Good Morning Folks! After giving you updates on my life… it is time to roll on into the rest of my year in review topics. I legitimately do not know how many of these I have, but I have stalled long enough. This morning I am going to talk about the games that were important to me during the last year in either a good way or a bad way. This list is not going to look anything like most 2025 in review lists, because I do not play a ton of new games. I play an awful lot of ARPGs and treat each season as though it were a game launch. This wildly skews the sort of results that I have in this scenario. I am also this time sort of loosely grouping the list into less important to more important, but not necessarily a strict order.
Path of Exile II: The Last of the Druids
This is probably the most recent of the games I am going to talk about it, and I am still more or less playing it. On December 12th, Path of Exile II released a big update that launched the Last of the Druids and Fate of the Vaal league. In it they gave us access to the first of the Int/Str hybrid classes the Druid which has ascendancies for Shaman and Oracle. More important than that, they gave us access to the primal ability tree and the talisman weapon that allow us to turn into a Bear, Wolf, or Wyvern. I’ve been deeply critical of Path of Exile II up until this point, seeing it as a bit of a mechanically worse version of Path of Exile that just happens to have better graphics and a better user interface. Playing Bear Druid, and specifically Demon Bear Shaman is what really pushed me over the edge to truly enjoying this game. It is fun as heck to hop around the map causing big explosions with my fat bear ass. The game still has problems… and will continue to have problems for a very long time… but this gameplay got me hooked.
Slormancer
Slormancer is a little 2D sorta isometric view roguelike arpglike game that is a heck of a lot of fun. I did not play this game anywhere near as much as I should have, but I hope to remedy that in 2026. I did play it enough however to want to talk about it. The mechanics of this game are just really fun, and it reminds me of what if you took Rogue Legacy and turned it into an ARPG. I mostly played the knight character, but the archer was pretty fun as well. This really wants to be played with a controller though, and is ideal for television gaming. Once I get off my ass and figure out what I want to use as a proper Steam in the Livingroom setup, I will probably be playing more of this. If you have not checked it out and like any of the types of games that I eluded to in this post… check it out. It’s a heck of a lot of fun for $20.
Dune Awakening
I have such wildly mixed feelings about Dune Awakening. This is going to be a game that goes in my disappointments of the year pile. The AggroChat folks and friends decided to play together on a private server that Tam rented for us as we all got started, and I feel like that is the correct way to play this game. It is unfortunate that it requires someone shelling out for a server, and it is even more unfortunate that it does not grant you private access to the shared open world pvp deep desert. What killed this game for me though… was upkeep. You are required to play a certain amount of this per week in order to generate enough fuel to keep the shield on your base active, or your base slowly disintegrates over time. This feels really fucking bad. Namely because I got busy with various events while playing this game… and then had the death of a spouse which knocked me even further out of whack with ever getting back in. Once I lost everything, there was no point in me going back. I would love to see a pure PVE sandbox version of this game that allows you to set custom rules on a server by server basis for things like upkeep. The game itself has gone from a peak concurrency of not quite 200k players to an average of 8k…. so I think maybe it did not work quite right for a lot of players.
Hellclock
So what if I told you there was a game… loosely based on the real world events surrounding Brazil’s War of Canudos… that took place in the aftermath of the abolishment of slavery, but also somehow involves exploring dungeons and killing zombies and shit? Hellclock is a deeply odd and stylistic roguelike ARPG where you have a fixed amount of time to explore on each run, and once you run out of time everything winds back and you get to keep any powerups that you purchased during the previous run. The cyclical nature of the game is deeply satisfying and you get various tools to extend your runs as you get better. I did not play anywhere near enough of this game but again I think it is prime fodder for once I sort out my Steam in the Livingroom setup. I have to solve my wireless network woes before I really do that unfortunately because I have my old gaming rig hooked up in the livingroom, the connectivity speeds are complete ass. I’ve also not really figured out a good keyboard and mouse option, and there will be games that I don’t necessarily want to play with a controller. Anyways NONE of that is about Hellclock, which is just a universally interesting game.
