Journey to the dark heart of the Edgewood Home for Lost Children in this fiendishly difficult action RPG! When her teacher stepped out of the classroom a month ago, Cordy never imagined he would be gone for good. Now her fellow students have turned on each other as the school descends into chaos.
User reviews:
Very Positive (554 reviews) - 81% of the 554 user reviews for this game are positive.
Release Date: Jan 29, 2014

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“A challenging and beautiful foray into the genre.”
8.75 – Game Informer

About This Game

Journey to the dark heart of the Edgewood Home for Lost Children in this fiendishly difficult action RPG!

When her teacher stepped out of the classroom a month ago, Cordy never imagined he would be gone for good. Now her fellow students have turned on each other as the school descends into chaos. Cordy must battle feral classmates and dangerous creatures as she ascends to the cruel Administrators’ offices atop the Edgewood Home for Lost Children.

Our Darker Purpose is a top-down, rogue-like action RPG that combines the ingenuity of genre-defining classics with the expansiveness and accessibility of modern day action adventure games. The gameplay is steeped in a variety of influences ranging from A Link to the Past to The Binding of Isaac to Diablo. We love games with great mechanics and awesome, bizarre storylines, and that’s what we’re creating with Our Darker Purpose.

Each playthrough features a unique set of procedurally generated levels. Death is permanent, but your accomplishments earn you resources to buy lesson and upgrades in the afterlife... and your education lasts forever. Every game teaches you more about the Edgewood Home for Lost Children, the disappearance of the adults, and the darker purpose of the Administrators.

Key Features

Fast-Paced, Combat-Oriented Gameplay: Face unique boss encounters and challenging enemy mechanics! The Edgewood Home is a merciless environment. Dodge between fireballs and flying desks while your former classmates try to pummel you into the walls, and that’s just the lower levels…

Character Variety and Customization: Assemble selections of randomized perks and upgrades to reflect your play-style – tanky bruiser, glass cannon, fleet-footed assassin, or anything else. Assemble your skills into devastating combinations… or pick style perks with no benefit at all, at your peril.

Oh Yeah, and It Takes Place in a Sinister Orphanage: Prepare for a an unflinching look at what happens when an already terrifying boarding school/orphanage goes all Lord of the Flies, and try not to get eaten by any of the possessed furniture. Only the psychologically strongest gamers will be able to withstand the insightful taunts of the Administrators themselves…


Allocate precious skills

Uncovering Edgewood’s dark secrets will yield valuable experience for Cordy. Each time she levels up, you’ll be able to select from one of two new abilities that she can acquire, depending on your play style and the situation at hand. You will never be as strong as you need to be, so prepare for some nail-biting choices…

Choose your own ghastly fate

The house is different every game, and every level is uniquely generated. But fear not, there’s more than one way to ascend through a dystopic Victorian manor! Pick your route – would you rather battle a feral horde than risk an encounter with the dangerous Capulets? The choice is yours! Of course, each floor offers unique credit tokens to buy new upgrades, so choose wisely…

Acquire eternal powers

Adorable, creepy, stylized Edgewood Home students don’t give up when they fail --- they go to class. Each time you lead Cordy to a fiery (or chalky, or spikey, or venomy, or monstery) demise, you get some time to strategize with your kindly scarecrow guidance counselor. He is happy to offer his one-of-a-kind insight in many academic disciplines…

System Requirements

    • OS: Windows Vista/7
    • Processor: 1.6 Ghz
    • Memory: 2 GB RAM
    • Graphics: X1950 Pro, 7900 GT
    • DirectX: Version 10
    • Storage: 300 MB available space
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Very Positive (554 reviews)
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398 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
3 of 5 people (60%) found this review helpful
Not Recommended
6.1 hrs on record
Posted: September 25
for the short 5 minutes this game works for me, its pretty fun. unfortunately i can not recommend this game to anyone.

ive searched all over for a fix to this issue including the oldest posts in the discussion board for a fix, ran as admin, uninstalled and reinstalled and there is no known fix for this game that ive been able to locate in my last 2 days of searching for a fix. i think im just going to have to ask for a refund on this game.
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Most Helpful Reviews  Overall
319 of 337 people (95%) found this review helpful
3 people found this review funny
4.3 hrs on record
Posted: November 4, 2014
Our Darker Purpose has had the unfortunate luck of existing in a world that has already experienced The Binding of Isaac and will be forcibly labeled as a pretender and compared to that game until the end of time. Let it be known that looks are quite deceiving, and Our Darker Purpose's resemblance to Edmund McMillan's indie blockbuster begins and ends with the top-down, twin-stick shooter appearance that both share.

