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!
User reviews: Very Positive (467 reviews)
Release Date: Dec 4, 2014

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Recommended By Curators

"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!""

Recent updates View all (45)

December 16

Version 1.0.2, Build 5.7 - Happy Holidays!

Welcome to Version 1.0.2, Build 5.7 - Update #44!

Merry Festivus and Happy New Year to our awesome community!

This update will be our last for the year as we ramp down for a well earned break and some long overdue family time.

We will be back again around the second week of January for a little while, then we are taking another break until the start of February.

You may still see us on the forums from time to time, and we will try to stay active on support issues whenever we can.

We want to wish you all a safe and happy new year, and we look forward to continuing our journey together next year!

So, lets get into business….

Online systems Upgrade
We have upgraded or networking library to the latest version (a significant change) to try to address the ping and connectivity issues some of our players have been experiencing.

As the issues are only effecting a small group of players, we cannot guarantee this change will actually fix the issue, but it will at worst case allow us to get our networking provider involved (they were unable to support us on the older version we were on).

This change has affected/touched almost every bit of networking code in our game, so though we have been super careful to try not to add new issues to our code, until it hits wider testing we won’t know for sure.

We’d love to hear from anyone that was experiencing problems

This update includes a new version of our LAN server and WILL NOT work with the older version.

New NPC Animations and Icons
We’ve added three new NPC animation sets in 1.0.2 - Working, Sweeping and Guarding:
http://steamcommunity.com//sharedfiles/filedetails/?id=356839629

We’ve also added an Icon system to NPCs - an NPC can now display an Icon (Exclamation, Asterisk or Question Mark) which will display the selected Icon above that NPC’s head. The Icon will stay visible until somebody in the party talks to the NPC, it will then turn off for the rest of the adventure.
http://steamcommunity.com//sharedfiles/filedetails/?id=356908223

Changes to Reward adventure system
It’s been less than a week since we launched our daily rewards system, and though the results for the included adventures have been phenomenal, it’s clear that we have more adventures being created per day than the daily system can cater for, so we’ve change how it works, and now it ticks over every 8 hours, presenting you with 18 adventures per day.

We’ll keep monitoring the play counts of adventures over the next little while and we’ll keep working on the problem of discoverability of new adventures.

Improved text edit boxes
We have finally worked out that how we were validating our text fields was causing the text input fields to behave badly when trying to insert text, so we have started changing many of our text edit fields over to a new validation system.

One of the advantages (apart from insert working) of our new system is that you will get proper feedback as to why you can’t use the text you entered, but only when you try to submit it.

We have moved some of our text fields over so far (Comments, Reports, NPC Dialogue, Character name) but some of them haven't been done yet as they are going to require some breaking changes (Publish UI, Campaign UI etc) that we didn’t want to try JUST before we broke for holidays.

We’ll continue to move everything over to the new system in future updates.


1.0.2 (Build 5.7) Change List

New
  • ACK: 3 new animation sets for NPC’s
  • ACK: New Icon system for NPC’s (see above)
  • ACK: Added “Switch Behaviour: Attack” and “Switch Behaviour: Defend” actions to enemies
  • Added “On Killed” event to enemy spawners
  • You can now set your Level range for online games for players to be able to join

Changes/Improvements
  • Fixed Rotation Lock setting using old name in in-game Settings screen
  • Can no longer receive effects (fire.lightning, etc) for a second after respawning
  • Host can no longer move into an adventure while a party member is in the customise screen
  • Online game stat display no longer clears while refreshing - spinning icon appears instead
  • Converted Daily Rewards adventures to cycle every 8 hours
  • Will now only show Reward adventure notifications on world map when some Reward adventures actually available
  • Improved controller help in Character Creation UI in menu
  • New text validation system
  • Can no longer open online panel while in Game Over screen
  • We now update online character info when going back to the menu
  • Self Destruct in game now has an “Are You Sure” box to prevent accidentally using it
  • ACK: Dashboard will no longer show “No Published Adventures” if it can’t retrieve stats
  • ACK: Large inspector panels (Enemy, Trigger, NPC) will now attempt to correct themselves if they’re partially off-screen
  • ACK: Improved UI sizing for large comments and reports in dashboard
  • ACK: Enemies told to attack the player will now switch to their Attack behaviour if they were set to Defend
  • ACK: Pressure plates can now be rotated