Titan’s Quest II
Titan’s Quest II had quite a number of updates throughout the year and I spent several days really getting into the game and checking out what it had to offer. I landed on the decision that I do not really enjoy playing a melee class in the game, but dig the heck out of playing ranged. I played a sort of icicle archer thing that worked really well, and honestly the game itself is just gorgeous. The fights are pretty interesting, and this is very much a worthy successor to the first game, which in itself was a worthy successor to Diablo II. If you like ARPGs in general or you were ever a fan of TItan’s Quest, then I suggest checking it out. They are continuing to release updates for the game as it is still in development so if you would rather play it once it is finished, then this might be a game to put a pin in and check back when the 1.0 release finally happens.
Abyssus
This game is a heck of a lot of fun to play with a friend, and Ace and I spent a bit of time playing this game and should probably at some point return to it. I think Destiny Rising more or less stole the place in our gaming lives that this took up for a bit. Essentially Abyssus is a wave based arena shooter rogue-like… about exploring the depths of an underwater dungeon. You and your friends take on waves of monsters, get loot, and work your way down to fixed boss fights at specific floors. The deeper you go the harder it gets and the more varied the environments become. Big Nautical-punk vibes with this game because you are both wearing these diving suits while you wield your big damned guns and kill things. The further you go the more points you get to configure your build and control your weapon load-outs, but a lot of options unlock symmetrically as you reach certain floors giving you a mix of guaranteed upgrades and choice based upgrades. I am not sure this game would be fun solo, but it was a blast with someone hanging out on voice chat.
Path of Exile – Mercenaries of Trarthus
Mercenaries of Trarthus was a challenge league that ran in Path of Exile from June 13th to October 27th and represented the first new content we had gotten in almost a year since the launch of Settlers of Kalguur the previous year. First it was just amazing to get some new content in the game, but more than that it introduced Mercenaries and I have always loved those sorts of mechanics in ARPGs. One of my favorite aspects of Diablo III was building out my companion to buff the things that were weak in my build, and that is largely what players did in order to make some truly busted builds. The real meta of the league was doing some sort of build that could apply large amounts of Lightning damage, and then using Doryani’s Prototype on your mercenary, to debuff all of the mobs in your presence to have large amounts of negative lighting resistance. I think the build that I ran as my second in the league managed to get close to -300% Lightning Resistance while dealing a ton of damage with Storm Brand of Indecision. It was thoroughly busted but lord did I have a lot of fun playing this league.
Monster Hunter Wilds
There will be some of you who do not remember just how much I got into Monster Hunter World when it released in 2018 both on the original PS4 release, and later when it came out on PC in August of that same year. I had never really mainlined a Monster Hunter game despite trying to dabble in them on the mobile platforms, but this game sucked me in and stole so much of my time. Monster Hunter Wilds was a return to the same style of game as Worlds and when it launched I had a heck of a lot of fun playing it. Sadly I did not really stick around as much as I thought I might, but that does not discount the fact that I had an awful lot of fun playing it. I probably would have played it more but every time Ammo, Sita and I tried to group up I started having network problems. Capcom… has some of the shittiest grouping systems ever, and if they got someone from a western live service game to come unfuck their game interface… I think folks would be around far longer. I only put in around 60 hours, but it was 60 hours well spent.
Last Epoch – Beneath Ancient Skies
On August 21st Last Epoch dropped a pretty signfiicant update with Beneath Ancient Skies which added a whole new chapter to the game and a new league mechanic hunting down primal monsters and chosing to evolve them making them more difficult and rewarding. I had a really fun league with this game, but ultimately I burned through it pretty quickly. I played a Fire Minions Necromancer build and then ultimately hopped on the Thorns damage train for quite possibly the stupidest build I have ever played in any game where I am just nuking the entire screen with thorns damage. The new act was a lot of fun and it is probably the best content they have added into the game to date. The primal league mechanic was also a lot of fun, and each time this game expands it keeps getting better. I think the challenge for me is that I “finish” with the game way faster than I do with Path of Exile. I reach a point with my builds where I have seen everything that I really want to see and really pushing to the true pinnacle content of the game requires more hours than I really want to dump into it. That is not a failing of the game and more a case that it still needs more years to cook before it will be as rich of an experience as Path of Exile has.
