The Age of Decadence is an isometric, turn-based, single-player role-playing game set in a low magic, post-apocalyptic fantasy world, inspired by the fall of the Roman Empire. The game features a detailed skill-based character system, multiple skill-based ways to handle quests, choices & consequences, and extensive dialogue trees.
User reviews: Very Positive (264 reviews)
Release Date: Nov 14, 2013

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Early Access Game

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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Welcome to the Age of Decadence Early Access launch!

We’re proud to offer you the first two chapters (roughly 75% of the game) and send you on an exciting (hopefully) and one of a kind adventure.

The first two chapters have all the features of the full game and give you:

- 15 locations: two towns where all the scheming, plotting, and back-stabbing take place, raiders’ camps, an ancient tomb, a tower of the Magi in a ruined city, the Abyss, which claimed many lives, a mountain pass protecting the southern towns from the barbarians of the wastes, and more.
- Over 100 hand-crafted fights (no filler combat), 130 if you count all variations
- Over 70 quests with multiple solutions, choices, and consequences
- Over 100 characters you can talk to
- Over 350,000 words of dialogue (that would be a 1,300-page book)
- 6 mutually-exclusive questlines
- 40 different weapons, 15 different armor sets, dozens of other items (alchemical reagents, crafting components, artefacts, scrolls, throwing nets, etc)
- A lot of death screens

It’s a challenging (no, really), turn-based game with a lot of text. Its design is influenced by RPGs your grandpa used to play, where dying a lot was half the fun and the only way to learn. If you aren’t sure if this game is for you, try the demo first.

Keep in mind that even though the content is done, we’re committed to quality and will continue improving balance, optimization, and quests (based on your feedback).

We need a few months to finish the third and final chapter of the game (we’re planning to start the beta test in June 2014) and your support and suggestions will help us deliver a quality RPG. Should you have any questions or suggestions, please visit our forums at http://www.irontowerstudio.com/forum
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Recommended By Curators

"You can imagine it like one of the old fallout games with dark souls difficulty. Extremely immersive, experimental and addicting new and underrated RPG."

Recent updates View all (25)

August 18

2nd Aug update - more tweaks and fixes

We fixed a lot of issues and now we're working on the final location. So far it's on schedule to be released at the end of the month.

Improvements

- You can report back to Antidas once Meru's dead.
- Expanded endings for HA and HD in Ganezzar.
- Improved intro slides for Teron MG and IG versions.
- Improved the art for all slides.
- Improved the interior lighting of several buildings in Maadoran.
- Improved performance in Maadoran, especially near district borders.
- New ending for MDN TG if you killed Levir.
- 2H Spears get a "push" attack, similar to shield bash.
- Defense rating hints should be a bit more clear now.
- Improved the look of blue steel armors.
- Updated and improved inventory side panel info.
- Added post-Ganezzar dialogues to several characters.
- Improved map visuals a bit.
- Improved lighting in Caer-Tor HQ.
- Removed loading times when you take Aziz to the bandits camp.
- Added achievements for destroying Al-Akia and performing the ritual on yourself.

Fixes:

- Fixed Gaelius/Serenas mentions in the endings.
- Fixed HD allies with HA ending.
- Fixed missing achievements in Ganezzar endings.
- Fixed issue with int+crafting check in Teron's palace display room.
- Fixed issue with Azra's door repeating the Inferiae events.
- When you return to Inferiae after escaping you get a custom scene.
- Fixed several issues in Inferiae regarding night time and repeating events.
- Fixed issue with IG questline if you destroyed Maadoran before going to the pass.
- You can no longer roam Maadoran if HA is destroyed when you take Inferiae's portal.
- Fixed issue with TG ending in Maadoran if you failed killing Gaelius.
- Fixed issue with ending slide after you fight HA praetor investigating Senna's murder.
- Fixed crash caused by walking near the fort in IG Teron under certain conditions.
- Fixed a quest loop caused by loading a save after TG5 fight.
- Fixed blocking inside Maadoran thieves guild.
- Fixed issue with being able to continue TG6 after betraying Levir to Gaelius.
- You now get the gate, the thieves & the assassins' guild on the city map if you enter Ganezzar from the thieves tunnels.
- Iola is waiting at the inn, will take you for the machine ride if you have the money.
- Fixed questlines issue that can happen if you finish any guild questline in Maadoran and blow the abyss before going to Ganezzar.
- Fixed issue with black sky if you load a savegame on the top floor of the zamedi tower.
- Fixed issue with Centurion outside palace if you killed Gaelius in TG6 and you never met it.
- CS kills in AG6 properly grant training and bodycount.
- Fixed impersonate check in the PA warehouse.
- Fixed issue with GNZ AG questline not starting if you killed Darista for Lorenza.
- Fixed issue with Faelan not taking control of enemy soldiers in Al-Akia.
- Meru should no longer greet you when you bring the airship if he's not around anymore.
- Fixed issue with looks of the meteor legionary armor.
- Fixed dialogue lock-up if you died trying to escape MDN AG building as a traitor.
- CS rating now correctly adds weapon cs modifiers.
- Fixed issue in which you could attack Al-Akia with HD after the ritual.
- You can't take your men to Ganezzar as IG after the siege event is finished.
- Fixed issue with Glabrio not recognizing that Levir is dead.
- Fixed issue in which Al-Akia wasn't correctly added to the map.
- Fixed issue with quest lock if you went to Ganezzar after bringing the Ordu as a HA praetor.
- Fixed issue in which there was no leader in Ganezzar if the IG joined HA when the player is an HA praetor.
- You are no longer part of the MG if you fix the smelter and join HA after the Teron MG quest was completed.
- Fixed issue with leaving Maadoran without reporting chat with Serenas to Strabos in MG6.
- Creatures attacks and some other attacks now ignore armor in CS, as intended.
- Fixed issues with the mdn palace centurion after TG6.
- Fixed wrong slide with Belgutai if he stayed in the pass.
- Fixed wrong slide with Miltiades if you left him to his fate in Varrus' mansion.
- Fixed issue with Aziz at bandit camp scene repeating if you went directly after talking with Dellar and Cado.
- Fixed bug with guard fight in Teron Palace Text Adventure.
- Fixed repeating dialogue with teron gate guards in the MG test.
- Fixed issue with weapons doing less ADC to armors of the same metal.
- Fixed issue in which you could hack Zamedi teleporter before intended.
- Hanger Engineers leave as expected in all situations.
- Fixed issue with Hangar soldiers not allowing you back in if you convinced them to allow you.
- Fixed issue with failing lore check as disguised or loremaster in the mining outpost and then using the machines when the guards are dead.
- Fixed issue with using the tube in the Maadoran tower and then using the portal at inferiae.
- Fixed issue with Esbenus not being considered dead when killed by Aziz under certain circumstances.

Changes:

- Changed option on what to do with Erastus. Killing him nets you with extra gold and items at the cost of IG reputation.
- Added intro slide to Inferiae, and you are no longer thrown in dialogue when you arrive.
- Added a luck based way to leave Inferiae tower.
- Escaping Inferiae no longer takes you to Maadoran, but to a road in the desert. You can chose where to go from there.
- In the HA pass fight, you now start closer to the gates, and it's made more clear that you can escape the battle.
- Awarded SP if you survived the pass battle, plus fixed issue with post battle text not appearing.
- Added rank for kneeling to Balzaar, becoming his acolyte.
- Changed check in TG6 when killing Gaelius on your own, checks for dex + CS (instead of just CS).
- Removed travelling restrictions on Zamedi.
- You are no longer forced to travel to Zamedi or Ganezzar if you go with Levir to the catacombs.
- Increased the difficulty of convincing Antidas to kill Carrinas without any proof.
- Removed Feng and Blacksmith exploration post-Teron. They were never intended to be there.
- Removed option to fight Bassar in Gem quest if you are TG.
- Changed flow of post-TG6 events.
- Maadoran and Ganezzar blacksmiths sell new leather and metal materials.

Combat Balance:

- Cleave increases armor damage chance by 25.
- Regeneration potion now gives 3 points in HP regen.
- Increased spear interrupt THC by 5, reduced CS chance by 5.
- Stats modify attack/defense in a 0/30 range, instead of -10/20. Constitution has 0/12 range defense bonus.
- Tweaks to stone guardian attacks. Double attack does fast damage, more THC, less CS and ADM. 4 arms at same time does power damage, less THC, more CS and ADM.
- Tweaks to scorpion attacks. Tail attack does fast damage, more THC, less CS and ADC. Claw does power damage, less THC, more CS and ADC.
- Aimed attacks to head, artery, arms and legs have reduced ADC.
- Torso attacks critical effect damage armor by 2.
- Tweaked CS and ADC chances for fast and power attacks (15, before 10).
- Hardened armor is now 10-30, from 10-50.
- Increased auxiliary armor vsCS to 30 from 20.
- Increased stats of the mangudai ordu armor.
- Increased DR of Zagross Armguard.
- Metal adds 25 hardness to both weapons and armors.
- Tweaked the equipment of several NPCs (better equipment in most cases).
- Tweaked leather armors. There is now a new, higher quality leather that works as an upgrade. Now armors are divided between these two versions, 6 base and 4 upgrades (for now). Upgraded has more DR, but a bit higher penalties, so the original ones can still be relevant.
- Tweaks to acid and bolas THC formulas (Work in Progress).

Not bad for less than two weeks of work.

6 comments Read more

August 3

Aug update - First ending, fixes, and improvements

tl;dr
a LOT of fixes and improvements, you must restart Ganezzar (i.e. use a save game BEFORE you arrived to Ganezzar) to see them.

New content:

  • Two quests continuing Hector/Darganus questlines, featuring Miltiades
  • The very first ending* of the game (ask Bennie to perform the ritual on you)
  • Minor conversations with Varro and Athanasius after the siege
  • 6 death descriptions (some assassins quests, scorpion, construct, Faelan, the breach fight)
Improvements
  • You can save after IG3 fight, increase skills, change gear, etc, before going to Maadoran.
  • Improved the Ordu camp's visuals, added alchemy ingredients.
  • Added a few extra options in some of the Teron encounters.
  • You can explore Teron after the MG questline is over.
  • You can interact with some artifacts in your inventory to identify or activate them.
  • Livia got a brand new portrait.
  • Improved Ganezzar's visuals
  • New and improved models.
  • Confirm box for dropping an item.
  • Added "none" hair option for female characters
  • Alchemical items' prices are now modified by their level.
  • Changed Shorty's trading inventory.
  • Raiders' camp CS check increased.
  • Minor IG4 tweaks (combat and flow)
  • Increased the price modifiers for crafted items.
  • Increased material needed for repair from 0.2 to 0.5.
  • Gaelius now has the Crimson Eye on him.
  • Merchants start with the commercium ring.
  • Added civil SP reward for giving Hamza a fake name in MG5
  • Increased ingots rewards in the well.
  • Vitus gives you more steel and a few sharpening stones.
  • If you are affected by the "camera bug" in which you can zoom out forever, press the Center Camera button to fix it (and remember to report the issue!).
  • Tweaked some Teron's compound infiltration checks and added an option to investigate the dining room if you killed the patrolling guard.
  • Increased Livia's training.
  • Removed the need to click on the gate to leave Ganezzar and increased the size of the trigger for players first entering the city.
  • Praetors are no longer forced to see Meru right away when they arrive to the city.
  • You don't have to take Meru to Al-Akia right away when you join House Crassus.
  • Grifter now starts with a dagger.
  • The Abyss is closed for maintenance after you arrive to Ganezzar.
  • Reduced whetstone base price to 50 (from 100).
  • CS Training after AG1 increased to 10.
  • You are no longer forced to take the gold or return to Levir in TG4.
  • Added etiquette and lore checks with Lorenza in MG4.
  • Lowered the cost of higher skill levels
  • Rebalanced the MG questline, more CHA and extra checks in some quests.
  • Rebalanced the lore checks to use the entire 1-10 scale.
  • You can now place one-handed crossbow and bolter in the belt bags.
  • Broken armor lowers weight and price.
  • Feint no longer selectable if you have a shield.
Fixed:
  • Serenas taking more money than intended in HD questline.
  • Loop in IG4 if you convinced Strabos to tell you what he knows.
  • The first wave did not appear in IG6 if you didn't do anything at the Ordu camp.
  • Inverted info for the sharpened weapons' strikes and damage.
  • Siege of Ganezzar when you travel there from Caer-Tor.
  • Silver tongued devil rank added incorrectly in MG2 (belongs to TG3).
  • Being able to ask about poison if the mine situation was already solved.
  • Trading bonuses description.
  • Power armor should no longer be damaged.
  • Camera issue after talking to Strabos at the end of MG6.
  • Tower guards dodging instead of blocking.
  • Escaping Zamedi as a thief or Daratan praetor should no longer show the Teron ending slides or end the game.
  • Distracting the guards in TG3 properly sends one of your man to take care of the crossbowman.
  • Crash when fighting Hagnon as IG is his tent.
  • Passability in Mountain Monastery and Dead River that allowed you to "fly".
  • Camera issue after passing the IG trial in Maadoran.
  • Being able to join the expedition as an HA praetor twice.
  • HA praetor being able to suggest going through the tunnels.
  • The Ordu killing the IG triggers a proper ending.
  • Proper Ganezzar state after HA taking over Ganezzar (with guards/ordu).
  • Ganezzar's medicus now has dialogue.
  • Loop in Meru's star chamber dialogue for praetors wanting to join him.
  • Portrait issues with Decanus in the mines.
  • You can report to Gaelius if Meru dies during the Al-Akia event.
  • Streetwise/impersonate check with the raider leader in Aemolas village.
  • Passability of siege elements in Ganezzar.
  • Sneaking into the mine and activating the machines take you to Gaelius, not drop you in Maadoran.
  • Being to enter the barracks after MG2.
  • A wrong version of the bringer of storms is no longer sold in the exotic emporium.
  • You use the robe when you disguise yourself to get the power armor.
  • You can now leave Darganus' house.
  • The guardian properly takes the ring in all situations.
  • The game ending notes the guardian is locked inside the tower.
  • If you return to the tower, the guardian will attack if you ran away with the ring.
  • Livia's fight not granting SP.
  • IG questline becoming MG questline in Al-Akia.
  • Narrative and bugs in post Abyss Ganezzar quest.
  • Slide text error in Balzaar ending.
  • Commercium questline is no longer available to all in Ganezzar.
  • Ganezzar traders have proper inventories
  • You can no longer escape combat in Darius tomb by clicking on the sarcophagus.
  • loop in the gem quest.
  • You can't finish MDN AG questline and then join HA as a praetor.
  • Added CS training and body count to several CS checks that were missing it.
  • Workers not carrying objects when loading a save.
  • Cleave critical now ignores armor.
  • Meru's loremaster not appearing when he should.
  • Transfer All no longer transfers unlootable items.
  • scorpions having no attack and defense skills.
Combat Balance:

We hit the word limit, so you'll have to take my word for it.

Release plans:

We’re planning to release the game in October. So far we’re on track and we fixed a lot of issues in the last 2 months, as you can see. For the next 2 months we’re switching from monthly to bi-weekly updates to respond faster.

We’re planning to release the final location by the end of August. At that point the game will be content-complete. We’ll test, tweak, and polish through September and early October (so far we’ve allocated 6 weeks) and release.

Thank you for your support and don't forget to restart Ganezzar to see the changes.

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Reviews

“Ultimately, the demo of Age of Decadence has, more than any game in a long while, left my jaw firmly planted on the floor. As an RPG player who loves deep character systems, game worlds with rich lore, nebulous and amoral situations, deep reactivity and interesting quest design, The Age of Decadence doesn't just meet the bar, it leaves some of the best and classic CRPGs in the dust. And as much as I can complain and nit-pick about what the game does or doesn't do, I find myself constantly coming back to it, just to try the same scenarios again as a different character, or to see if I can win a challenging fight, and ten times through, I'm still finding new locations, events and characters - that's the sign of a great RPG to me.”
GameBanshee

“This brings me to the main point: replayability. Judging from the demo, Age of Decadence will be immensely replayable. And at three levels, at that: after finishing the demo as a merchant I immediately wanted to play the game as a member of a different faction, to get a different take on the situation, but also to play as a merchant with a different skill and stat distribution, to check out options unavailable for my original build; but also, which in other games would be ridiculous, to play exactly the same build and simply make different choices! My merchant ended up being a sort of a power behind the throne, facilitating a shift in the power distribution in the region, purely by use of persuasion, disguise, and, of course, money, insulting more than one person on his way but gaining powerful friends, too. But there were both diplomatic and combat-oriented options I steered clear of, leaving them for future playthroughs.”
RPG Codex

“Age of Decadence is a hard game. I’ve been killed so many times I’ve lost count. Combat is among the most challenging I’ve ever encountered in a game, and even the text-based portions of the game—sneaking into a castle, for instance—are rife with challenges that often lead to your untimely demise. The game isn’t like most modern role-playing games. It’s neither cinematic nor fast-paced. It requires you to read a great deal, not to mention reload. Basically it’s a tactical, turn-based fantasy RPG with a Roman-inspired setting. It’s a single-player RPG with a deep story, consequential choices, and no hint of “Kill Ten Goblin” fetch quests. In other words, it’s basically the antithesis of the MMORPG.”
Forbes

About This Game

The Age of Decadence is an isometric, turn-based, single-player role-playing game set in a low magic, post-apocalyptic fantasy world, inspired by the fall of the Roman Empire. The game features a detailed skill-based character system, multiple skill-based ways to handle quests, choices & consequences, and extensive dialogue trees.