Fixes
  • Fixed being able to click on Rewards and Leaderboards in Gallery while in Campaign mode
  • Fixed loot dropped in an online game not being scaled to your level (was scaling to host)
  • Fixed Eyes still following player when frozen or electrocuted (can still do damage though)
  • Fixed Ice Shield audio not respecting volume settings
  • Fixed player being able to get stuck in Dodge state permanently
  • Fixed Game Over being called incorrectly in split-screen when a player dies and the other player is alive and has 0 lives
  • Fixed controller soft lockout when kicking last player from game
  • Fixed p2 in splitscreen attacking in the wrong direction when p1 is using a mouse
  • Fixed ~ key blocking input for all players was using a controller
  • Fixed enemies not being able to climb up tiles with some props on them
  • ACK: Fixed a ton of controller help UI issues (thanks Karmik)
  • ACK: Fixed not being able to navigate past the second adventure in the dashboard after a reload
  • ACK: Fixed getting negative likes/neutrals/dislikes in creator dashboard stats display
  • ACK: Fixed a case where game could become unresponsive when connecting teleporters
  • ACK: Added Adventure Load Help for HIDE and DELETE buttons
  • ACK: Fixed not being able to navigate to “Load Previous” button with controller
  • ACK: Fixed not being able to navigate Adventure HIDE button with controller

1.0.2 (Build 5.8) Change List - 18th December 2014
  • Fixed some vase colliders being too big for their visual size
  • Reduced interaction radius on NPCs (including Characters, Books, Lecterns and Signs)
  • Fixed network loot drops being busted
  • Removed some newly added XInput dlls on WIndows that were causing problems for some people
  • Improved handling of being dropped from online server
  • Added a fallback to take the player back to the menu when disconnected from the server while in an adventure
  • Fixed Spawner On Killed event not working with Logic Blocks
  • Fixed Tab closing the loot shrine and opening the player inventory at the same time
  • Keys will now be awarded if they drop off the level (very rare occurrence)

11 comments Read more

December 10

Version 1.0.1, Build 5.5 - Daily Rewards!

Welcome to Version 1.0.1, Build 5.5 - Update #43!

This update has lots of goodies, changes and fixes, including stuff like our new experimental Mouse & KB controls, weapon damage balance tweaks, 2 handed weapon attack speed changes and better discoverability for new and unplayed adventures!


Daily Rewards System
With our launch, we’ve seen a HUGE amount of new creators join our ranks, adding almost 1000 new adventures in just under 6 days! New adventures is great for our community, but it dramatically added to an existing problem we’ve been trying to deal with for a while… new adventure discoverability.

After reading the forums for months and smacking our heads in frustration for all of you that put so much time and effort into making great content for the community, only to have tiny amounts of players ever find your adventures, we finally came up with what we think is a pretty awesome idea to START to deal with the issue - Daily Rewards.

Every day you will be presented with 6 of our least played and newest adventures, and you will be able to play them and earn 20% extra XP per kill and get an increased loot drop rate (more loot, better loot).

Every player gets the same 6 reward adventures each day, so creators could potentially see hundreds of new plays when their adventures are selected.

The deal only works once per reward adventure, so that means 6 opportunities per day to earn bonus rewards!

If you happen to have one of the 6 adventures on your map already, that’s ok, you’ll see a spinning yellow star on it letting you know it’s a daily, and you will still get the reward for playing it on that day.

We really think this new feature will go a long way towards getting new and unplayed adventures noticed and we are excited to hear what you all think once you have given it a go!


New “Experimental” Control Scheme
So we’ve take a lot of your feedback on Mouse and Keyboard gameplay, and we’re going to start experimenting with our input systems until we find something that works for everybody. For 1.0.1 we’ve added a new “Experimental” mouse Input system that you can find in the Settings->Game menu in your Home screen.