Where The Binding of Isaac is a fast-paced, almost bullet-hell game, Our Darker Purpose is much less about quick reflexes and more about patience and planning. You will never achieve Isaac levels of speed and destructiveness in this game, because that isn't the point or the core of its challenge. This game is about endurance and taking in the world around you. There are times I've felt more engaged by Our Darker Purpose's gameplay than Isaac's simply because it is a more demanding game. If Isaac is about reflexes and becoming mighty, then Our Darker Purpose is about staying two steps ahead of the game, because once you perform any action, you are committed to it.

The game features a wonderful art direction and soundtrack that blends together into a beautifully gothic piece of design that I fell in love with from the first trailer I watched. There is a detailed lore and story woven throughout this game that is surprisingly esoteric and adds a flavor of mystery to this pleasantly Dark little journey. Similar to the original Dark Souls, the different elements of this game support each other in such a way that were any one of them removed or altered, the entire game would lose its unique atmosphere.

Long story short: Don't go into this game expecting anything similar to The Binding of Isaac. It isn't a copycat just because it bears some surface level similarities. If you allow yourself to approach this game on its own terms, you will find a unique game whose world is enchanting and challenging in its own right.
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101 of 105 people (96%) found this review helpful
1 person found this review funny
3.3 hrs on record
Posted: March 27, 2015
People will compare this to The Binding of Isaac, and they aren't wrong in doing so. They are both very similar, and yet play very differently.
The similarities follow:
  • Twin stick top-down-ish shooter.
  • Procedurally generated levels.
  • Items to pick up which improve your character.
  • Bosses at the end of levels.
That is where most of the similarities stop however, and the games become very different.

The Binding of IsaacOur Darker Purpose
  • Completely new run every time.
  • Fast-paced and "bullet-hell"-ish.
  • Massively powerful pickups allowing godly powerful characters.
  • Minimal mechanics to keep track of for the average player.
  • Simple heart-based health system.
  • Cartoony semi-cute art style.
  • Traps are a minute threat, especially late game.
  • Certain things can persist between runs allowing for a slightly better character each time.
  • Relatively slower paced but hugely more stategic. There is no run-n-gun strategy.
  • Pickups allow for slightly to moderately better characters. Additionally, there is a leveling system that offers you a choice of two "upgrades" neither usually being too powerful.
  • Several mechanics to keep track of. Enemies are tricky to deal with even after practice. More mechanics with the character as well, including a rolling "dodge".
  • Point-based health system, with varying damage from different sources.
  • Darker Tim Burton-esque art style, making the game feel dark, empty, and abandoned.
  • Traps are an ever-present threat, and just as deadly as the enemies.
In conclusion, The Binding of Isaac and Our Darker Purpose are both great rougue-like twinsticks, however, they are pitched very differently. The Binding of Isaac is made to make you feel powerful, yet fragile, while Our Darker Purpose makes you feel weak and alone, trying to survive, while also being relatively sturdy.
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176 of 210 people (84%) found this review helpful
2 people found this review funny
53.9 hrs on record
Posted: January 29, 2014
Great game, very enjoyable, a lot of depth and some interesting lore. Add to that a fantastic sound track and appealing visuals and there's really not much to ask for.

If you enjoyed The Binding of Isaac, you'll enjoy this as well. And there's less poop, so that's always a plus.
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100 of 115 people (87%) found this review helpful
22.5 hrs on record
Posted: January 29, 2014
Our Darker Purpose is a gorgeous game in many ways. The way the story and setting is drip-fed to you via talking desks or boss descriptions allows you to engage with it or get on with the gameplay itself, and the writing manages to be funny without being cringe-worthy. The music is also truly amazing, perhaps the best I've heard in any indie game.