Traditionally, many fantasy RPGs are about killing things, clearing up dungeons, and being a hero. Now, there is nothing wrong with mindless fun and wish fulfillment, but we serve a different meal here. Quoting from one of the reviews:

“Well, if you want a hardcore, heavy metal roleplaying experience that challenges you, this is the ticket. Otherwise, take a pass. The game is vicious, both in its lack of morality and its merciless systems. If you want to be the hero of a story, run and don’t look back. If you want to be Attia of the Julii or be a power player, this is your RPG.”

The focus of the game is not on killing monsters, but rather on dealing with fellow humans and factions, trying to survive – easier said than done – and making a name for yourself. Naturally, to accommodate all that scheming, plotting, and backstabbing, we give the player plenty of choices, from multiple solutions to quests to different paths you can take through the game. You (and your actions) will determine who your friends and enemies are. There are no default good and bad guys.

Features

  • 23 skills, ranging from Dagger and Critical Strike to Disguise and Persuasion to Alchemy and Lore.
  • Tactical combat system, featuring a flexible set of standard attacks, special attacks such as whirlwind and impale, and aimed attacks at different body parts.
  • 8 weapon types: daggers, swords, axes, hammers, spears, bows, crossbows, throwing weapons, each with individual traits.
  • Non-combat quest resolutions and a well-developed diplomatic path.
  • Over 100 quests, taking you to 20 locations: towns, outposts, archeological digs, sealed places of Power, underground facilities, and temples.
  • Each situation has multiple ways of handling it, based on your skills, reputation, and connections.
  • An interesting world with rich history and unclear future that your actions can shape into seven very different game endings.
  • Detailed crafting and alchemy systems: forge your own weapons with different properties, brew different potions, experiment with Greek's fire and black powder.
  • Hundreds of items, ranging from weapons and armor to scrolls, tools, flasks, and pre-war relics.

System Requirements

    Minimum:
    • OS: Windows XP/Vista/Windows 7/Windows 8
    • Processor: 1.7 GHz Processor or better
    • Memory: 2 GB RAM
    • Graphics: Nvidia Geforce 8500 GT / ATI Radeon HD 7290 (512 Mb) or better
    • DirectX: Version 9.0c
    • Hard Drive: 1500 MB available space
    Recommended:
    • OS: Windows 7/Windows 8
    • Processor: 2.5 GHz Processor or better
    • Memory: 4 GB RAM
    • Graphics: Nvidia Geforce GTS 250 / Radeon HD 4870 (1Gb) or better
    • DirectX: Version 9.0c
    • Hard Drive: 1500 MB available space
Helpful customer reviews
4 of 5 people (80%) found this review helpful
35.3 hrs on record
Posted: August 30
Early Access Review
I've owned this game for quite awhile, though I never played it at any length until just recently. While I was initially skeptical and even forgot about AoD several times over the course of it's development, now that we're reaching the end I have to say -- the result so far that I've experienced is brilliant.

As other reviews will probably point out and as indeed the description of the game itself details, it's not for those seeking an easy power trip or for the casual gamer. Combat is hard. Really, really hard. The world is gritty and characters will often mislead, lie to and cheat you.

Before I list what I felt were the pros and cons, I should probably put a disclaimer as to that most of my time spent playing has been with a combat orienated character, though I've dabbled with a talker.

The real positives here are:

1. While combat is unforgiving, it's IMMENSELY rewarding when you win a fight. Especially early on. The combat is also the sort of frustrating, but well thought out system that gives you an undeniable high when you've taken the next step to figuring out what works in your current conflict.

2. Branching paths. Most games now adays have them, but AoD does it well. While you'll still end up in roughly the same places, your path to them varies greatly depending on your early game choices. More importantly, these branching paths can take you through customary game violence to zero bloodshed and all smart - or depending on your choices - very dumb negotiating and wordplay.