Path of Exile – Legacy of Phrecia Event
Earlier when I talked about Mercenaries of Trarthus, part of the reason why that league was so damned much fun is that it had been a literal year since we last got a new league in the game. So much of GGG’s time was being devoted to the care and feeding of the fledgling Path of Exile II, that the POE core felt ignored. That is not to say things were not happening, we had a few fun private leagues like the Pohx League event, but there was one thing that probably took the cake. Almost as a shadow drop, Grinding Gear Games gave us the Legacy of Phrecia alternative ruleset event where every single one of the 19 Ascendancy classe were replaced. It was wild to play through this and I played a Righteous Fire Scavenger… which is the alternative version of the Scion. It was so much fun, and now this game mode exists as an alternate ruleset that you can use to create custom leagues. There is part of me though that wishes at some point all of the Phrecia ascendancies go core and become just alternate options allowing us 38 different ascendancy choices in the game.
Destiny Rising
Destiny Rising is essentially my game of the year…. but it does not get the top slot for reasons I will talk about later. This is a gacha game from Net Ease that remixes the tried and true Destiny format, but also makes it a heck of a lot more enjoyable in the process. There is no reason why I should be loving a Gacha game as much as I am, because I thought Genshin Impact broke me of that. However… Destiny Rising is shockingly fair when it comes to its Gacha mechanics. I have 3 accounts, 2 of which I have spent zero money on… and they both feel like I have plenty of things to do without having spent a dime. The whole three acccouints thing is largely because I am trying to maintain a guild when there are really only two or three of us that are actively playing. That is a whole other discussion. If you ever loved Destiny at any point in the past, you owe it to yourself to check out Destiny Rising. It is so damned much fun and really streamlines what made that game great. If you DO end up playing… hit me up because we certainly can use some more active players in our guild to do dailies.
Guild Wars 2 Fractal Incursion Event
My “Game of the Year” really goes to more specifically an event of the year. In September, Guild Wars 2 shadow dropped an event called the Fractal Incursion. This added a new feature to the game which allowed you to randomly queue for Fractals, giving the game what it needed so badly… a more modern group finder. Not only did they do this… they bribed the fuck out of us to run tons of them by providing a path to a piece of legendary armor, and also giving you a pathway to get said armor for every single weight class in the game. The end result was that Lion’s Arch specifically around the Mists portal was busier than at any point I have ever seen in this game’s history. The above screenshot was taken one morning when I was working on my blog post… so completely off peak hours for either EU or NA and it was STILL packed. Better yet we are going to be getting a version of this same group finder for a combined version of Raids and Strikes later this year. This has breathed so much new life into Guild Wars 2, and prompted us to have some really fun Thursday night fractal groups as we all chain ran them trying to get through the achievements. Absolutely the highlight of my gaming year, and on the 13th I believe we are getting a return of the Fractal Rush event so looking forward to that as well.
Those were my games and gaming events of the year. I am sure it looks pretty different than the lists for most people. I did not really play much in the way of single player experiences this year. I hope to remedy that in 2026, but who knows where that will go. My happy place tends to be listening to an audiobook while plugging away at a mechanically interesting but narratively devoid experience. Even for this coming year my games list will be the games that I played, not necessarily the games that came out so at some point when I finally do get around to beating Clair Obscur it will probably make a list. Anyways. Were there any unusual games that made your personal Games of the Year list? Drop me a line below.
The post 2025 in Review: The Games appeared first on Tales of the Aggronaut.
Hey Folks! I was not really feeling it on Friday so I did not make a blog post. This weekend I spent most of my time playing single-player games, and I think that was a good call. In theory, I am prepping myself for the release of Dragon Age at the end of the month and wanted to try and knock out a few games that I had been holding onto for awhile but had not started. While this blog is old enough to have existed in 2011 when the previous game came out… that was during my dry period when I was struggling with blogging. I loved the original Space Marine game, it was a blast and pretty much everything that I had ever wanted in a Warhammer 40k game. When the original Space Hulk game from EA came out in the 90s… I mostly just wanted Warhammer 40k Doom. It was a great third-person shooter with some interesting systems and enough story to keep the game from falling apart.