I find the gameplay particularly engaging as well. On the surface it does hug closely to Binding of Isaac gameplay, with randomised rooms, unlockable items and locations, starting over when you die etc. But it does go beyond that. The emphasis on choice over randomness is far more evident in ODP: Each time you level up you choose between two perks that may boost your attack or survivabilty in some way (life leech, attack speed, or some more exotic perks), and you unlock lessons that you can equip before a play-through that can have a dramatic effect on your gameplay. You can also choose which floor to enter after a boss battle, and each floor may have different enemies or modifiers to them (enemies will drop more juice boxes, won't have champion enemies, you and the enemy will take more damage etc.)

These elements allow for less of a feeling that the RNG was against you, and more that if you die you messed up in some way. It also means that even if you are having trouble, you may unlock lessons that will help you in the future, so there is always a small sense of progression without making the early levels feel trivial.

One downside to the game is that earlier areas can feel repetitive, as there is a smaller set of potential enemies and items that you will encounter. Earlier levels can also look a little too grey for my liking. It also isn't clear how to unlock each of the lessons - something I find frustrating but other people may enjoy discovering the unknown.

Over all its a good game to play for several hours in a row or just half an hour, and its easy to sink at least 30 hours into the game (for those who care about replayability). And the music is to die for - that cannot be said enough!
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59 of 66 people (89%) found this review helpful
28.7 hrs on record
Posted: November 1, 2014
This game is getting a lot of crap for being too close to Binding of Isaac. To be fair, it does resemble Binding of Isaac a lot, a keyboard, top-down shooter with accumulation of items and perks. The mechanics differ enough to give this game an entirely differnet backbone, though, and let it be said that Avidly Wild games did not rip off Edmund Macmillan in any way, shape, or form.

That being said, though this gives some pretty good Binding of Isaac type gameplay, whether it helps the addicts who are weaning themselves off that famous game remains to be seen. Our Darker Purpose's art style is, in my humble opinion, far more beautiful and intriguing than Isaac's quirky and humorous one, and the music in this game is subtle yet stellar, offering a nice, edgy background to the game's ominous atmosphere.

The lore in Our Darker Purpose is uniquely amazing. Binding of Isaac came with tons of items and an allegory within a story, but it's story is hardly as good, interesting, or compelling as that found in Our Darker Purpose. Many words went into the lore of this game and for that, Avidly Wild, I applaud you. Cordy is a character one can sympathize for, have fun with, and imagine a backstory for in the dark orphanage she lives in. The fragments about bosses, items, and Edgewood are equally fun to read, and all offer a dark humor that is quite well done.

Our Darker Purpose adds more choice than Isaac as well. Isaac's customization had two options: yes or no. You took the item, or you didn't. In this game, the perks and items are a bit more varied and a bit more easier to alter. Arguably, Our Darker Purpose is more user-friendly and easier in that sense. The wiggle room allowed by its choice of perks upon level up and its item stores allow one to build up Cordy in a more specific and designed manner than Binding of Isaac.

Now that I've said everything it has over Binding of Isaac, let me warn you about what NOT to expect from this game. Many people fell in love with the sobbing little boy sitting on poop because of the game's learning curve and skill requirements. You had to be fast on your fingers, or else the unforgiving monsters of the basement would get you. In Our Darker Purpose, however, speed and reaction time is less important. Cordy, though she moves smoothly as of the most recent update, will never hit the speed of Isaac with speed-ups, Wooden Spoon, and the Belt. Though this might seem like it makes the game easier, the enemies in this game are far more advanced, difficult, and tankier than those in Binding of Isaac. This game prioritizes thought over reaction time, and you'll find yourself frustrated not because you didn't tap down fast enough, but because you didn't think to roll at the right time.

TL;DR: Our Darker Purpose has the same surface mechanics as Binding of Isaac, but a deeper story, fresh graphics, and an entirely new item customization system. While it will never replace the mad speed dashing and the crazy bullet and fly frenzies in Binding of Isaac, it offers a new dimension of thought and planning while in the midst of combat. It is definitely worth looking at and getting if the abovementioned bonuses are attractive.
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51 of 54 people (94%) found this review helpful
139.1 hrs on record
Posted: March 27
This review will hopefully bust the myth that Our Darker Purpose is a cheap copy of Binding of Isaac:

This game deserves so much more attention! I can't think of many reasons why anyone would dislike it, except maybe its difficulty. One thing that might be putting people off is the game's seeming similarity to Binding of Isaac, which is understandable, but very superficial. I played the hell out of Binding of Isaac. I finished both the original and the remake with all their DLCs on 100%. It's got a very special place in my heart. But I would never say Our Darker Purpose is a cheap copy of it. It's very much a game of its own. Besides belonging in the same game category as Isaac, it's not affected or derived from it in any way. There are indie games out there that downright copy Isaac and use the word 'homage' as an excuse for their lack of creativity.

