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This is by and far one of my favorite survival/adventure games I've ever played. While it has some awkward quirks and issues it's such a creative setting well incorporated in a way that has me coming back with each update to see how the facility changes. Which if you know me at all, you know how rarely something grabs my attention and interest for so long that isn't expansively randomly created or heavily modded.
发布于 2025 年 7 月 25 日。
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总时数 25.6 小时 (评测时 7.2 小时)
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Notice: This review is of the first Early Access build and thus changes may alter it (if I ever remember to come and make a new one/edit this one if I can do that? Idk I don't review things often xD)

As it stands Dragonwilds has *remarkable* potential to become a solid, unique contender in the wild world of survival games. The basis of what's there is strong and reminiscent of Runescape leveling and gameplay well refined to a 3rd person survival game. Scaling is reconsidered with a single player/smaller multiplayer scale in mind rather than the huge MMO time grind that Runescape itself is; which I'm sure some will dislike but I quite enjoy.

Before I get into what's unique about the game let me go over some problems I have with the game in it's current state. Things that will likely be ironed out/added as the game goes on:
1. Visual issues. It might be a driver issue but for some reason anytime I go above "Low" graphics setting all the foliage gets really jittery, like an object with it's collision glitching out it just flaps around stuck to it's spot. This will almost certainly get fixed with either a driver or game update HOWEVER the real problem this presents is next.

2. Missing Options. While the game offers a wide variety of options for a number of things you wouldn't consider, it seems to be missing on the basics in some places. For graphics options there's no individual visual settings, it's all tied to *one* graphics quality instead of having say foliage, models, water, particles etc spread out so you can alter them as you go. This isn't usually a problem, most people are gonna play on one specific preset anyways, but for someone like myself dealing with weird foliage glitches, it's frustrating to not be able to turn everything up to max and just leave foliage physics off, or foliage quality itself low.

3. Difficulty Options. Technically part of 2 but that's already a paragraph so new bulletpoint! There are *no* classic survival difficulty options. Nothing to alter the rate of needs drain, enemy difficulty, loot quantity, etc. While not a necessity they are *very* important to open this genre up to lots of people who prefer playing the game in different ways or at different speeds. Most notably, there's no keep inventory style option which allows you to choose how much of your inventory you keep. Be it equipped gear, equipped + hotbar, your whole inventory, or none. I tend to play these games as a brain relaxer, which means I can make mistakes even where I normally wouldn't which can result in dumb deaths. So I tend to turn keep inventories fully on so I can laugh at the mistake and not have to stress about getting my body back if it's in a rough spot.
ESPECIALLY since the game doesn't pause on a menu even when playing solo, which has gotten me jumped more than once, and killed at least twice. (Skill issue really)

Despite those big walls of problems, which is more a result of me liking to see my words typed out and being overly detailed; I mean just look at that sentence, I could just say I talk a lot but nooo I have to go explain it and-
I'm doing it again, anyways.

Despite that overall I really like what's here so far and find their implementation of runescapes base world building and mechanics so, so well handled here. I won't go over everything positive, because overall they've made a solid, enjoyable, well considered survival game. It's clear they've done their research into the genre, if they aren't enjoyers of the genre themselves. This isn't some simple cash grab with the IP it's well considered and the most obvious ways it's so well considered is in the unique twists it brings.

1. Progression. Classic Runescape skills, re-imagined for a survival genre. Every level of woodcutting makes it easier to woodcut *and* occasionally provides a unique skill or ability, such as the ability at level 5 to do a vertical chop, dealing more damage to already fallen, or felled, trees. Most notably though is the-

2. Magic. Dear gods this is beautiful. My biggest complaint about fantasy survival games is that they never lean into magic for the actual *survival* part of the game. Sure it's cool to sling spells but Runescape offers it's unique rune-based magic system on every level. As you progress through *every* skill tree you'll unlock spells which aid you *in that field*. Tired of chopping each tree down individually? Line em up and throw a spinning phantasmal axe to fell multiple at once. Don't want to mine a whole cluster of ore or stone? Create a earthy explosion to mine them all at once in a moment. Cliff too high to jump up or fall down? Enchant yourself with some wind to leap higher or reduce your fall speed. Furnace/Cooking station going too slow, enchant it with fire to superheat it and rapidly process goods. Building a massive tower and don't want to scaffold *magically conjure a flying building view allowing you to place things in ways you usually have to mod or cheat in games to be able to do* and this is the *early access* stuff, with many of the skill trees not even fully implemented and that's only the *start* of the spells.

3. Fluid, impactful gameplay. This is notable because I can't think of a single survival game that creates such a weighty, yet solid combat system. It's very Souls-like, while still having it's own identity provided through skills and magic. This stretches across every aspect. Chopping trees and mining ores has a very valheim feel, where your tools feel like they have weight and impact. Magic itself has a super fluid wheel that's customizable and *feels* super good to use, especially as you learn spell timings or just pre-cast a bunch of enchantments before entering a fight.