What I wanted from Space Marine 2 was more of the same, and I wanted to see more of the Warhammer 40,000 world displayed on the screen. It delivered both admirably and I geeked out every time I passed a new imperial armor mode that I had not seen yet up to this point. I am not as up on my 40k minis as I used to be, but I am pretty sure this is a company of Chimera tanks rendered lovingly in video game form. I am pretty sure during the course of the gameplay I also saw at least one Predator, a Leman Russ, and a Manticore. 40k is a miserable world of constant warfare, but the thing that I dig the most is that this game respected the dignity of the Imperial Guard, who are wildly outgunned in almost every battle but keep pushing forward regardless. The Cadians were an excellent choice here, and I believe they also were the army of choice in the first game.
Probably my single favorite aspect of the game is these loading screens that show the objectives for the mission as dietetic or “in-universe” screens appearing to the NPCs as a holo in the Thunderhawk drop ships. Everything about this game just drips Warhammer 40k lore from the fact that you interface with an Adeptus Mechanicus Magos any time you need to change out your Wargear aka your weapon loadout. I pretty much standardized on the Oculus Bolter, Heavy Bolt Pistol, and the Power Sword throughout as much of the game as would allow me to use them. There are folks out there who like constantly swapping weapons, but I tend to prefer sticking to a loadout that works well for pretty much all situations. Though that said… I did spend a heck of a lot of time doing melee combat because it is just fun to rip through tyranids with a chain sword or power sword.
There were also so many great setpieces in the game that put you in wild situations where complete nonsense was going on in the background. Probably the highlight of these was an orbital drop through the wreckage of Imperial Gunships as you attempt to get into the atmosphere of the planet where it is just too “hot” to get a proper landing. The first game was all about the Orks and this game is a love letter to Tyranids… with of course the “Archenemy” of Chaos always in the background. I’ve never really been that big of a fan of the Ultramarines, but I also understand why they are the poster children for Adeptus Astartes. It sort of hit me this weekend… that they are effectively the “Union Jack” Marines which is probably why they are fairly beloved in the origin country of the game. If I ever got back into the tabletop game I would probably just give up trying to do custom chapters and standardize on the Space Wolves because they have most of the elements that I love going on.
The campaign is pretty short as a whole, but it was one hell of a ride. There are so many excellent moments that are pure fanservice for Warhammer 40k folks. Once the campaign is over however there are a number of strike missions that you can venture forth on as well as a whole Online Multiplayer PVP mode in the game. Honestly, the setup of Space Marine 2 reminds me of how the OG Halo games felt. It has a solid campaign and from what I can tell a very solid and fun multiplayer experience, both doing their own things. This is pretty much everything I could have asked for in a shooter. I’ve only played the single-player content, but I have friends who have almost exclusively played co-op and said it was pretty great as well.
If you are looking for a game that throws back to an era before everything was a live service experience… then maybe check out Space Marine 2. It is just a big dumb shooter with lots of really cool vistas in the background as you rip through enemies with awesome weapons. If you also happen to be a fan of the 40k universe, then it is just the icing on top of this delightful cake. I spent most of the game hating one of the two characters that you are grouped up within the story, expecting an imminent betrayal. However, it turns out that it was just another Carth Onasi situation, and was that archetypal character that distrusts you forever until they turn into a loyal friend. I honestly hate that shit every time I encounter it. That however is the single blemish on an otherwise amazing experience.
I rate this game Five Dakkas and a Chainsword Rip.
The post The Emperor Protects! appeared first on Tales of the Aggronaut.
Witchfire is a PVE guns and spells extraction shooter that I remember being somewhat interested in during Summer Games Fest 2022. It apparently has been in early access and available on the Epic Game store since last year, but being perfectly honest… a game might as well not exist for all the good launching on EGS does for me. I am not saying that Epic is a bad storefront, it is just a giant gap in my knowledge because I never go there unless I have some external reason… like someone broadcasting that some big game was being given away for free there. Witchfire released Monday before last on Steam and now it has visualization to the majority of the world. However, It still had not tripped my radar until my friend Ace shared this quote from a review.
