close enough to being "single player Hunt: Showdown" that i'm eating it right up.

you can't even call this a roguelite anymore. so little is randomized here! even when you're researching things, you still get the weapons in a fixed order. this is just a single-player extraction shooter with meta-progression and souls-style levelling (where your XP is a tangible currency that you drop on death).

anyway, these devs generally have a very good sense for what makes something feel good - the animations and effects are obvious examples of this, the guns all feel great - but they do miss in a couple places, especially notable where they seem to have deliberately prioritized difficulty over QOL. unfortunately for them i am also the person who complains about tutorialization and information availability in every game, and this game's issues did not escape my gaze. it's entirely possible that you'll learn about core game mechanics from a loading screen tip instead of the tutorial, and the description for every single weapon lies to you by describing what the weapon does when fully upgraded even if you've just picked it up for the first time.

those upgrades for each weapon are unlocked by completing challenges (getting kills & using its special perks) and i really love their execution of this idea. they've broken the upgrades up so each stage is a satisfying increase in a weapon's power, with each tier building on previous upgrades until your plain-jane bolt-action rifle becomes an AOE machine, clearing an entire village in a couple shots. when combined with the research system - unlocks that take a fixed amount of playtime(?) - i think they've struck a nice balance in allowing the player to make forward progress from failed runs without incentivizing them to grind out garbage runs for the sake of meta-progression.

on a different note, it's a breath of fresh air to have a game where gear feels so meaningful. each piece of equipment feels like adding a new legendary to your build in diablo. they've all got exactly one effect and it'll always be meaningful enough to change how you play. this is not a game about gear and you're not gonna be staring at menus optimizing your loadout for an 8% buff to reload speed. all gear comes directly from the research system and all of it is unlocked in a fixed order, so you won't be grinding out runs trying to get the right "drop" either.

if there's one thing that i think seriously holds this game back at the moment it's that the level-ups are pathetic. the cost increases so rapidly and your returns diminish even more rapidly. i know the game is supposed to be hard as nails but spending 1000% more souls witchfire for a level and getting +2 max health in exchange feels like a slap in the face when you've only been playing for a couple hours. as it stands i barely see the point in engaging with this system, since it adds new enemies to the game at a rate that outpaces any gains you're making. this is the kind of thing that seems like it should be pretty important but it's by far the least consequential set of upgrades in the game while also being the hardest to obtain. this is actually pretty similar to the kind of rewards a dark souls game offers for levelling up but the pacing and structure of the two games is so different that it ends up being frustrating, especially in an extraction shooter where making it back in one piece is part of the challenge. you could probably solve this by making each level-up a little chunkier while reducing the payout for killing easy enemies.




last second edit: i totally forgot to mention this because i was only really thinking in terms of broader systems here but man the way that the witch punishes mistakes is fantastic. it creates this tension where your game of cat and mouse feels like it's constantly flipping on its head as you clear a camp with ease, only to reach for a health potion that isn't there and have the air become sour around you as the witch learns about your new vulnerability. i'm really eager to see what they do with this in future updates. it's rare to see games that have that demon's souls mentality of punishing a player that is already struggling and this one does it in ways that are really immediate and memorable, making you better at the game in the process. reach for that non-existent health potion once and you probably won't make that mistake again, but the witch has other ways of learning about you...

Reviewed on Nov 19, 2023


1 Comment


5 months ago

also shouts out to whoever decided that the landmines should be these wretched little organic things that gasp and writhe as you get near them. i love it

5 months ago

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5 months ago

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