A COMMUNITY CREATED Hack'n Slash RPG where players can team up and tackle exciting adventures made by other community members in our in-game Adventure Construction Kit - It's DIABLO meets LITTLE BIG PLANET!
Vásárlói értékelés: Nagyon pozitív (225 értékelés)
Megjelenés dátuma: 2014. márc. 27.

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Adventurers Wanted!

You get access to Fight The Dragon in an early, unfinished but very playable state, where you can go adventuring in SP, Local Split-screen and online MP games as well as create, play and share your own adventures with other players.

This is your chance to get in early and help us shape the final features and content for Fight The Dragon.

Ongoing Development

Fight The Dragon development is in high gear and we are adding new features weekly, fixing bugs promptly and listening to our users feedback and using that to improve the game.

We have a long list of features and content we plan to add and here are just a few of them that are already in development...

- New character classes
- Customisable character skins and heads (including Steam Workshop)
- More enemies and more enemy behaviours
- More loot & weapons including ranged player weapons
- More content for the Adventure Construction Kit
- Procedural dungeon system for alternate gameplay mechanic
- Online PvP death-match arena (battle out your best characters)

A regularly updated current & planned feature list and FAQ can be found here...

Come join us on this awesome adventure and help us make Fight The Dragon the ultimate short form Hack'n Slash game!”

Fight The Dragon vásárlása

Fight The Dragon Two Pack vásárlása

Includes two copies of the base game - Send the extra copy to your friends.

Fight The Dragon Four Pack vásárlása

Includes four copies of the base game - Send the extra copies to your friends.


Kurátorok, akik ajánlják

"A Diablo style hack n slash RPG, with a ton customization. Build dungeons, collect loot, and level up your hero so you can finally "Fight the Dragon!""

Legutóbbi frissítések Összes megnézése (35)

október 22.

Alpha 4.9 - Update 34 - Campaignz Rulez!

Welcome to Alpha 4.9 - Update #34!

We’re finally shipping Campaigns! It’s been a loooooong time coming, but we’ve finally managed to get the campaign system ready for you all to sink your teeth into. We’ve also thrown in the new Logic Block system to let you make more advanced event and logic scenarios, as well as our first human enemy - the brigand!

A Campaign is a series of 2-5 adventures that are downloaded as a set by the player. To make a Campaign, you’ll need to do the following:

Create 2-5 adventures!
Create a campaign from the Campaign menu. You’ll need to give it at least a name to begin with
Fill in the campaign details - a campaign has an overall difficulty and description
Add the adventures you made to the campaign with the “Add Adventure” button. Once an adventure has been added, you can modify the order with the arrow buttons
Once you’re happy with the setup, you need to load each of the adventures and publish it as you normally would. You should see the campaign name from the publish screen - because it’s part of a campaign the adventure won’t be visible from the regular gallery
Finally, you’ll need to publish the campaign from the Campaign screen. Once this is done, your Campaign should be visible from the new Campaign tab in the gallery!
Note: Only UN-PUBLISHED adventures can be added to a campaign.

Playing a campaign is very similar to playing a normal adventure, with a few differences.
Campaigns are placed on your map with the new Campaign tab in the gallery
Each campaign saves progress - if you complete part 1 of an adventure and quit, you can come back and replay any previously complete adventures, or continue from the next unfinished adventure
You can also choose to go directly to the next level in the campaign from the Game Over screen

This is a massive feature for us, and there aren’t really any sections of the game it hasn’t touched in some way, so we expect there will be bugs. Let us know if you find any issues and we’ll do everything we can get prompt hotfixes out.

We also haven’t had time to create a sample campaign for everybody to try out, so right now the gallery won’t find any. With any luck, some of our awesome creators will step in and start pushing out campaigns shortly.

Logic Blocks
Logic Blocks are a new feature of our event system, and they allow you to exert more control over the event flow and timing in your adventures. You’ll find them in Entities->Logic Blocks.

You place them in the world on an empty tile, and from there you can send events to it’s “Trigger” action to fire it. A Logic Block has two main settings - All or Any. When using All, the Logic Block will wait for all of the inputs that are setup to go to it’s “Trigger” action to fire before it fires it’s own events. Use this when you want to fire events after the player has completed a set of tasks.

When using Any, the Logic Block will fire it’s events when it receives any input, which could save you some time when setting up complex event sequences.