In this new mode, your mouse cursor is permanently hidden and you rotate your camera simply by moving the mouse left or right (no middle mouse clicking). You attack with the LMB as usual, but when you attack your direction is determined by your WSAD keyboard input. So if you’re not touching any keyboard movement inputs, you will attack forward from the camera, otherwise you’ll attack in the direction of your movement input.

It’s a bit hard to describe with text, but a good example of this control method are the Rocksteady’s Batman games. The main advantage of this system is that it makes camera movement incredibly easy, but by losing the mouse cursor you’re no longer able to click on UI (you’ll use KB - 1-4 for special attacks, [,] and [/] for potions, etc or whatever keys you’ve bound for them). We think this scheme has got potential, so please give it a try and let us know what you think on the forums!


Networking Changes & Problems
As many of you might have noticed or experienced, we’ve had some networking issues with both our server ping/selection system as well as some other connectivity issues.

One thing a few of you have reported is what looks like a lockup when joining, leaving or forced disconnection from a network game, and we think we tracked that down to a few corner cases where your character was removed from the network game and never re-added back in… No character, means no control of the game, so it looks like a lockup.

We think we have these fixed in this build, so we’d love to hear feedback from you all that did see these “lockups” to let us know if they are gone.

With regard to the server pings and connectivity, that’s a harder problem for us to solve and requires us to move to a newer version of our network library that is quite a bit different from what we have now, but we are committed to fixing these issues, so now that 1.0.1 is out, we plan on ripping our networking apart and upgrading our library and getting some test builds out to those of you that have been having problems and see if we can eliminate the issues.

We estimate we should be able to get some test builds ready by early next week and hopefully have 1.0.2 (network fixes) out by the end of next week.

We really appreciate your patience while we get this sorted out.


Attack speeds, balance and auto attack
We’ve made some considerable balance changes for 1.0.1, including speeding up the attack animations of several slower weapon types, as well as some significant stat changes for newly dropped weapons. Like when we were in Early Access stat balance changes will only affect newly dropped items, any items you’ve already collected will remain unchanged.

You can also now simply hold down the Primary Attack button when attacking to execute a combo, so you don’t need to button mash as much anymore - your mouse/controller will thank us!


1.0.1 (Build 5.5) Change List

New
  • New Reward system in Adventure Gallery
  • Adding server ping status display to online screen
  • Added new experimental mouse input system in Settings -> Game
  • Added a new Attack Speed item modifier
  • Added gallery search by Friends - FINALLY!
  • Added “Open Network UI” key and made it bindable

Changes/Improvements
  • Can now hold the Primary Attack button instead of having to tap it for each attack
  • Add keyboard shortcut UI on potion UI in-game
  • Potentially improved some physics clipping problems with some gate varieties
  • Increased collision box size on Swords and Axes - should improve hit detection
  • Increased damage of Tomes by 50%
  • Increased damage of newly dropped Hammers, Spears and Greatswords
  • Reduced damage of newly dropped swords by 5%
  • Increased Hammer attack speed animation speed by 40%
  • Increased Greatsword attack animation speed by 40%
  • Increased Hatchet attack animation speed by 30%
  • Increased Spear attack animation speed by 20%
  • Increased Wand attack animation speed by 30%
  • Improved wording of some text in the Gallery to make results clearer
  • No longer force Linux into Fullscreen on first play.
  • Force character save before joining or hosting an online game

Fixes
  • Fixed Rogue icon on split-screen drop-in UI reading “Coming Soon”
  • Fixed UI in Workshop upload process becoming unresponsive after rotating preview
  • Fixed state display on network player UI permanently reading Graveyard after a player looked at the Hero’s Graveyard
  • Fixed custom skins not displaying correctly on Female Fighter
  • Fixed case where game could become unresponsive after losing connection to a network game
  • Fixed rotation sensitivity not having any effect on camera while controlling a character (was only affecting ACK camera)
  • Fixed world map details sometimes appearing in home screen when opening Settings after Gallery was opened
  • Fixed inventory keyboard help not showing correct key when inventory key has been rebound
  • Fixed not being able to close the inventory with the inventory button in the Dragon Arena
  • ACK: Fixed some controller navigation issues on the enemy inspector UI
  • ACK: Fixed being unable to cancel out of finding an Event Receiver with a controller

25 comments Read more

Reviews

“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.”
OnRPG

“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

About This Game

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).