And creativity is something any sane person can't deny this game has. The gothic/Burtonesque art style is so neat and polished, it almost tops the phenomenal orchestral soundtrack, which is probably the thing I loved most about this game. It's unheard of amongst indie games. Yes, Binding of Isaac had addictive tunes, but it's like comparing the Looney Tunes theme to Star Wars. Both are addictive, but only one is epic and blows your mind. Too bad you can't truly enjoy it, until you reach higher floors. From the little background I could find, the music is made by an experienced composer who writes scores for famous TV shows. Big thumbs up to the devs for getting him on board! One thing I shouldn't forget when mentioning creativity is the story. While I love the art style of Binding of Isaac, I've always felt it lacks a deeper concept, yet alone a story. It's gore-ish and grotesque, but somehow bland. This game has such a dark, depressive and deep story, it actually feels like playing a game based on a novel. Have you ever read through the Harry Potter books and thought the last book was dark and depressing compared to the first ones? Well imagine the same leap, but use the last book as a starting point.

The gameplay itself is much less fast paced, bullet-hellish and much more about strategy. Where Isaac relies on reflexes and synerging good items, ODP is much more about the learning curve, which is very distinguishable and steep. Every time you play, you get at least one step further. Also there's almost no grinding involved, which in my opinion is a good thing. Sure, there are better items unlocked by finishing challenges, but they aren't essential for a succesful playthrough. Each time you finish a floor, you get to choose between 2-4 ways to continue. There are different sets/clans of enemies on each floor type and random floor traits you get to choose from. Usually floors with the more rewarding traits (e.g. higher loot rate) have more difficult enemy sets. You also level up during every run and gain perks in the process. Another thing I really appreciate is that ODP, unlike Isaac, isn't locked to 60 FPS (let alone 30), so I can fully enjoy it on my 120hz screen.

I never really loved bossfights in Binding of Isaac. Most of them feel the same and instead of finding a strategy and/or weak spots, you just have to keep dealing massive damage and dodge projectiles. Bosses in Our Darker Purpose remind me more of Dark Souls / Titan Souls. There's a total of 24 bossfights and each one of them is smart, unique and requires a different approach. For example there's a bossfight inside a maze with an enemy that randomly teleports every 10 seconds. There's a slow trail of fire behind you and floating projectiles that reduce your movement speed on hit (to an eventual zero), so if you aren't careful enough, you get too slow and either burn or can't keep up with the boss anymore. I don't want to spoil too much, but there's even a boss involving a little game of chess! All in all this game is very though-through and if it had half the support and fanbase Binding of Isaac has, it could be legendary. I can't wait for another game by the same developer and I'll do my best to spread the word about it, so it doesn't die off.



This isn't a Binding of Isaac clone! It's a very creative game of its own, that does many things different and lots of them even better! Don't get discouraged by the few superficial similarities and its rather high difficulty. Visually, musically and even story-wise it's a piece of art! I'm a roguelike games lover and this is game is one of my favorites. Its bossfights remind me of Dark Souls/Titan Souls. Give this hidden gem a chance, it deserves it!

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120 of 171 people (70%) found this review helpful
Not Recommended
24.2 hrs on record
Posted: May 9, 2014
Our Darker Purpose has so much potential - the art style is gothic and frequently impressive, the lore of the Edgewood Orphanage setting is rich, and it has a few unique mechanics in terms of incremental buffs tied in with a leveling system. And it squanders it all.