Logic Blocks also allow you to delay events. If a delay has been set, once it’s conditions have been met (with All or Any) it will fire the events after waiting the set time.

A quick editor walkthrough of some of these features (this was recorded before we added Any functionality):

Note: While you can connect Logic Blocks to other Logic Blocks to create loops, in order to cut down on network traffic we’re enforcing a minimum delay of 1 second.

Water/Lava/Mud/Poison changes
We’ve added the ability to raise/lower non standard tiles (water/lava/mud/poison), but with a small difference compared to normal raising.lowering. When you raise/lower one of those tiles it will raise/lower all neighbouring (contiguous) tiles of the same type. This will allow you to make raised pools, something which wasn’t possible beforehand.

Teleporter changes
Based on your feedback from the teleporter system we shipped last week, we’ve added the option to make one-way teleporters. Each teleporter now has a toggle which lets you switch between Bidirectional, Only Sends or Only Receives. a teleporter that is set to Only Receive will looks like a disabled teleporter to players.

Cycling this setting will update the connected teleporter to the appropriate setting.

Our first human enemy! Brigands are a new human enemy type that acts like a skeleton and sits somewhere between a skeleton and orc difficulty-wise. There are male and female versions of the card so you have some control over what your Brigands look like.


Alpha 4.9 Change List

  • Added Campaign System
  • ACK: Added new Brigand enemy type
  • ACK: Added Logic Block entity
  • ACK: Added new Wood Trapdoor variant and improved texture on Metal one
  • ACK: Added a square ground teleporter variant that uses the fade teleport method
  • ACK: Added ability to change transit type on a teleporter from Bidirectional to One-Way
  • ACK: Blood decals are now toggleable via events
  • ACK: Added “On Respawn” event to player spawn point
  • ACK: Added ability to raise/lower non standard tiles (water/lava/poison/mud)
  • ACK: Added new 1x3 and 1x5 mine tracks
  • ACK: Added events for spike and gas traps

  • Fixed still being able to use a teleporter that was disabled during the teleport
  • Added a thin collider to the Door teleporter
  • Better physics handling for enemies when coming out of a teleporter and spawning from a static spawner
  • Reworked process of downloading updated adventures - now takes place on game launch rather than as you enter an adventure
  • Optimised joining an adventure where a lot of events have been fired
  • Added adventure difficulty setting to the end of adventure screen
  • ACK: Made Prop palettes work with mouse dragging and scroll wheel
  • ACK: Added missing help to Lava/Poison editing modes
  • ACK: Reduced point costs on a stack of props

  • Fixed an animation issue when swapping weapons immediately after a high climb
  • Potentially fixed an issue where a player could get stuck in dodge mode
  • ACK: Fixed some controller navigation issues with some newer ACK features
  • ACK: Removed old QWERTY button in the settings screen in the ACK (we no longer use that feature)
  • ACK: Fixed stools/toilet not being visible in palette (patch note of the year 2014)

2 megjegyzés Tovább

október 15.

Alpha 4.8 - Update 33 - Teleporters Ahoy!

Welcome to Alpha 4.8 - Update #33!

The feature list for this update was a bit bigger than we’d originally planned, but it’s all pretty good stuff that we think you’ll enjoy!

Teleporters are a new ACK prop type that allows you to connect sections of your level together via teleporting props! Once connected, a player uses a Teleporter by interacting with it, which will teleport them to the paired teleporter. There are two types of teleporters:

-Ground teleporters are glowing rings (they look a bit like checkpoints): when a character is teleported the camera will move between the two points. These are handy if you want the player to have some idea of direction, since they will see the space and direction that they just travelled.

-Transition teleporters fade the screen to black and then fade back out when the player arrives. That means that the player will not see what direction or how far they’ve travelled, so it’s best used for indoor/outdoor transitions.

Here’s a short video explaining the basics of the system

Online XP and Loot Distribution
We’ve had a few bug reports about uneven XP and loot distribution when in online games, so we’ve spent a bit of time re-working how this all works and fixing discrepancies with host and non-host calculations, and we are pleased to say that it all works properly now!

XP is shared per enemy kill between all characters that either participated by doing damage or were at least close to the enemy when it was killed. If character A kills an enemy and character B is no where near by, character A gets all of the XP from the kill.