It's DIABLO meets LITTLE BIG PLANET



RPG Gamer interview at PAX Prime 2014
https://www.youtube.com/watch?v=_2_ZCZhrStE
Our Latest Dev Let's Play 9 Video... 18th December 2014
http://steamcommunity.com/sharedfiles/filedetails/?id=357821583
See all of our Dev Let's Play videos here...
http://steamcommunity.com/app/250560/discussions/0/540743757658485898/

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.

ACK FEATURES
  • 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
http://steamcommunity.com/app/250560/discussions/0/558751660786031250/

Adventure Construction Kit - Current State & FAQ
http://steamcommunity.com/app/250560/discussions/0/558751812695879447/

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP+
    • Processor: Intel i3+ or equivalent
    • Memory: 1 GB RAM
    • Graphics: Nvidia 8800, Radeon HD35xx, Intel HD 4000+
    • DirectX: Version 9.0c
    • Hard Drive: 500 MB available space
    Recommended:
    • 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
    Minimum:
    • OS: OSX 10.6+
    • Processor: Intel i3+
    • Memory: 1 GB RAM
    • Graphics: Nvidia 8800, Radeon HD35xx, Intel HD 4000+
    • Hard Drive: 500 MB available space
    Recommended:
    • 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
    Minimum:
    • OS: Ubuntu
    • Processor: Intel i3+ or equivalent
    • Memory: 1 GB RAM
    • Graphics: NVidia or ATI with latest drivers
    • Hard Drive: 500 MB available space
    Recommended:
    • OS: Ubuntu
    • Processor: Intel i5+ or equivalent
    • Memory: 2 GB RAM
    • Graphics: NVidia or ATI with latest drivers
    • Network: Broadband Internet connection
    • Hard Drive: 1 GB available space
Helpful customer reviews
44 of 46 people (96%) found this review helpful
14.7 hrs on record
Posted: December 22
Fight The Dragon is a simple, community-driven dungeon crawler for up to 4 players, populated with maps designed by the players themselves. There are twelve customizable character slots, and four classes to choose from, each with different weapon proficiencies and four unique abilities: the fighter, the rogue, the ice wizard, and the pyromancer. If you've played a fantasy-themed game before, those classes shouldn't be unfamiliar. The playstyles are all a tad different, but early on, it becomes quite apparent that ranged combatants are considerably easier to play, and arguably more effective as well.

The look of the game is a bit classic. It isn't voxel, and it has smooth textures, but the shapes of the in-game models look quite crude in a few cases. Controls are fairly simple, and the mechanics of the game will come naturally to anyone who is familiar with the genre. The gameplay itself is smooth, if a tad unbalanced; it's rather easy for a map designer to make an area too difficult, whether intentionally or not, by saturating it heavily with certain, more powerful monsters. A good example is a trio of enemy pyromancers- they deal so much damage in such a short time that they will instantly kill you with fireballs and pillars of flame if you stand still for more than a thoughtful moment. Loot appears rather frequently, so it isn't too difficult to find a decent set of gear that compliments how you choose to play. A feature called the 'Loot Shrine' acts as an alternative to the typical store you'd find in the 'safe zone' of a dungeon-crawling RPG. Rather than buying and selling items, the game allows you to 'donate' all of your gold and unwanted gear for a chance at progressively better loot- the more you donate, the better the rewards, which come in the form of rare armor and weapons, extra stat points, increased inventory space, or other miscellaneous character upgrades. Although the game offers you three choices (typically one item and two 'other'), the choices are completely randomized, so you may end up finding some unattractive offers when you decide to cash out. I find this feature to be a refreshing change from the norm, and i've abused it quite a lot in my own time playing.