4. Less Choresy more Exploresy. One of the biggest pitfalls I always fall into when playing these games is being a Base Dad. Tending to the base and constantly managing the home area, even when playing alone. Yet Dragonwilds has balanced resource acquisition and production speeds in a way that I never feel like being at home becomes a chore and it really feels like a BASE. A place I come back to in order to relax, recuperate, and head back out into the wilderness looking for the next unique location to explore or dungeon to conquer.

Altogether Dragonwilds is a really *really* solid Early Access game, like genuinely better than 90% of games that come out in Early Access even to EA's history. Better yet, this is coming from a well established development team who you know won't abandon it and who clearly have both an understanding of the genre they're moving into and how to use the IP to expand and stylize that genre rather then copy-pasting it. If you like survival games, you'll probably like this.
发布于 2025 年 4 月 18 日。
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总时数 11.5 小时
This one was really hard to decide on and in the end the "Not Recommended" is basically a pricing issue.

For reference I have not completed the game and have dropped it. I won't be returning myself but it's more for personal issues in one specific area then overall bad game stuff.

Aveum is an above average FPSS (First person spell shooter, aka shooter but magic), it plays and feels very fluid and kinetic for the vast majority of the game. For a 30 or 40 dollar game. It is a below average FPSS for it's 60 dollar price point. Which I realize is a small market but let me expand on that:

Story | People have already mentioned this but the stories not 'great'. Whether you like certain characters or story beats will depend on the type of person you are. It's very action hero feeling, lot of quips and 'ignore the seriousness of everything'. It plays blaise about a lot of serious topics in ways that are actually quite well done for that genre of storytelling. If you can handle tongue and cheek and don't need everything to be gods gift to writing you'll probably enjoy this well enough.

Progress | This is an interesting thing, the progress at first blush feels very full and useful but practically is a false choice. Magic has colors, you need to use the color the enemy is to do the best damage or break whatever shield they have. Meaning you don't get to focus in on your one preferred style you have to play with *all* the different types of magic and be a jack of all trades. This actually is fine but it's not really presented as that initially.

Gear | Arbitrarily removed from progress because there's an important note here. Gear progression is linear, just straight up you'll get better versions of your preferred gear as you play. What's of note here is the *variety* of gear in the game. Different types of Focus (aka guns) have different features and playstyles. One blue Focus causes you to channel to conjure and fling a javelin while another functions more like a six shooter. There's 3-4 different foci for each color and many *many* options for additionals.
This is honestly the strongest part of the game here. Especially since all of them are visually distinct and that is represented in the gameplay art (you can see your two rings on your fingers) and each upgrade is visually distinct from the prior.

Combat | Heeeere we go, my sticking point. 90% of the games combat is really *really* good. It's frenetic, high energy shooter gameplay that has you cycling between your various foci, spells and furies (beeg spells but with a shared, limited resource and cooldown instead of independent cooldowns regenerating independent charges). It mostly rewards staying mobile and learning your opponents weakness and being fairly aggressive.

Until it doesn't. Yeah all that goes out the window on a few different occassions.
1. Very specific bosses (Archon's as the prime example) have you standing in a corner waiting for specific opportunities to stun them or take your quick shots. Bosses that become regular enemies later. So now you gotta stay still or get merk'd by them but by staying still you get merk'd by the chumps who you need to be maneuvering around.
2. The melee bruiser classes. Big, stronk, lots of health, usually can apply a shield based on color you have to break basically with a Fury of that color or spend ages breaking with that color's focus. That's fine though right? They're melee, just kite them, easy a-aaaand he's sliding across the map. If you slip too close to any of these melee guys and they start their animation to attack you're just... going to get hit unless you dodge or shield, because the final part of the animation will see the enemy sliding like they're an olympic ice skater to chase you. And you can't mitigate it all with the dodge and shield because they just don't recharge fast enough. Once the enemies skating after you they are usually close enough to start their next animation, sometimes before they've finished hitting you and will just keep skating.
3. ANNND lastly we have the... I can't remember what they're called. The Furies? Sounds good to me. These knock-off multi-colored fire atronachs float around the stage and fire off replica's of your Fury spells at you with *regularity*. That's pretty neat, but what isn't is that each of them can *only* be hurt by their own color. Which isn't strictly true but the damage output you have from other colors will feel like you're eating water with chopsticks. And their health pool is so big that you practically have to hit them with your own Fury spell's of that color to really kill them, which once again is a limited resource.