Balance Changes
We’ve made some pretty significant balance changes for 4.8 based on your feedback. The key points are:
  • Increased global XP award rate by 10%
  • Sped up most special/secondary attack animations
  • Fighter “Vortex” attack swapped slot with “Whirlwind” attack
  • Fire Lord “Fire Spin” attack swapped slot with “Aimed Flames” attack
  • Ice Wizard “Ice Spin” attack swapped slot with “Aimed Ice” attack
  • Reduced range of mage’s first special attack by 25%
  • Rogue’s electrical attack now lasts 1 extra second and electrocutes enemies, locking them in place
  • Each arrow that hits from the Crossbow secondary attack does 20% less damage
  • Increased damage and knockback of attacks while Beserking, and added some health regen
  • Hatchets now have a larger travel range, do approx 30% more damage and have more knockback

New ACK content
We’ve added over 50 new props for use in the ACK, as well as over 35 new weapon visual varieties. Check out these images for more details:



Alpha 4.8 Change List

  • Added shurikens for Rogues (Drops at level 7+)
  • Added over 35 new weapon visuals
  • ACK: Added new Teleporter props
  • ACK: Added “On Respawn” and “On Awarded Life” events to Checkpoints
  • ACK: Added over 50 new props
  • ACK: Added Mud and Blood decals (Blood decals will switch to mud if the player has Blood turned off)

  • Increased Global XP Award Rate by 10%
  • Sped up most special/secondary attack animations
  • Fighter “Vortex” attack swapped slot with “Whirlwind” attack
  • Fire Lord “Fire Spin” attack swapped slot with “Aimed Flames” attack
  • Ice Wizard “Ice Spin” attack swapped slot with “Aimed Ice” attack
  • Reduced range of mage’s first special attack by 25%
  • Rogue’s electrical attack now lasts 1 extra second and electrocutes enemies, locking them in place
  • Each arrow that hits from the Crossbow secondary attack does 20% less damage
  • Increased damage and knockback of attacks while Beserking, and added some health regen
  • Hatchets now have a larger travel range, do approx 30% more damage and have more knockback
  • Reduced damage of Spiders and halved duration of “webbed” effect
  • Enemies now navigate over mud/lava/poison tiles, but will avoid them if at all possible
  • New effect when an enemy is spawned via an event
  • Improved handling of character collisions when spawning/respawning/teleporting (should stop the getting flung out of level bug)
  • Redesigned online game panel for host player in preparation for upcoming changes (party management)
  • Added “are you sure” message prompts to the Online UI options to leave or disband the online party
  • ACK: Can now place most props on water, the depth of the water will take the props into account

  • Fixed some dragon rings still providing effect while in dragon fight
  • Fixed an issue where events weren’t firing correctly on subsequent playthroughs of an adventure
  • Fixed incorrect XP and Loot distribution in online games
  • Fixed some networking UI issues
  • Fixed non-hosts not being able to customise their character in an online game
  • Fixed network chat window opening if you pressed the open chat button while typing an adventure name into the gallery
  • Fixed enemies with “Healer” mutator breaking when they attempted to heal a spawner (spawners can no longer be healed by mutators)
  • Fixed non-host players still being able to hit zombies that are “knocked out”
  • ACK: Fixed doors showing silver key incorrectly when placed
  • ACK: Fixed theme music restarting when hovering on/off triggers in the ACK
  • ACK: Reverting time to default on a trigger now makes time go shortest distance (auto forward/backward)
  • ACK: Fixed NPC being interactive if turned off via “On Game Start” event
  • ACK: Added missing desert rock toolbar thumbnails

6 megjegyzés Tovább
Összes téma megnézése

Jelents hibákat és adj visszajelzést erről a játékról az üzenőfalon.


“Fight The Dragon has a pretty sweet deal going. Awesome custom content through the Adventure Creation Kit, a fun Hack'n Slash combat system, and a unique end-game goal of defeating an epic dragon boss.”

“Overall, Fight the Dragon has been a completely addictive experience and I’ve enjoyed my time with it greatly.”
Universal Gaming Reviews

“…we are having a ton of fun with the game!”
Epos & Chu | Lets Play Together

A játékról

Build, Explore, Battle & Loot in this GAUNTLET inspired USER CREATED hack’n slash

Create & share Adventures like a true Dungeon Master of old!