Imagine the gunplay of Destiny. But none of the intense shame of playing Destiny.
I have so much love for the gameplay of Destiny, but I have zero love anymore for the way in which that game is released and the grind associated with the light level. I am also still super fucking bitter about losing content that I paid for because it was vaulted. So if a game can bring me the feels of Destiny, with a sweet Hexen with guns vibe I am probably on board with that. So I picked up the early access client on Steam for roughly $36 and gave it a go. This morning I am going to talk a bit about my early impressions.
In the game, you can set up multiple profiles, aka characters that have persistent progress between expeditions into the world. The first step in that process is choosing which “Preyer” you are going to be playing, which acts as your default loadout of weapons, spells, and stats. I am playing Butcher currently which is big life totals and running around with a fully automatic rifle… but nothing much else. Once you progress through gameplay you can I believe essentially unlock everything on a single character, but the Preyer sets your starting point and to some extent dictates how your early gameplay is going to progress.
From there you are dropped onto a foreboding-looking island in search of resources on an expedition, which is what the game calls its general mission map structure. Much of your progression path is focused on the acquisition of gold and a glowing red material known as Witchfire. You can get this by killing monsters or by harvesting it directly from nodes you can find in the world. The maps are all custom-built, but the spawns and objectives vary each time you set foot on it. This means you pretty quickly get a lay of the land and understand how to traverse the area effectively, but won’t actually know what dangers lay along your path.
One of the first things that you want to do upon landing on the Island of the Damned, is pop open your map. This will have various objectives marked as well as the most important items the portals that will return you to the base where you started. Witchfire is an extraction shooter, which means you want to collect as many resources as you feel like you can before making your way to a portal and exiting the level locking in your progress. If you die on the island, you lose ALL of the Witchfire that you have not spent on upgrades, not just the Witchfire that you earned in a single play session. This makes you carefully choose your engagements because it seems like the longer you stay on the map, the more likely monsters are to guard your portal out of the map.
I’ve seen this game compared to a soulslike a few times, but I feel like the depth of this comparison ends with the fact that monsters hit really freaking hard, you have very limited health pool and ability to heal yourself, and that the mobs themselves have deeply predictable attack patterns. If you are taking on a single monster it is pretty easy to avoid all of the attacks. However, if you get swarmed… it becomes MUCH harder to read all of the attacks and move out of the way of various things that can kill you. The bane of my existence is the snipers which will give you a muzzle flash/glint in your radar letting you know that they are about to fire upon you. This is pretty easy to deal with in singletons, but when you get four of them attacking you at once it is very hard to accurately dodge all of them.
Every so often upon killing a monster you will be given access to an Arcana power-up which will last for the course of the current expedition giving the game a bit of a Hades vibe. You can also fine White Raven Feathers scattered through the map in treasure chests which will allow you to unlock additional options during each unlock. I’ve seen a lot of very interesting options, like the ability to gain a random elemental damage type when you reload your weapon. I’ve also seen some boring options like just giving you more health or more stamina. These combined with the random nature of the spawns and objectives give each map a lot of replayability.
Again though your goal is to get a bunch of loot, and then duck out before the heat gets too much for you to handle. While this does not really factor in for the early maps, there is a GTA-style heat meter that shows up as “The Witch” starts to notice your presence. When this bar maxes out, it will summon some cataclysm event that seeks to kill you. I’ve not seen this, but I have heard of it and it sounds like bad news given how hard everything already hits for random goons. In the above exit screen, I killed 24 monsters and looted 10k Witchfire… which admittedly is only that high because I retrieved a pile of Witchfire off my corpse after I failed the run before. When you fail completely, you end up creating a pile on the map that represents some of what you dropped on death.
