Heroes of Hammerwatch 2 표지 이미지게임 정보 / ROGUE BY ROGUE
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Heroes of Hammerwatch 2

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원문 · 영어A rogue-lite action-rpg that offers extensive persistent progression. Build your town, upgrade and equip your heroes, before taking on the ever-changing Dark Citadel - either solo or with a team of friends.

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플레이어 의견 요약

원문 · 영어A pixel-art twin-stick action-RPG roguelite from Crackshell (published by Team17) where you build up a hub town, level seven classes and push through the Dark Citadel solo or in 4-player co-op, then grind endless New Game+ tiers.

원문 · 영어Players rate it Very Positive on Steam (about 82% of roughly 6,600 reviews, with the store page showing Mixed, about 69%, for the most recent 30 days), and it appears to have sold well (Boxleiter-style estimates of 1-2M owners, about $3.4M gross). The praise is for the snappy twin-stick combat, class variety, the account-wide meta-progression and co-op. The criticism is that it is light on roguelite variety (same zones in the same order), long-run balance collapses in New Game+, and content has been thin since the 1.0 launch in January 2025. Critic coverage is almost absent: Metacritic has one critic review (TheSixthAxis, 100) and no Metascore yet, and I could not find an OpenCritic page. It is fully released, not early access, and has received free updates (Epic Missions, Epic Weapons, hotfixes) plus the paid Celestial Ruins DLC with a new class. Some long-time fans now feel the developers are monetising a stagnant game.

플레이어가 칭찬한 점

  • 원문 · 영어Snappy, satisfying dual-stick combat with kiting; auto-fire skills and big lightning or piercing attacks that clear hallways of enemies feel great
  • 원문 · 영어Seven classes with three specialisations each; classes play distinctly and encourage experimenting
  • 원문 · 영어Account-wide buffs from levelling every class mean alternate characters make real progress, so you always keep something after a run
  • 원문 · 영어Town building and upgrades give a sticky long-term progression loop; the town is shared across characters and you keep most of your resources
  • 원문 · 영어Co-op for up to four players is a highlight, with easy drop-in and drop-out and the ability to leave and resume a run later; a Gauntlet-like slow-burn feel
  • 원문 · 영어Gorgeous pixel art, good lighting and effects, strong sound design; a solid sequel improvement over the first game's pacing
  • 원문 · 영어Runs are quittable and resumable at area boundaries, which suits short sessions and Steam Deck play
  • 원문 · 영어Responsive dev support on save problems and free post-launch updates that added missions, weapons and mode variety

플레이어가 비판한 점

  • 원문 · 영어Roguelite elements are thin: the main run goes through the same zones in the same order with only tile and enemy shuffling, so runs feel alike
  • 원문 · 영어Late-game and New Game+ scaling breaks: enemy HP grows faster than gear and trinkets, some subclasses become too weak, and you eventually get one-shot with nothing to counter it
  • 원문 · 영어Content is limited after 1.0 (few bosses, maps, legendary gear); reviewers call it barebones or like an early-access game and feel 2025 roadmap promises were underdelivered
  • 원문 · 영어Character builds lack depth: no skill trees, upgrades are mostly flat stat increases, and loot is many tiny numerical bonuses with little identity
  • 원문 · 영어Save-file loss and character-deletion bugs reported by multiple players, including after updates, with some needing support tickets to restore backups
  • 원문 · 영어Balance issues: non-piercing weapons and single-hit defensive skills are weak at high difficulty, making some classes (e.g. Ranger) worse
  • 원문 · 영어Slow health and mana regeneration leaves you waiting between fights, and the screen can get cluttered by effects so you cannot read what is happening
  • 원문 · 영어Paid DLC (Celestial Ruins) drew anger from some players who say it should have been base-game content and that updates are scarce

차별화된 특징

  • 원문 · 영어Blends a Diablo-style ARPG with a roguelite meta-loop, built around a persistent town with NPCs and building upgrades
  • 원문 · 영어Account-wide class-level bonuses apply to every character, so alternate classes keep pushing your main roster forward
  • 원문 · 영어Dual-stick shooter-style combat with cooldown abilities, reminiscent of Gauntlet and Children of Morta
  • 원문 · 영어You can leave a run mid-dungeon at a level boundary and resume it later, including in multiplayer
  • 원문 · 영어Endless New Game+ tiers and one-time special maps unlocked through the town
  • 원문 · 영어Keep most resources on death (with a penalty of roughly 40% of carried gold and materials), so failure still yields progress

의견이 갈리는 점

  • 원문 · 영어Difficulty and pacing: some find it never unfair and even a bit easy, others call the early game a gear-check grind and the late game a slog
  • 원문 · 영어Whether it is really a roguelite: fans enjoy the slow-burn RPG progression, others say the roguelike mechanics barely matter
  • 원문 · 영어Value: many say it is worth the $20 and hundreds of hours, especially in co-op, while others say content runs out after 15-20 hours
  • 원문 · 영어Post-launch support and DLC: praised for free updates and dev responsiveness, but criticised as too sparse and monetised