Fight The Dragon is a COMMUNITY CREATED Hack'n Slash RPG where players can team up and tackle exciting adventures made by other community members in our in-game Adventure Construction Kit (ACK).


RPG Gamer interview at PAX Prime 2014
Our Latest Dev Let's Play 7 Video... 1st August 2014
See all of our Dev Let's Play videos here...

Players can play single player, local split-screen couch co-op (2 players) or online multiplayer (4 players) to complete 10-15 minute adventures in a non-linear order, which allows players to jump in for a quick fix or play multiple adventures over longer play sessions. Collect loot, level up, conquer enemies and become a master adventurer!

Become the ultimate Dungeon Master you always dreamed of being!

Fight The Dragon ships with a highly flexible in-game Adventure Construction Kit (ACK) that allows players to design, play and share their own adventures with other players on all platforms around the world.

The ACK (as is the gameplay) is designed to be as intuitive to use via a gamepad as it is via mouse and keyboard. Creators are able to sculpt and paint environments, place props, enemies, NPCs, Traps, checkpoints and other key game elements including hooking up basic logic systems for switches/gates and traps.

The Fight The Dragon community have already published over 1600 fantastic adventures, which means we have hundreds of hours of gameplay already created.

  • Great assortment of Melee, Ranged and Mini-Boss Enemies
  • Large selection of textures to paint environments with
  • Static & Dynamic props including realtime lights, traps, bridges & more
  • Super intuitive editor allowing rapid design
  • In editor play testing at any time

Dragon Battle Arena

As heroes complete adventures and reach milestones, they earn tickets that allow them to go “Fight The Dragon” in the ultimate dragon battle arena.

Every player has their own dragon to fight, and each dragon has MEGA HP, so killing your dragon will require many encounters and a lot of skill. The damage you do to your dragon is persistent between play sessions, so collect as many tickets as you can and go battle it out! Each ticket grants the player 3 lives, but be warned, there are more ways to die in the dragon arena than just the dragon, so stay alert!

Key Game Features

  • In-Game Adventure Construction Kit – Create and share Adventures!
  • Over 100 hours of unique gameplay created by our community so far!
  • Action packed Hack-and-Slash Adventuring in your own creations
  • Female and Male versions of all of our classes
  • Local Drop-In Split-Screen Couch Co-Op
  • Up to 4 player online Co-Op (cross platform)
  • LAN server for local 4 player Co-Op
  • Intense Dragon Fights with special dragon loot
  • Full gamepad & Big Picture support

State Of the Game - FAQs

Game - Current State & FAQ

Adventure Construction Kit - Current State & FAQ


    • OS: Windows XP+
    • Processor: Intel i3+ or equivalent
    • Memory: 1 GB RAM
    • Graphics: Nvidia 8000, Radeon HD3000, Intel HD 4000+
    • DirectX: Version 9.0c
    • Hard Drive: 500 MB available space
    • OS: Windows 7+
    • Processor: Intel i5+ or equivalent
    • Memory: 2 GB RAM
    • Graphics: NVidia 560+ or equivalent
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Hard Drive: 1 GB available space
    • OS: OSX 10.6+
    • Processor: Intel i3+
    • Memory: 1 GB RAM
    • Graphics: Nvidia 8000, Radeon HD3000, Intel HD 4000+
    • Hard Drive: 500 MB available space
    • OS: OSX 10.6+
    • Processor: Intel i5 or equivalent
    • Memory: 2 GB RAM
    • Graphics: NVidia 560+ or equivalent
    • Network: Broadband Internet connection
    • Hard Drive: 1 GB available space
    • OS: Ubuntu
    • Processor: Intel i3+ or equivalent
    • Memory: 1 GB RAM
    • Graphics: NVidia only
    • Hard Drive: 500 MB available space
    • OS: Ubuntu
    • Processor: Intel i5+ or equivalent
    • Memory: 2 GB RAM
    • Graphics: NVidia only
    • Network: Broadband Internet connection
    • Hard Drive: 1 GB available space
Hasznos vásárlói értékelések
26 emberből 25 (96%) találta hasznosnak ezt az értékelést
44.0 óra a nyilvántartásban
Korai hozzáférési értékelés
This is the Little Big Planet of Hack and Slash RPGs. Do not expect torchlight or diablo or titan quest or any of the other AAA hack and slash games with this one. What you get is a quirky art style and a ton of bite sized adventures. ( Campaigns are incoming and will likely link together two or more adventures ).