Our Darker Purpose aspires to be the next Binding of Isaac - it's a top down, twin-stick, rogue-lite with an exhausting array of usable and passive items. But it's worse in every way, and three times more expensive to boot. I couldn't even fathom pouring more than 10 hours into this game, let alone the 100 hours Isaac can satisfy. What it comes down to is gameplay. Signs of sloppy design are on display almost by the minute. The hitboxes of enemies are incomprehensible and your pathetic, pixel-size shots pass through even the largest of bosses for no discernible reason. Movement is imprecise and, without rolling everywhere, is slow and clunky. Everything takes far too much damage before it dies and deals far too much damage, each creature doubling in strength, HP and defense after every level, as opposed to the strict rules governing monster types in Isaac. Difficulty is never an issue if it's fair, but the poor design choices present the challenge as cruelly unfair. A player's skill will never be able to respond to impossible to dodge hazards that appear the instant a player enters a room, or the awkward placement of innumerable indecipherable objects that block player projectiles and obstruct any sense of movement.

In the end, the greatest crime Our Darker Purpose commits is an obvious empty ploy to prolong the length of its campaign. Rather than implement as large an array of items as Isaac or Risk of Rain, encouraging a sense of discovery and experimentation, a lazily implemented upgrade system built around earning 'credits' in a poorly designed menu sets positive bonuses for the next run. A next run that you won't want to make.
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32 of 40 people (80%) found this review helpful
2.2 hrs on record
Posted: October 10, 2015
I love The Binding of Isaac. I love roguelikes, I love twin-stick shooters, and I love that bizarre crossing of dark and cute. I mention this because it's impossible to review Our Darker Purpose without bringing up BoI at almost every turn. The gameplay, the progression, the enemies, the items, even the aesthetic are all heavily informed by Isaac, and while there are some interesting tweaks to the formula, they come at a cost.

ODP poses you as a wayward resident at the Edgewood Home for Lost Children, a mix of orphanage, asylum, and Hogwarts. Within its randomly-generated halls you will meet all manner of disturbed students, monstrous school supplies, and debris. While the first two are interesting and varied in their Tim Burntony designs, the debris and traps are the only features of the rooms, lending them much less variety than the maps in Binding. Levels themselves can have random attributes, though, like lower light (+light radius is a thing again!), extra healing items, or more damage.

Items can be found in rare chests, from defeating rare minibosses, or buying them from vending machines. They come far less frequently than BoI items and have far smaller effects on gameplay, usually providing a random chance for an effect or a very corner case bonus. Your main method of progression is earning EXP from kills, leveling up, and picking one perk from a randomized pair. The game definitely has a stronger RPG vibe than you-know-what, with full stats for your character, critical hits, dodge chance, and so on. It adds a bit of complexity but also dilutes some of the raw appeal of combat and simple progression.

Hopefully by now you're recognizing the trend that Our Darker Purpose follows. Everything it does in deference to Binding of Isaac is done in half-measures, never quite meeting the quality of the originator. The look is interesting and more detailed, but lacks weight and impact. The progression is more complex, but never gets as creative. The sound design is also rather off, reusing many effects and missing some key feedback cues. Worst of all, though, is the uneven difficulty. Some rooms and bosses will just absolutely wreck you in ways the progression may not account for, ending otherwise promising runs in pretty sour ways. There's an overarching progression system with more perks to unlock, but it looks to take ages to get anything particularly interesting, if it even exists.

It's not a bad game by any stretch, just one that never lives up to the example set for it. If you've burned out on Binding of Isaac it's worth a try, and fans of the look or the RPG progression may even find it more engrossing.
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91 of 145 people (63%) found this review helpful
1 person found this review funny
Not Recommended
12.7 hrs on record
Posted: September 20, 2014
There are definitely things to like in Our Darker Purpose. It has great atmosphere backed up by a great art style and music. Everything is functional, but the more I played, the more one thought kept coming back: "The Binding of Isaac did this better."

Our Darker Purpose plays very similarly to Binding of Isaac, but just about everything it does, Isaac does better. Isaac has more variety of powerups and enemies. Isaac has a deeper and more interesting resource management system. Our Darker Purpose is much more focussed on the moment-to-moment combat then big picture balancing of resources. There are no keys, and your "bombs" are used exclusively for fighting. Most upgrades offer only numerical stat increases. The actual gameplay, however, has different ideas. Hit detection is awkward, enemies and hazards are more annoying or frustrating than interesting, and for all the focus on numerical upgrades, you never really feel more powerful than when you start. Isaac had it's share of numerical upgrades, but on any given run, you were bound to find at least one item that fundamentally changed how you approached the rest of the game. Each run felt different and unique. Each run of Our Darker Purpose just feels the same, but with the numbers shuffled around a bit.