Pending you exit the level successfully you can spend your stockpile of Witchfire on upgrading your core stats at the Ascension shrine, craft additional healing potions, or unlock perks on the weapons you currently have. I did not have a screenshot of this because apparently, you cannot access the weapon upgrade UI unless you have a pending upgrade. However the game has something akin to the Masterwork weapon system from Destiny, which is probably why it draws that comparison. Weapons each have three tiers of “masterworking, ” each giving the weapon some sort of intrinsic perk. You unlock the next one by defeating a certain number of baddies or performing other actions while on the expeditions.
Starting at level seven, you get access to the research system which will unlock new gear for you to equip on your character. Instead of being tied to Witchfire, this one is tied to gold which largely comes from looting treasure chests or very rarely dropping from tougher enemies. I was hoping this would allow me to research specifically named weapons, but apparently, it gives you a random unlock from a broad family of equipment. To start out I am researching a Close Ranged Weapon and a Medium Ranged Weapon, and I believe this progresses as you complete a number of expeditions because it does not appear to be tied to real-world time.
All in all the game is pretty fun. I dig the hunt for treasure and kill the baddies aspect while slowly powering up your character over time. I am starting to get better about looking for plants to harvest and witchfire clusters to gather while in the map, while also keeping an eye out for individual treasure chests. I’ve not made it very far into the game and I am assuming there are other maps that will unlock as I progress my character. If you are interested in Destiny-style movement and gunplay combined with magic powers, interesting gun design, and Hades-style rogue-lite powerups it might be worth a gander. I will warn you… the game can be punishingly hard at times which seems to reward a careful gameplay style rather than running into a nest of monsters guns blazing. There is a lot of cover that you can use to bait enemies out into the open for you to kill them more safely.
Anyways! Thought I would talk about it this morning in case anyone else out there would be interested. They released a few more updated trailers when the game went into Steam early access. The game world is gorgeous so I can see myself playing this on the side when I am in the mood for its blend if tropes.
The post Witchfire Steam Early Access appeared first on Tales of the Aggronaut.
Witchfire is a PVE guns and spells extraction shooter that I remember being somewhat interested in during Summer Games Fest 2022. It apparently has been in early access and available on the Epic Game store since last year, but being perfectly honest… a game might as well not exist for all the good launching on EGS does for me. I am not saying that Epic is a bad storefront, it is just a giant gap in my knowledge because I never go there unless I have some external reason… like someone broadcasting that some big game was being given away for free there. Witchfire released Monday before last on Steam and now it has visualization to the majority of the world. However, It still had not tripped my radar until my friend Ace shared this quote from a review.
Imagine the gunplay of Destiny. But none of the intense shame of playing Destiny.
I have so much love for the gameplay of Destiny, but I have zero love anymore for the way in which that game is released and the grind associated with the light level. I am also still super fucking bitter about losing content that I paid for because it was vaulted. So if a game can bring me the feels of Destiny, with a sweet Hexen with guns vibe I am probably on board with that. So I picked up the early access client on Steam for roughly $36 and gave it a go. This morning I am going to talk a bit about my early impressions.
In the game, you can set up multiple profiles, aka characters that have persistent progress between expeditions into the world. The first step in that process is choosing which “Preyer” you are going to be playing, which acts as your default loadout of weapons, spells, and stats. I am playing Butcher currently which is big life totals and running around with a fully automatic rifle… but nothing much else. Once you progress through gameplay you can I believe essentially unlock everything on a single character, but the Preyer sets your starting point and to some extent dictates how your early gameplay is going to progress.
From there you are dropped onto a foreboding-looking island in search of resources on an expedition, which is what the game calls its general mission map structure. Much of your progression path is focused on the acquisition of gold and a glowing red material known as Witchfire. You can get this by killing monsters or by harvesting it directly from nodes you can find in the world. The maps are all custom-built, but the spawns and objectives vary each time you set foot on it. This means you pretty quickly get a lay of the land and understand how to traverse the area effectively, but won’t actually know what dangers lay along your path.