The main reason to get this game is the fact that the ACK ( Adventure Creation kit ) allows you to design and create a variety of adventures ranging from simple 1 room arena battles to complex dungeons with puzzles, switche,s traps, platforming, and locked doors that require you to get a color coded key - ( Doom anyone? ).

I've only had this game for two days but have already created and published 3 adventures.

If you want a hack and slash game that looks overly simple but has suprising depth and limitless content, pick this up.

If you want to create short engaging little adventures that range from 5 minutes of gameplay to 30 minutes of gameplay pick this up. The ACK is the easiest to use editor I have ever used.

Oh I almost forgot that unlike most games, this one has a BOSS DRAGON that you need to earn scrolls to be able to teleport to the Dragon's Lair and try and defeat him. He has persistent health and this is a must considering he has 1,000,000 health and the firs titme I fought him I managed to deal 50 damage total with 3 lives. Second time I dealt 650 and that was after levelling up for hours!

Közzétéve: június 18.
Hasznos volt ez az értékelés? Igen Nem
11 emberből 11 (100%) találta hasznosnak ezt az értékelést
20.9 óra a nyilvántartásban
Korai hozzáférési értékelés
The words of the day: simplistic intricacy.

Those two words sum up the whole of what Fight The Dragon (FTD) is all about. At first glance, the core gameplay appears simple – and it is. Upon a deeper inspection, however, the intricacies begin to emerge – particularly in its level designer, which I will go into more later.

FTD is essentially Little Big Planet meets a simple overhead hack-‘n’-slash. A number of community levels and a few tutorial missions await the player within this game. The interface to select your adventure is easy to use and find what you’re looking for, and there is a search system that allows you to find a level that matches the difficulty you want, whether it’s a favorite of the community, or you can do a direct search for a specific title.

The first order of business is to choose a character class: Fighter, Black Rogue, Fire Lord, and Ice Wizard. Each of these classes has their own unique abilities and stats, which offers greater variety and opportunities to customize multiple playthroughs. The appearances of your character can also be customized (to an extent) afterwards at your home base.

While there are many options for combat in this game, the ones that will be used the most are the basic attack and a class-specific special attack (A and B respectively on an XBox controller, which I recommend using). These moves are all you need if you employ a hit-and-run strategy like I do. That’s the simple side of it; the more intricate side is that you can also block, dodge, and use another special move as well if you want. But that feels a bit superfluous sometimes and the majority of your time will be spent just hacking and slashing with your basic moves.

The game also provides ample possibilities for platforming adventures if combat is not where your interests lie. Climbing, running, and leaping across chasms and lava appears simple enough. However, doing it *well* takes a little more attention and skill. Then try doing it while some skeleton shoots arrows at you or a pyromancer blasts you with fire. Or do it over lava where you have to think, “Okay, I have to time my sprinting right and aim perfectly or I’m gonna fall into hot burning lava and – dang it, now I’m dead. Back to the checkpoint.”

After a level, you can donate your unwanted equipment and excess gold to the Loot Shrine, building up enough credit to eventually earn a reward. The more credit you build up before seeking a reward, the greater the reward. It's a nice way to reward the people who spend time collecting what is often useless armor or weapons dropped in a level.

But it is with the level editor that this game truly shines and brings to the forefront the reason FTD works so well. Looking at a custom-designed level, it’s easy to assume that only someone who has played the game long enough and mastered the minute details could create something intricate and amazing. At least, that’s the mindset I went into the level designer with.

Boy, was I wrong.

Within a matter of hours, I had created a level that involved a good amount of platforming and combat, tested it multiple times, and then released it to the community. I had only played the game a few hours before to learn the basic buttons and get a feel for the game. The instructions on how to use different components and how to connect cause-and-effects (i.e. kill this enemy, door opens). Enemy stats can be modified to vary every time you enter a level. There are also a lot of different options for what kind of level you want to create. Various indoor and outdoor biomes are available, and you can mix and match at will. You can create a massive level before you reach your “building point” limit, and that is half of the fun.