The gimmicks that make FtD stand out from similar titles are it's trademark Adventure Creation Kit, and the titled battle against the Dragon. The Adventure Creation Kit(ACK) allows a player to construct a dungeon, then play in it against his own creation, or upload it to the server to share with friends or the community as a whole. The ACK is very user-friendly, and it's fun to play with. The design options that it gives you allow you to make maps of all sizes, or even chain multiple dungeons together to create a full campaign with multiple levels. The designer truly allows for an impressive amount of customization and creativity.
Fighting the Dragon, as many would assume from the title, is an integral part of the game. At any time, provided your character has recieved a Dragon Scroll by completing a dungeon, you may challenge the dragon arena. The Dragon itself is extremely strong; with a massive, constant HP pool and tons of damage output, he's an extremely tough opponent, only killable with determination and lots of patience (and Dragon Scrolls). Each scroll you use gives you three lives to deal as much damage as possible to the Dragon, before inevitably getting massacred and sent packing back into the player-made dungeons. Fortunately, the Dragon's health bar is consistent through attempts, so the damage you deal in each battle will carry over to the next time. Each time you reach a certain point of progress(by consistently putting tiny dents in his health), you will get a shiny red piece of Dragon loot that has a very special effect, but will disappear after you've used it for a certain time. I find that these two features really do make the game a special one, and it allows the player to take a much-needed break from the constant loot grind.

Overall, the game is put together well, and only suffers from a few minor bugs and glitches. The biggest issue I have with the game is a lack of balance and character development; aside from getting a new ability at level 5, 10, 15, etc., your gear makes your character what it is, and there is very little variance between two characters of the same class. Ranged weapons and kiting tactics seem to be the way to go most of the time, especially when the difficulty ramps up so quickly in most cases. The enemies deal a legitimately high amount of damage per attack, and some fights can cost the players a few lives before they can get a grasp on the situation. Aside from those few complaints, however, this is a gem of a game, would recommend to fans of the genre and RPGs in general.

Appearance: 3.5/5, basic textures, mostly attractive, sounds get repetitive and could have more variety.
Controls: 4.5/5, easy to pick up and play, mechanics aren't too hard, everything works how it should.
Gameplay: 4/5, bugs are few and far between, the ACK is fun, character building could use more options.
Replayability: 4/5, the ACK keeps the game fresh, but enemies get a bit repetitive.
Overall: 4/5, a good, solid dungeon crawler with some fun gimmicks and extra tools to make the game unique.
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21 of 29 people (72%) found this review helpful
2.8 hrs on record
Posted: December 26
Disclaimer: I'm not terribly far into the game, nor do I love ARPGs as a genre. I was gifted this game by a friend so we'd have a game to play as a group, and as a result my experience is solely low-levels with 4 players. If we delve further into it and my opinion changes, I'll modify this review to reflect it.


This game has a lot going for it. It has a bunch of small features that really improve the quality of life of the game, things I would have loved to see in other ARPGs. The amount of content being created for the game is awesome to see, and the loot system is pretty well done. That being said, I can't help but feel they really dropped the ball on combat and movement.

Pros:
The loot system in the game is fairly well done. Judging by a few of the items I saw, some late game items will modify playstyles significantly enough to justify tags such as legendary. I love that you have a reason to pick up all your trash. The loot alter is a fantastic way to deal with that, although I'm not sure what else gold is used for, and as a result it feels tacked on as a system for getting trash loot without actually picking it up. It's certainly convenient but feels underwhelming as a whole. I'm not sure how I feel about Dragon Rings, but it's not a bad idea per se.

One of the best features of this game is the fact that the community creates content. To be honest not a ton of it wowed me, but there was quite a bit of it that was well done and as a result each run felt much better than a standard randomly generated run would.