Independently none of these is too particularly problematic. The Furies could actually be really fun and are a neat idea. The problem is that around halfway through the game one if not more of those three groups are always included in every story progressing fight (not always the random world encounters you can find) and usually in good numbers (2-3 bruisers *and* 2 furies is not an uncommon thing, on top of all the scrubs). It's aggravating, particularly to me considering how much I love the game overall.

So basically no I don't recommend this game, but if you get it for 50% off or somethin and this is your schtick it's *more* than worth the price at that point (if you can get over the minor sticking points I had above)
发布于 2024 年 8 月 27 日。
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总时数 15.5 小时
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As it stands Into the Emberlands is a fun, cute, slightly tedious tasklist game. I honestly enjoyed my 5ish hours of the game (I fell asleep with it on, about 8 hours less then what I actually have marked) that I took to finish the game.
Positive notes:
The game is very cute, and simple to play.
It doesn't feel too fast, nor do you ever have to grind massive quantities of materials as other, similar, games require you to.
Traversal is well thought out and you're encouraged to go to each biome regularly both by a need to travel manually at the start of each 'run' and the occassional minor thing needed in small biomes.

Negative notes:
There is no storage in this game, this might be a positive thing for most people, but all it really means is if you're a hoarder like I am, you just juggle things on the ground in your town. A minor storage that lets you store a certain amount of 'earlier' materials would help with this.
You can't drop your tools, which is fine for the most part, except that you are *required* to take some tools from certain quests you *must* accomplish in order to progress (repairs on town structures for example) which then fill one of your incredibly limited item slots. A simple solution to this would be to make each tool type not take a slot, much like your coins or crystals and you just increase the max durability which picking up found tools or buying new tools or receiving them just adds to your current durability.
Speaking of crystals, there are two types, one is a currency that takes no inventory, one is an item that takes inventory. It's confuzzling sometimes but not an issue really.
Final thoughts:
Honestly it's a good, enjoyable game, well worth the 6.59 usd price but it seems to be confused on how it wants to handle the challenge of its game.
Ember, Coins and Crystallized Ember are resources which take no inventory but have a max capacity where you can still pick them up and they just vanish. These serve as exploratory expenses to activate various things you find in the world. Ember is basically just the number of steps you can take before you 'get lost' and lose your run. Coins are used to buy things from vending machines or go home by the train. Crystallized Ember is used to purchase upgrades, and repair various structures such as the train stations you can use to get home quickly.

On the other hand, you have your wood, stone, scrap and other materials which *do* take one inventory slot per type, but have no max limit to their stack size that I found (I had ~300 scrap in one inventory slot at the end of the game). These are your in town resource which you acquire purely to fulfill requests from your homies at home. This let's you upgrade various structures around town, some of which are incredibly useful, some not so much. That will vary on play style.

The real problem I have is that both are interesting ways to engage with the world, but *neither* are fully leaned into. There's no real inventory management because you can quickly upgrade to max backpack (I had done so by the end of the second of 13 'days' which are essentially levels where you complete every quest to upgrade your town over all and continue.) which trivializes it. I literally always had stone and wood just sitting in my pockets even when I didn't need it, and only had to juggle items a little bit, and I didn't even *need* the wood and stone I just kept ahold of it cause I kept expecting it to be useful since it's a base resource. So if you're not like me and dump it all, you'll just... Never have trouble. Unless you pick up too many tools cause again, for some reason you can't drop those.

The exploratory resources are more interesting, and I honestly feel that's how the game should lean. No inventory, just max capacities you have to choose to upgrade, like a bag for each region that lets you hold a max of that regions resources. Would also help with screen clutter. (Would also necessitate a means to 'destroy' or 'deposit' a resource type, such as being able to partially fulfill requests.)
However, despite this being more interesting, right now it's not all that complicated. If you just focus and spend a bit of extra time on each stage you can upgrade your max Ember and Coins so high that you end up having more than you ever need most of the time. I have ~800 max Ember at end of game and wandered the farthest region without any protective gear the game provides for *ages* without issue or concern to getting lost. In fact I have currently completed the game and the *only* achievement I didn't get is the 'get lost' achievement which you get for dying. I got close once but that was only cause I was tired and watching youtube instead of focusing on the game.

To be clear I don't think either of those are bad, thus why they're not in the negative thoughts. They're both interesting and have a good core working parameter, and the separation isn't a bad thing but it makes the game relatively easy unless you're not very good at this style of game, or just actively don't pay attention for the sake of making it more interesting. A difficulty option which makes the Ember sparks and upgrade nodes much much rarer would probably fix the difficulty for people like myself who are obsessively efficient about some things.