**To see the level I created in my first attempt, look up Necrypt in the level gallery.**

However, there are a few points that should be addressed in terms of what this game does not do so well.
  • Currently there is no way to rebind buttons on the controller. Sometimes the button combinations to do something are not intuitive or easy (i.e. pressing RB and Y together to switch between primary and alternative weapons).
  • Music tracks for the levels are limited to 9 arrangements that sound very similar.
  • Sometimes when creating a level, if you accidentally enter “Event Picker Mode,” you can get stuck there and be unable to leave. Let’s say you place an enemy and you enter this mode . You have to select an object for it to be connected to, but if there is no such object around, you are stuck in this mode (hitting B does not free you from the mode).
  • Combat can feel extremely simple and not be too exciting after awhile.
  • A few more options available in the character customization would not be amiss.

    All in all, Fight The Dragon is great fun. The negative points I listed above are nitpicks at best, and they don’t interfere too much with the overall enjoyment of the game. And as it is in Early Access still, I look forward to some of the features 3 Sprockets have yet to release. But if you’re looking for a great game that is constantly growing in a community and bringing forth new features, take a look at Fight The Dragon.

    **Review updates yet to be included/experienced:
  • Multiplayer
  • The Dragon Fight
Közzétéve: szeptember 25.
Hasznos volt ez az értékelés? Igen Nem
7 emberből 6 (86%) találta hasznosnak ezt az értékelést
7.5 óra a nyilvántartásban
Korai hozzáférési értékelés
a must buy for anyone a fan of 3 sprockets. the game since alpha has only improved and is a lot of fun with friends. full of wonderful loot and adventures.
Közzétéve: május 5.
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4 emberből 4 (100%) találta hasznosnak ezt az értékelést
506.1 óra a nyilvántartásban
Korai hozzáférési értékelés
I'm long overdue to post a review for this game. Why have I waited so long? Because I've been having so much fun playing and creating, I hardly use my spare time for anything else! I think it's an outstanding, highly entertaining game! The community-generated "adventures" make this game virtually unlimited in it's original gameplay content.

I should also add that I'm new to both the Hack & Slash and RPG genres...they just never appealed to me before. I bought this game because I think the devs are fantastic, having played both Cubemen and Cubemen 2, but I wasn't sure I would care for it that much. Boy, was I wrong to even think that! Now, I'm completely hooked and having a great time playing, interacting with the community in sharing/playing adventures, and in creating my own. The built in Adventure Construction Kit (ACK) is quite sophisticated yet easy to use. You can be building and publishing great-looking adventures in a fairly short amount of time.

So whether you're a seasoned pro in Hack n Slash and RPG games, or new to the genre as I was, I'm confident you're going to enjoy this game. If the current "Early Access" state is a concern for you, don't let it be. I would consider this a complete game...that just keeps getting better with each update, as cool new features are added on a regular basis.

Now it's time to go back and conquer more "worlds" as I add to the already 450+ hours I've got in this game! That in itself should tell you quite a bit about how I feel about Fight the Dragon.
Közzétéve: október 13.
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6 emberből 5 (83%) találta hasznosnak ezt az értékelést
14.1 óra a nyilvántartásban
Korai hozzáférési értékelés
Brilliant! Everyone who enjoys creating their own content will have fun with this!
Közzétéve: június 7.
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241 emberből 218 (90%) találta hasznosnak ezt az értékelést
14.9 óra a nyilvántartásban
Korai hozzáférési értékelés

Fight the Dragon is a hack and slash RPG that is clearly made by people who love the genre. It takes gameplay elements of games like Torchlight 2 and combines them with a level creation system that reminds me of a cross between Little Big Planet and Minecraft.

The game starts at your house where you can manage characters and access things like the level creator or user adventures. Once in the game you fight off monsters, find keys, and pull levers to reach the end. As you play your character gains levels, skills, and tons of loot. You will constantly be scouring the ground for helmets, armor, weapons, and more.

Damage is done with a primary weapon of choice, a heavy attack, or class specific skills.
All skills and items carry over between levels and every adventure scales with you so whether you play a an adventure for the first time at level one or replay it at level 5, it’s still fun and challenging.

The level editor or "Adventure Construction Kit", feels like a 3d modeling program and is simple yet deceptively powerful. You can place monsters, traps, treasure, and sculpt the landscape as you see fit.

I loved this game and can’t wait for more.
Közzétéve: március 27.
Hasznos volt ez az értékelés? Igen Nem