반복과 부담

  • 원문 · 영어The early hours are a grind of the first zones; dozens of hours to build out the town and vendors in single-player
  • 원문 · 영어Re-fighting identical maps and enemies in the same positions and order across runs, including late game
  • 원문 · 영어Runs that turn into kiting huge mobs for long stretches once you are outscaled, with hundreds of enemies per floor on high difficulty
  • 원문 · 영어Waiting for health or mana to regenerate between encounters, sometimes alt-tabbing while you wait
  • 원문 · 영어Some permanent upgrades are per-character, so starting another class means regrinding
  • 원문 · 영어Control complexity for some: aiming, moving, dashing and managing several cooldowns at once (a reviewer refunded after 36 minutes)

기대하는 개선 사항

  • 원문 · 영어More variety in tilesets, zone order, bosses and maps so runs differ more, which is the most common request
  • 원문 · 영어More build-defining depth: talent or skill trees, more abilities earlier, and loot with distinctive effects instead of small flat stats
  • 원문 · 영어Rebalance late-game and NG+ scaling so gear, trinkets and weak subclasses keep pace, and fix useless defensive skills and non-piercing weapons
  • 원문 · 영어Reliable cloud saves and save-loss fixes, plus an easy manual backup and copy option
  • 원문 · 영어Quality-of-life: faster out-of-combat regen, less visual clutter, local co-op, and more language translations (e.g. Spanish) requested on Steam forums
  • 원문 · 영어Deliver a larger post-launch roadmap with more maps, bosses and legendary gear

원문 · 영어Launched as a full 1.0 release on 14 Jan 2025 (Windows only, $19.99, Steam). Early reception was positive from players and TheSixthAxis gave a glowing review centred on NG+ replayability; Metacritic has only 1 critic review so no Metascore, and user score is 6.7 from 9 ratings. Steam ratings drifted: Very Positive overall but Mixed for the last 30 days as of the store page I fetched, with negative reviews in 2026 citing stagnant content, the paid Celestial Ruins DLC (new class, priced separately or in a Deluxe Edition) and lost saves after updates. The studio shipped free Epic Missions and Epic Weapons updates and hotfixes, and players mention a 2026 roadmap; some call that roadmap an undersell. Steam Deck works well per player reports, though sleep/resume can cause lag. Steam owner estimates are 1-2M and gross revenue estimates about $3.4M per steam-revenue-calculator (rough). Searches were unavailable (budget exhausted), so critic coverage beyond Metacritic could not be checked and OpenCritic was not located; Reddit was not fetchable.

보관된 제작자의 의견 1

자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.

원문 · 영어Tier list Part 3 (2025)

원문 · 영어Heroes of Hammerwatch II is a top-down action-adventure roguelike sequel where you start in a village, push through fixed biomes (forest, cave, church, and so on) to a final boss, and rebuild the village between runs. He disliked the original somewhat but enjoyed this one enough to finish it twice. He loves the exploration, visuals, village-building meta progression and epic bosses, but finds the gameplay very simple and repetitive, with samey room-and-enemy levels. After beating the final boss he felt done. He places it at a very high B tier.

제작자가 칭찬한 점

  • 원문 · 영어Very nice, immersive visuals and environment that give a real sense of adventure
  • 원문 · 영어Village meta progression: new buildings and NPCs unlock new abilities after each death
  • 원문 · 영어Persistent character levelling with freedom to pick or switch classes at any time
  • 원문 · 영어Subclasses change playstyle drastically and make you much more powerful
  • 원문 · 영어Run-only abilities and items have cool effects and are enjoyable
  • 원문 · 영어Boss fights feel epic, killing huge monsters as a tiny character
  • 원문 · 영어Strong drive to upgrade and see the next area or boss; a solid sequel

제작자가 지적한 문제

  • 원문 · 영어Gameplay is extremely simple and gets repetitive, doing the same ability the same way
  • 원문 · 영어Levels are repetitive, mostly rooms of enemies despite good visuals
  • 원문 · 영어Characters and monsters are hard to see
  • 원문 · 영어Subclass unlocks arrive very late (about 70% through playtime)
  • 원문 · 영어Little reason to continue after the final boss; no hidden worlds or biomes like the first game's DLC

설계에 대한 관찰

  • 원문 · 영어Village-building meta progression gives an almost RuneScape-like feel of a persistent character
  • 원문 · 영어Fixed biome and boss order makes it about full exploration from village to deep final layer
  • 원문 · 영어Subclass system dramatically reshapes play, though gated late
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