One of the first things that you want to do upon landing on the Island of the Damned, is pop open your map. This will have various objectives marked as well as the most important items the portals that will return you to the base where you started. Witchfire is an extraction shooter, which means you want to collect as many resources as you feel like you can before making your way to a portal and exiting the level locking in your progress. If you die on the island, you lose ALL of the Witchfire that you have not spent on upgrades, not just the Witchfire that you earned in a single play session. This makes you carefully choose your engagements because it seems like the longer you stay on the map, the more likely monsters are to guard your portal out of the map.
I’ve seen this game compared to a soulslike a few times, but I feel like the depth of this comparison ends with the fact that monsters hit really freaking hard, you have very limited health pool and ability to heal yourself, and that the mobs themselves have deeply predictable attack patterns. If you are taking on a single monster it is pretty easy to avoid all of the attacks. However, if you get swarmed… it becomes MUCH harder to read all of the attacks and move out of the way of various things that can kill you. The bane of my existence is the snipers which will give you a muzzle flash/glint in your radar letting you know that they are about to fire upon you. This is pretty easy to deal with in singletons, but when you get four of them attacking you at once it is very hard to accurately dodge all of them.
Every so often upon killing a monster you will be given access to an Arcana power-up which will last for the course of the current expedition giving the game a bit of a Hades vibe. You can also fine White Raven Feathers scattered through the map in treasure chests which will allow you to unlock additional options during each unlock. I’ve seen a lot of very interesting options, like the ability to gain a random elemental damage type when you reload your weapon. I’ve also seen some boring options like just giving you more health or more stamina. These combined with the random nature of the spawns and objectives give each map a lot of replayability.
Again though your goal is to get a bunch of loot, and then duck out before the heat gets too much for you to handle. While this does not really factor in for the early maps, there is a GTA-style heat meter that shows up as “The Witch” starts to notice your presence. When this bar maxes out, it will summon some cataclysm event that seeks to kill you. I’ve not seen this, but I have heard of it and it sounds like bad news given how hard everything already hits for random goons. In the above exit screen, I killed 24 monsters and looted 10k Witchfire… which admittedly is only that high because I retrieved a pile of Witchfire off my corpse after I failed the run before. When you fail completely, you end up creating a pile on the map that represents some of what you dropped on death.
Pending you exit the level successfully you can spend your stockpile of Witchfire on upgrading your core stats at the Ascension shrine, craft additional healing potions, or unlock perks on the weapons you currently have. I did not have a screenshot of this because apparently, you cannot access the weapon upgrade UI unless you have a pending upgrade. However the game has something akin to the Masterwork weapon system from Destiny, which is probably why it draws that comparison. Weapons each have three tiers of “masterworking, ” each giving the weapon some sort of intrinsic perk. You unlock the next one by defeating a certain number of baddies or performing other actions while on the expeditions.
Starting at level seven, you get access to the research system which will unlock new gear for you to equip on your character. Instead of being tied to Witchfire, this one is tied to gold which largely comes from looting treasure chests or very rarely dropping from tougher enemies. I was hoping this would allow me to research specifically named weapons, but apparently, it gives you a random unlock from a broad family of equipment. To start out I am researching a Close Ranged Weapon and a Medium Ranged Weapon, and I believe this progresses as you complete a number of expeditions because it does not appear to be tied to real-world time.
All in all the game is pretty fun. I dig the hunt for treasure and kill the baddies aspect while slowly powering up your character over time. I am starting to get better about looking for plants to harvest and witchfire clusters to gather while in the map, while also keeping an eye out for individual treasure chests. I’ve not made it very far into the game and I am assuming there are other maps that will unlock as I progress my character. If you are interested in Destiny-style movement and gunplay combined with magic powers, interesting gun design, and Hades-style rogue-lite powerups it might be worth a gander. I will warn you… the game can be punishingly hard at times which seems to reward a careful gameplay style rather than running into a nest of monsters guns blazing. There is a lot of cover that you can use to bait enemies out into the open for you to kill them more safely.
Anyways! Thought I would talk about it this morning in case anyone else out there would be interested. They released a few more updated trailers when the game went into Steam early access. The game world is gorgeous so I can see myself playing this on the side when I am in the mood for its blend if tropes.
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