Cons:
The game features an incredibly simplified combat system that gets repetitive, fast. It's not an issue by itself, but when coupled by the sliding, non-grounded movement the game just feels very poorly made from a design standpoint. It makes the game feel a bit fast and frantic, with almost no tactics involved. When you throw in a few more players it becomes awful trying to navigate through small areas due to player collision, which simply does not work in a game like this in my opinion. I can only assume most dungeons are designed for one player.

On a similar note, the game's difficulty does not scale well at all in 4 player groups. We were picking "extreme" difficulty missions every time and I don't think any of us ever took much damage. The only deaths we had were when we had to commit suicide because we jumped into a part of a dungeon we weren't suppose to be at yet and couldn't progress, or we knocked each other off of terrain from collision due to latency issues. It also doesn't seem like there's a lot of actual content in world building. Perhaps some content is level-gated, but we were seeing the exact same sets of environments, enemies, traps, and levers the entire time. If the community is able to bring in new art assets to worlds, this will likely be a non-issue, but the core game feels lacking in diversity.

Despite the name "Fight the Dragon" along with a tag for mutliplayer, you cannot fight the dragon with friends. It's just your standard ARPG run around getting loot game with no real bosses (at least that we've run into), which gets a bit boring. (to me at least, some people love that as a core)



tl;dr - Fight the Dragon has a great core idea, and I'm sure a ton of people will love it. I just can't help but feel the simplicity of the combat system mixed with the weird floating/gliding movement is holding it back from being an actual great game.
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11 of 12 people (92%) found this review helpful
51.9 hrs on record
Posted: December 21
Best thing about this game is the map editor. Build your own little adventure from scratch with terrain, objects, npc's and enemies. Use triggers and logic blocks to create events, like spawning enemies and triggers to open gates. After finishing your map you can publish it to make it available for all to play. 4/5
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8 of 9 people (89%) found this review helpful
49.3 hrs on record
Posted: December 22
Fight The Dragon is, in its current form, very worth the money in my opinion. The level editor is fairly straightforward, and very nicely integrated in to the game. Because of the level editor, content never dries out, so there is always a new level to play. There will be the occasional bad level of course, because of the nature of user generated content, but even those can at least be enjoyed with good enough company.

I would not recommend this game as strongly if you are not able to convince some of your friends to play it with you too, since that is where a lot of the fun comes from, but it is still enjoyable solo.

The game is not without flaws, and in a lot of ways does kind of feel like it... hasn't REALLY left early access yet, despite recently transitioning to full release. But most of the issues at the moment aren't deal breakers (things like some equipment affixes not scaling well beyond the early levels), and the developers are still working on the game actively and are very interactive with the community, so I am not really worried about the issues all in all.
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9 of 11 people (82%) found this review helpful
38.1 hrs on record
Posted: December 21
This game is a ton of fun and can be played for 5 minutes or 5 hours. Endless areas to explore thanks to the LBP-style community creation.
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5 of 6 people (83%) found this review helpful
6.1 hrs on record
Posted: December 26
I have to recommend this game, it's too hard not too. Fight the Dragon is a really REALLY nice RPG, and it's early access! The amount of content that's already in it, and I'm only around 35 minutes in, since I just bought it for a discount, so I would love to see this game have some nice updates too it, before I can judge the amount of time it takes for updates, I need to wait for the next two updates, then I can estimate right around how long it takes, I will update the review as I go on, if your looking for a good RPG with friends, I HIGHLY recommend getting this one, the controls are very easy, but can be kinda confusing, while one potion button (for me for some reason, I need to change it) is on one side of the keyboard, while the other is on the other side, the adventures I guess are endless, I can't say that that's completely true yet, as I will continue to update the review as I play, but I will not regret buying this, nor will I ever think this game is terrible, but I hope they don't ruin the game, but I simply can't believe it, and I don't want too.
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3 of 3 people (100%) found this review helpful
3.2 hrs on record
Posted: December 27
Early impressions and a very cautious recommendation

this is an early impression of fight the dragon, as such this "review" may change over time. however most if not all the mechanics of the game have been shown to me, and i'm really just playing through user created content now.

