deck complaint of a locked 720p image with black bars
  • Texto original · InglésSound and music become repetitive over long play

Características distintivas

  • Texto original · InglésA PvE MOBA-style roguelike: hero kits with passives and ultimates in an ARPG-roguelike loop, compared by reviewers to Battlerite and Risk of Rain
  • Texto original · InglésA visible timer to the boss that scales the boss up if you are late, and offers bigger rewards if you go early
  • Texto original · InglésNo traditional meta-progression: unlocks are horizontal additions to the item and talent pool, so power comes from knowledge, not hours
  • Texto original · InglésDay/night system that changes enemy behaviour and what you should fight and when
  • Texto original · InglésA roster built on folk-tale and literary figures

Opiniones divididas

  • Texto original · InglésThe boss timer: seen as excellent pressure and routing by some and as unwelcome stress by others
  • Texto original · InglésDifficulty: fans say it is fair and rewarding once learned, while others find it punishing and not rewarding like Elden Ring-type games
  • Texto original · InglésBuild variety: some players find strong builds for every hero, others say the best build is obvious
  • Texto original · InglésContent roadmap: some see steady free updates (events, Songs of Thieves) while others call the updates hollow and object to paid DLC heroes
  • Texto original · InglésPatches: a co-op group reported each update made runs harder and diluted the reward pool, while others enjoy the added events

Repetición y obstáculos

  • Texto original · InglésRepeating the same three chapters, about 18 minutes each, many times to beat each difficulty; top difficulties feel slow and grindy
  • Texto original · InglésReduced XP on high difficulty means you barely level or find loot, leaving some players quitting after the first stage
  • Texto original · InglésLosing long runs to disconnects or crashes, since there is no rejoin
  • Texto original · InglésScale-or-perish pacing: the timer forces fast snowballing, which some find stressful and punishing, especially when missing telegraphs under visual clutter
  • Texto original · InglésPaid hero DLC on top of the base game irritates some players

Mejoras esperadas

  • Texto original · InglésNew maps, bosses and enemy factions, not just new heroes and skins; this is the most repeated request
  • Texto original · InglésReconnect and host-migration support plus more stable netcode and lobbies
  • Texto original · InglésAn endless or sandbox-style mode for power-fantasy play after the highest difficulty, plus more meaningful reasons to attempt higher difficulties
  • Texto original · InglésBetter onboarding and tutorials for items, map objectives and heroes
  • Texto original · InglésDeeper build choice and wider use of the co-op combo mechanic from Romeo and Juliet across the cast
  • Texto original · InglésAccessibility and platform fixes (colour-blind modes, Steam Deck resolution)

Texto original · InglésLaunched in Early Access in 2023 and reached 1.0 on 26 Sep 2024 on PC, with PS5, Xbox, Switch versions and a Switch 2 release listed on Metacritic. Post-1.0 support includes the Nightmares Unleashed update (Jan 2025), the paid Merlin hero DLC (Jan 2026), the free Songs of Thieves update (27 May 2026, new Thieves faction, boss Stingy Jack, multiplayer pause) and a Kintaro hero DLC that Steam news lists for Oct 2026. Steam lists the price at $24.99. Patch notes through 1.4 and 1.5 mainly target network stability, reconnect pop-ups and bugs. Steam-side figures from third-party estimators (not audited): SteamSpy owners 200k to 500k, and steam-revenue-calculator estimates about $7.9M gross and $2.3M net revenue. OpenCritic score could not be located. Some recent negative Steam reviews accuse the developer of locking the discussion board and of slow content pace, while veteran players are fairly positive about the game today.

Comentarios archivados del creador 1

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Texto original · InglésTier list Part 2 (2024)

Texto original · InglésRavenswatch is an Early Access action roguelike that he describes as essentially Diablo in roguelike form, with selectable heroes, big explorable maps, mini quests and random events. As a big Diablo fan he was excited, but he finds the gameplay clunky and the difficulty scaling poor. He thinks many issues are easy fixes and looks forward to the full release. For now he places it in mid B tier.

Lo que elogia el creador

  • Texto original · InglésVisuals are great and capture the Diablo feel
  • Texto original · InglésClasses/heroes appear to play very differently with many builds per character
  • Texto original · InglésIn-run roguelike elements (leveling abilities with unique attributes) are great
  • Texto original · InglésAbilities are unique from one another
  • Texto original · InglésExploration with mini quests and random events on big maps
  • Texto original · InglésEarly Access, so he sees strong potential after fixes

Problemas señalados por el creador

  • Texto original · InglésClunky combat: attacks have long animations that cannot be cancelled
  • Texto original · InglésDash stores only one charge with about a 3 second cooldown, so players keep taking damage
  • Texto original · InglésHigher difficulty scaling is poor: enemies become damage sponges and XP gain is reduced, slowing upgrades
  • Texto original · InglésBosses can take around five minutes, and one hit late can cost half your health
  • Texto original · InglésNo permanent roguelike meta-progression beyond unlocking characters and abilities
  • Texto original · InglésLevel cap of 8 per run leaves no reason to gain XP afterward

Observaciones de diseño

  • Texto original · InglésA Diablo-style action RPG recast as a roguelike with selectable classes
  • Texto original · InglésDesign lesson: difficulty should raise enemy challenge, not make players wait longer to upgrade
  • Texto original · InglésNot every game needs meta-progression, but this one feels like it is missing it given sponge-like enemies
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