3. As I mentioned before, the characters like to screw you over. Well, you can almost always return the favor, sometimes in very satisfying ways. Not that there's much more satisfying then repeatedly stabbing someone.

4. The writing is excellent. While I normally object to a senseless amount of obscenities being thrown about, (which I think AoD somewhat qualifies for) it doesn't ever feel out of place. The plot, which is really whatever nearest goal your character has at the time, also moves very fluidly and I was never left feeling bored or especially lost in the narrative sense.


The cons:

The only one truly worth pointing out is that the game isn't finished. There are bugs, typos, misplaced dialogue sequences and so on. But that's to be expected until release, and likely a patch or two after it. I'd normally say it's a con for a game with a difficulty curve this high, but I spent a good bit of time in the tutorial chucking spears and nets at bad guys, learning my way through combat. Everything after that was just good times.
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
24.5 hrs on record
Posted: August 28
Early Access Review
yes
Was this review helpful? Yes No Funny
2 of 4 people (50%) found this review helpful
1.2 hrs on record
Posted: August 31
Early Access Review
Just picked up the game played about an hour. In that hour experienced multiple crashes, when transitioning to combat or a new area. The game was not what i expected truthfully.

The story starts out with your journey begining in some random town and there is a fight outside your inn room. Thats it.... you end up finding a treasure map on a dead inn keeper. From there you take that map to an antique collector who offers you some kind of amulet that is supossed to glow when you get close to the treasure. Terrible story but the writing isnt bad, in a tale about people who destroyed the world and no ancient evil i didnt expect a glowing amulet that seems akin to magic. Story woes aside you start in a small town that you can explore.

The graphics and art design arent great but in this kind of game, gameplay and combat are more important. I just wanted to mention graphics quality is not on par with the likes of Pillars of Eternity or even Shadowrun.

The starting town feels empty. You cant talk to anyone but merchants and some quest givers/ quest completers. When you wish to travel to a new area you pull up your map and click on it, fast travel ensues. The game immediately made me think of a visual novel, which isnt a knock by itself as i have played and enjoyed quite a few visual novels. However this game has a steep pricetag (29.99) for what it offers.

Combat is turn based and in the few battles i was able to particpate in without crashing, tactics were to get up close to the enemy and swing until one of you is dead. Not very great or tactical. Other tidbits of action like sneaking and stealing are all calculated based on your skills. For example in one quest you can sneak into a ruin, to do so its all skill based you click sneak in the conversation window and sneak past the immediate guards. Than you click sneak again to get into the tunnel, if your sneak skill is high enough again you succeed. Gameplay really seems lackluster as i anticipate random skill checks for almost everything you want to do in this game.

Character creation is pretty bland there are a few options to make your character look different maybe 5 hairstlyes and a few hair colors and skin colors. Other than that there is a list of skills and attributes which arent sufficiently explained to a new player. There is your average attribute system and a list of combat skills and non combat skills. Investing in combat attributes unlocks combat skill points that you can distribute and so on. The character skill system seemed very deep to me on the surface but because of other parts of the game i was not able to delve into it and enjoy it.

All in all i have played and enjoyed many cRPGs but i cant recommend this one. Many crashes, terrible combat and gameplay, not very good story and the graphics are very indie scene as well, though i would excuse the graphics if the game had anything else fun about it.
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49 of 61 people (80%) found this review helpful
1 person found this review funny
80.2 hrs on record
Posted: July 16
Early Access Review
I will perhaps write a proper review once the game is released and I clock a few more dozen hours into it but for now I just want to say this:

I emailed the developers a bug report with an attached savegame where my character got stuck inside a quest and couldn't continue the game, they responded by saying that the bug will be fixed in the next version and emailed me a fixed savegame.

I was so surprised.

Seriously, what developer is today going to be fixing your savegames?

In an age of large companies that lie and pointlessly hype up their customers to squeeze every possible dollar out of them and indie drama queens that spend more time on twitter than they do working on their games ITS is a breath of fresh(or old rather) air.


BUY THIS GAME
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33 of 47 people (70%) found this review helpful
2.1 hrs on record
Posted: May 12
Early Access Review
I complained to the dev about the cursor not working right. Within a few days he fixed the cursor now it works fine. This dev actually cares what the community thinks, and listens to their advice/complaints. Awesome game and dev!
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