At the end of the day, if you spend all your time with a game thinking about a different, better game, then that's not a very good sign for the game you're playing. If you've completed everything in The Binding of Isaac and really need something similar to hold you over until the remake, you'll get some enjoyment out of Our Darker Purpose. To everyone else, I cannot recommend this game as long as The Binding of Isaac exists.
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Recently Posted
1.7 hrs
Posted: October 7
I'm struggling with it. The primary villain is darkness - it's yet another game that thinks that "not being able to see anything" is equivalent with "moody and immersive". There's other minor problems (eg: hitbox bigger than character) but mostly it's the darkness. The art is nice, so let me see it! Another problem is that so many of the upgrades are yawn-worthy 10% bonuses - coming from Binding of Isaac where every pickup alters your character in some way, a 10% bonus as a reward is pretty miserable.

It's not terrible. There's some interesting ideas, but also some things that don't quite gel. For example, the art is bleak gothic boarding school, but the main character has an anime face. Enemies attack you with things you'd find in such a boarding school, but the main character attacks with some sort of mystical zappiness that spins around her waist (admittedly, I haven't got past chap 1 yet, so this may get explained later)

I'd give it a thumbs up - it's a reasonable game - but that bloody darkness is just frustrating, and so far, hasn't added anything to gameplay nor immersion for me.
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39.0 hrs
Posted: October 3
As they one-off joke in the game itself, it's Binding of Isaac with Don't Starve's art style. If you like Binding of Isaac, you'll probably like this, if you don't, you probably won't. It's slower than BoI, and because of the flashy art hitboxes get a bit confusing at times, but it is still fun, and definitely worth it if the game is on sale.
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29.8 hrs
Posted: September 16
They thought The Binding Of Isaac was dark.

This is DARKER.

Set in a supernatural boarding house surrounded by an endless wasteland, you play as a cute little girl who is fated to die hundreds of times in the Worst School Ever. Children are heartlessly sacrificed to the various horrors of this ever-changing labyrinth of death, while the administrators crack jokes, admire the obituaries, and encourage increasingly-fatal proposals to make their deaths even more humiliating and horrifying. The few children who have survived this far have grouped into factions that fight each other to the death using anything they can find, and punish unaffiliated students with suicidal fervor. The stew is jumping. The potatoes are rambling. The desks and beds are discussing the intricate madness of the world they live in, unaware that they are not as invinicble as they think. Everything else has a lock on you and will grow in damage and dakka until you are dead, dead, dead.

Your character has a few advantages. Her main attack involves throwing high-damage fireballs and she can acquire up to a hundred different upgrades and a dozen special attacks. Unlike Isaac, she can dodge roll away from danger, which increases her speed and can be upgraded with a few extra items. She also has access to a limited number of perks from both the start of the game and whenever she levels up.

But none of this power compares to the sheer atomosphere of this cursed hellscape. Hands will claw their way into the room and swipe at you. Rooms will lose power to the lights. Ghosts will explode various objects at will. And sometimes, everything is on fire. You are the prey, you are SO out of your element, and you need to get to the end with enough health to destroy the insanely difficult bosses.

Good luck. Morsel.
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Swægvar Aasen
10.8 hrs
Posted: September 16
This is a pretty good game and it got some game mechanics that I find really interesting.
If you like the Binding of Isaac and some games of that bullet hell roguelike genera, you will probably enjoy this.

-Got some refreshing mechanics such as rolling and getting power ups as you level up. You can also buy power ups, which is neat.
-The game looks really good, the art style is fantastic, and the atmosphere and setting is dark and eerie.

-The game is pretty slow paced.
-The hitboxes are really odd and clunky, which is a real turn off.