This early impressions does not include co-op or the level editor, this is based purely on the single player experience

Fight the dragon is a Community driven hack n slash RPG with tons of loot, played in an isometric top down sort of style. The main goal seems to involve level grinding up to attain better loot to fight the dragon, to get more loot so you can level grind more and eventually beat the dragon.

This game has been quite a bit of fun to play so far however it becomes pretty repetitive pretty fast. I've put together a bit of list based on what i've seen so far and then catagorized them into a pros and cons sort of list.

PROS
  • Nice, sleek, cute graphics
  • works great with a controller (in fact i think i'd recommend a controller for this game)
  • Tons of loot
  • A lot of levels to play through (i'm talking about over 9000 levels, though most seem to be beat-able within 5-10 minutes; which is a good or bad thing depending on your point of view)
  • some nice puzzles and level design (depends entirely on the content creator)
  • content seems to entirely come from the community, which is rather nice

CONS
  • so far death has only come to me through sheer overwhelming numbers or falling off the map
  • the combat system is very repetative, you have your normal attack, strong attack, dodge and about 4 magic spells (3 of which are unlocked through level progression), there is a bit of variety though with 4 classes to choose from but they all have what is mentioned above in terms of combat
  • enemies are pretty much all the same and act the same except for a few speciality monsters (they just tend to run after you or if they're ranged they'll shoot at you however they always miss if youre moving around)
  • there's not much to say in terms of combat tactics other than just kiting to stun and then using magic, you also have health and mana potions, but there's no in-depth, immersive combat to speak of.
  • level progression seems rather slow
  • overall combat is lack luster, it's enjoyable at first but because of its rather simple combat mechanics gets old rather quickly.

    Conclusion

    Fight the dragon offers a neat little hack n' slash supported entirely by a community, it offers a ton of loot and levels to play through. The game suffers from shallow repetitive combat that brings the overall experience down to knee deep level grinding while hunting for better loot to slay the dragon.

    overall i would only recommend this game if it's on sale due to it being rather repetitive in nature because of it's combat mechanics.
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3 of 3 people (100%) found this review helpful
5.8 hrs on record
Posted: December 26
It's the little big planet of dungeon crawlers. Highly recommended.
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4 of 5 people (80%) found this review helpful
27.6 hrs on record
Posted: December 24
Fantastic game. Just when you thought playing adventures is the best part, you open the ACK, only to realise that 15 hours went by without you knowing. 10/10.
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2 of 2 people (100%) found this review helpful
3.3 hrs on record
Posted: December 25
Even hard levels are easy, but Community-created content will provide a lot of fun and surprises. Worth grabbing a 4-pack for you and friends to multiplayer.
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2 of 2 people (100%) found this review helpful
29.9 hrs on record
Posted: December 26
Great game for those that enjoy RPGs, but don't always have the time to dedicate to endless hours of grinding to complete quests. Each "level" can run from 3-20 minutes depending on the map.
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2 of 2 people (100%) found this review helpful
3.5 hrs on record
Posted: December 26
A cheap and fun ARPG that concentrates on the community making 'adventures' and 'campaigns' for it. Combat elements are fun and the loot system is highly rewarding. Game centres around getting loot from the community missions to upgrade your character to fight a dragon in a seperate arena. A great coop game for people that find community driven games fun.
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3 of 4 people (75%) found this review helpful
8.1 hrs on record
Posted: December 25
This game offers alot of Fun.
The fact that everyone can create level makes some really awesome stuff possible. only played a few hours but i saw really call maps and enjoyed the challenge.

the gameplay itself makes you think of games like diablo.