TL;DR
It's not a hard game if you like or are good at these types of games. Some minor annoyances or inconveniences I'd like to see fleshed out, but worth the price if you know you'll enjoy it. Probably worth it if you *think* you'll enjoy it. Fun, simple, needs work. So a solid early access game xD

Honestly it's a perfect kids game too if you wanna introduce them to puzzle like genre stuff.
发布于 2024 年 7 月 10 日。
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总时数 7.1 小时
As a dishwasher I can in fact say this is my life. Someone please help me escape. I am a rat in a cage.
发布于 2024 年 6 月 26 日。
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总时数 7.8 小时 (评测时 5.5 小时)
#BLUD FOR THE BLUD GOD

After my first stream here's what I have to say: Blud is an absolute visual delight, the characters are sweet, funny, and everything looks so good. The story is corny but by design, v saturday morning cartoon or 'D&D in highschool'. The combat is pretty solid as well but can feel very floaty.

I only have a few 'complaints' and these are more just things that are standard in the genre for a reason that seem to have been left out.

First is enemies lack wind up. As in very *very* few enemy attacks have any wind up or delay to animation interaction. Which makes them each a single frame interaction to avoid. The only creatures with wind up are some boss stuff and the flies of all things. Even those the animations while very pretty lack some clarity, sometimes.

Two dodge roll is... not a dodge roll. As in there's not a single iframe on it, coupled with enemies lacking wind up if you're used to dodging into or around enemy attack ranges to bait attacks you *will* take hits, because you'll dodge into range, the enemy attack will trigger and you'll be knocked out of your animation, stopping your dodge and getting hurt.

Speaking of animations, there is animation cancelling!
For the enemies.

As in a portion of enemy animations you would think are made to give windows for approaching, will be cancelled into attacks if you reach attack range. Whereas you, the player, lack animation cancelling through the move roll (because remember it's not a dodge) or through attacks. This isn't a huge issue except in two circumstances. Dodge attacks, where it's actually fine as that's the commitment you make when choosing to do that, and Finishers. Finishers wouldn't be an issue, if it was a choice of your own but it's not. I haven't checked to see if you can disable an upgrade yet, if I can I will be disabling finishers, because the nearly two second hang time after a finisher, which triggers on all but the first attack in a chain if that attack would normally kill a mob, often results in other enemies in crowded encounters walking up and just wacking you.

Though the finisher is crazy powerful as it seems to one shot anything it hits and is a larger range attack then the basic combo attacks. When you can use it really well you can kill dangerous enemies by using finishers on smaller enemies that catch the big one. Very nice.

Altogether if you like the art style and don't mind taking a few hits that feel... irritating, it is an exceptionally fun game in it's genre and definitely worth playing if you're a fan of these. It's genuinely very good minus the issues I explain above, and those are easily problems that can be played around if you go in aware of them, or do as I did and learn to work around them. Absolutely recommend giving it a shot if you've go the money and like the art.
发布于 2024 年 6 月 20 日。
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总时数 334.9 小时 (评测时 327.1 小时)
Chug chug chug chug chug! Grats to Chucklefish for the random influx of purchases xD
发布于 2019 年 7 月 2 日。
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总时数 2.4 小时
1st words out of my mouth: Awww, this game looks nice, and seems calm, should be fairly fun!
2 hours into my stream: Oh ♥♥♥♥... I think this is it guys, ♥♥♥♥, WHAT EVEN THE ♥♥♥♥ IS THAT!

Grim Nights is a fun enjoyable little game and 100% worth the money if you enjoy RTS type games. It's not "hard" as many people are calling it, but it's not *easy* either. I played on Normal and made it to night 7. I think the big issue was I got swarmed by an enemy I didn't build to counter cause I hadn't encountered anything for it. Dark Souls of RTS is a good comparison. Sometimes something surprising happens and you just get walloped, you might just survive or you might not. But you know it's coming next time so you can prepare better.
That all being said, it *is* a slow game, the characters move slow, the enemies move slow, but it almost adds to the dread, when you see the enemy coming you have time to prepare but you're constantly wondering. "Is it enough?" Until you're not, than you're probably gonna die the moment you decide to ignore the enemy.
Or Moghda. Never ignore Moghda. ♥♥♥♥♥♥♥ ♥♥♥♥♥.
发布于 2018 年 11 月 16 日。
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总时数 98.9 小时
If the game had more natural transitions to each stage with some sort of in between gameplay, it'd be perfect.
Otherwise it's a solid series of 4 minigames and a psuedo space 4x game that utilizes one species of creatures you build from the ground up. Don't let the description fool you, it can suck hours out of your life, as my time shows, and I haven't even played it for like 2 years.

If you're looking for something fun to play and kill hours in this can definitely do it. The Creator is surprisingly robust, if finnicky at times. Seriously you can do some cool stuff... Or just make a penis creature, because everyone makes a penis creature.
发布于 2016 年 9 月 8 日。 最后编辑于 2020 年 7 月 6 日。
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