I would give this game a 7,3/10
This game is good and I would definitely recommend it.
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8.5 hrs
Posted: September 11
The game is good, but it's too hard if you don't put the time in to grind the tokens to unlock the lesson

Also it's realy annoying that you can't complete the whole game in the first run but you need to unlock the chapters one by one

The story that it's trying to tell it's good and i like that every boss has it's lore page that explain it's origin

If it wasn't for all the grind you need to do only to unclok the final chapter this would be one of my favourite game with Tboi, but as it stand it's not that good just a 6/10The game is good, but it's too hard if you don't put the time in to grind the tokens to unlock the lesson

Also it's realy annoying that you can't complete the whole game in the first run but you need to unlock the chapters one by one

The story that it's trying to tell it's good and i like that every boss has it's lore page that explain it's origin

If it wasn't for all the grind you need to do only to unclok the final chapter this would be one of my favourite game with Tboi, but as it stand it's not that good just a 6/10
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1.0 hrs
Posted: September 6
Like the Binding of Isaac, but slower and with more Rogue-lite elements.

I also like the Gothic feeling. Personally, I didn't want to invest more time on it but I liked it while it lasted.
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Mr Oist
20.9 hrs
Posted: August 20
People compare it to isaac. In some apsects thats true. But it is its own game. Isaac is good. This game is also good.
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The Uganda Commanda
87.2 hrs
Posted: August 18
This game is a great way to spend time and can be difficult with even the best of runs.


Interesting items
Large amount of playtime
Was still being updated months after the game released


The hitboxes can be a bit off and sometimes shots don't seem to go where they should
Some items can sometimes be confusing in what they do
The difficulty of the bosses seems a bit off, some mid game bosses are harder than even the last boss

Overall I highly reccormend this game if on sale
If not Binding of isaac would still be a better buy
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1.3 hrs
Posted: August 10
This is a golden gem of a game.

I've played far more than the meager 76 minutes it says on Steam. Possibly due to offline mode, possibly due to unknown issues.
Regardless, as you might guess by the fact I went out of my way to earn the "10 games wining streak" achievement, I absolutely love this game.

Let's list it's few cons first:
-It's extremely luck based. The traits and items you get can and will make or break a run. While skill has a ton to do with it as well, it's simply impossible to win if you didn't get any options for bonus damage items or traits; enemies have far too much health and deal way too much damage in projectiles that are all across the screen.
Even if it was possible to kite and slowly whittle away at the enemies until you won, you would've had to have spent hours doing so.
-It's heart breaking to lose because of an unlucky boss fight; perhaps you picked a few things that were bad against that one specific boss, or you just made a mistake (some bosses can hit HARD, so one mistake is enough), and lost a run that had potential.
-The game is very difficult, with no choice for easy mode. There is hardmode once you've finished the game, but if you aren't sure of your skills you should probably NOT play this game. Seriously.
-Some of the items (especially a few of the actives) are worthless without synergy. For example, if you override your dodge roll with a haste effect then dodge roll modifiers will have no effect. If you have no non-standard damage types then a non-standard damage amplifier will do nothing for you. Etc.
-For you completionists out there, hardmode doesn't always feel fair, and might be a real stopper from getting 100% achievements in this game.

And now, the pros:
-The sound design is SUPERB. From the music to the sound of things breaking, sounds of bosses as you fight them - everything is perfect.
-Items are plentiful and varied, and are not all boring in their effects. Yes, there is some "+range" or "+damage" items, but most of them are "+25% attack speed but your shots now have an angle variance" or "you get double-damage, but if you miss you lose health" etc. This makes the items not only powerful but also fundamentally alter your play-style.
-The traits you can choose can also drastically change your play-style; they offer health, sustain, damage, attack speed, movement speed, increased item drops, increased mini-boss spawns etc.
-When a run goes well, the game is amazingly fun, and when the run is close it's a true nail-biter. Especially if you're on the "10 games wining streak" challenge.
-Environments are detailed enough to be interesting, but not enough to distract you.
-The story is told through bits and pieces; each time you beat a room's challenges the furniture might spout some dialog. Each item has a description or comment from the administrators, and each perk you choose also contains a similar thing. Beating challenges (or discovering them) also usually yields some lore, in addition to unlocking new items or skills.
-The game is fair in it's hit-boxes. You'll rarely think "That shouldn't have hit' or "I was sure that'd have hit!"
-All of the controls are extremely simple and very intuitive.
-The somewhat dark, depressing theme is excellently contrasted with the game's humor. This is about as well done as Darkest Dungeon's depressing and hopeless theme.
-And finally, it's fun.

If you have your doubts, pick this up on a sale. You probably won't regret it, if you're up to the challenge and spending some time in RNG-land. 8/10.
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