i´m really looking forward to see more and more updates for this awesome game!
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5 of 8 people (63%) found this review helpful
65.9 hrs on record
Posted: December 22
----------------------------------Personal opinion-------------------------------------------
If you are in doubt about this game I’ll resume to you what it is in just one phrase: "FIGHT THE DRAGON HAS EVERYTHING YOU COULD EXPECT OF A GREAT AND EPIC GAME".
We could see around the steam thousands of indie games being abandoned and the creators just do not give a ♥♥♥♥ about their customers. They just gave it up and we players who paid for the game… you know. But anyway, in this case the game feels extremely the opposite, the creators look extremely friendly and attentive to the community, I always seens SeonR on the forums answering the guys and giving help to them. They do updates every week, not great ones but they’re always improving the game. I also added him and he just accepted and I was just like: lol? Seriously?
Yeah! They are “the guys”, if you still not believing me, go in the forums and check for yourself!
----------------------------------------Technical points---------------------------------------
Overview in topics:
- Physics looks perfect and really well done. (10/10)
- Graphics. (10/10)
- Key bindings. (8/10)
- Fun. (Over 8000+ haha)
- Overall gameplay. (9.5/10)
- ACK Maps editor .(9.5/10)*
They will need some time to do more props and
options to make your own dungeon/adventure/campaign
and of course do some opmitization in the commands. But there's
nothing to reclaim about, it works fine and fulfills the purpose letting you
to create great and epic campaigns/adventures.
- Music (3/10)
This is the only thing i've to reclaim about, there are no much options of music and it turns sickening over the time, but as it was released few days ago and as I've seen, the game creators are VERY, seriously VERY COMPETENT and active in the forums solving troubles, doubts and any other kind of issues. So all you need to do in this case is give them time, that's all they need.
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1 of 1 people (100%) found this review helpful
1.6 hrs on record
Posted: December 26
This was a very fun game, kid friendly and easy to get into. Great Co-op play!
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1 of 1 people (100%) found this review helpful
2.8 hrs on record
Posted: December 27
Very enjoyable if a bit unpolished.
Could use some work on the inventory and a more complete/clearer tutorial.
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1 of 1 people (100%) found this review helpful
2.8 hrs on record
Posted: December 27
this game is coming along nicely. A lot of multiplayer fun. Takes a bit to figure out how to do co-op. Could use some more polish. Community building is a great idea :)
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1 of 1 people (100%) found this review helpful
4.0 hrs on record
Posted: December 27
If you enjoy dungeon crawlers like Diablo or Torchlight, this might be right up your alley. I really enjoy dungeon crawlers, but quickly grow tired of repetative levels. The customization via the Workshop really offers a level of flexibility such that the community itself helps the game to evolve.

Though there is currently not an overwhelming amount of content available, this game offers incredible potential, and is already enjoyable. It would be really nice to see a larger variety of classes, but given the price, I certainly cannot complain.
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1 of 1 people (100%) found this review helpful
4.0 hrs on record
Posted: December 27
GG easy
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1 of 1 people (100%) found this review helpful
4.9 hrs on record
Posted: December 27
Fight the Dragon is a hack-n-slash RPG-lite. The game is centered around custom-content. Things like custom heads, hair, and levels. The customization only goes so deep, though. This leaves custom levels feeling shallow.

The game has a large identity issue. There are several poorly explained and poorly used mechanics that are only there to make the game feel more like other games. For instance, some weapons require you to have a certain level to equip. This is fine and good, and it fits the gameplay very well. The game complicates this by adding skill-points that you unlock everytime you level up. This would be fine if it gave you more than 1 skill point per level, but instead your left with a restricted and overly complicated leveling system. It ruins the flow when you pick up an awesome weapon, only to find that you don't have high enough Luck or Strength to wield it.

Combat is your traditional "Click-Click-Click-Heal-Click" style of combat. It has the illusion of deepness, giving each class unique heavy attacks. These heavy attacks all boil down to about the same thing. You throw something, and in a second or two it explodes. Not a very original combat system, but it works well.

Customization is a mixed bag. You can customize the textures of your body, head, and hair. Basic stuff, not very hard to grasp at all. For more advanced people, you can customize the meshes of only the head and hair. This frustrates me a bit, but it doesn't really affect my view on the game.

The level editor is frustrating as hell. The controls require you to forget everything you know about good level editors, because none of it transfers over. Basic stuff is just omitted for no reason.

Overall, the game is fun. As of writing, I've put in about 4 hours into the game. 3 of which were spent on multiplayer. It's a little boring, but if you get it on sale it isn't bad.
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