Dragon Fin Soup seamlessly blends genres to create a fresh experience: half story-driven tactical RPG and half high-stakes roguelike, with a pinch of crass humor and a heaping helping of murder & madness set in a procedurally generated fantasy world.
User reviews:
Mixed (110 reviews) - 65% of the 110 user reviews for this game are positive.
Release Date: Nov 3, 2015

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Buy Dragon Fin Soup


Recent updates View all (13)

June 17

STORY TiME w/ GRIMM BROS! Join our weekly Creative Twitch Stream!

HELLO Everyone!


We will begin broadcasting several days a week all the madness that goes into indie game development!

GRiMM BROS is comprised of award-winning veteran developers and lots of other crazy talented creatives. Join us and experience the madness working in an indie game company!

Listen to JADE as she composes music for games, crafts tone, and makes melodies to set the mood. Grab your quill, fire up your imagination, and help RACHEL create the ever expanding lore and universe on Asura in the upcoming Novelette and Manga. Watch JESSICA work to make all the big bad plushies and other backer rewards for Dragon Fin Soup. Hang out with JIM: our interim CTO of Grimm Bros, as he programs and refactors the game code for the PSN ports and beyond. And pick your jaw up from the floor as you watch RANDIS, an internationally renowned and awarded concept artist, work on his next sexy piece!

Holy S#!t I want to watch that but when?

Join us @: http://Twitch.tv/GrimmBros
Current Schedule till July 11, 2016

Friday, July 17, 2016; 6:00 pm EST

Storytelling, Writing, and General Mayhem

We’re gonna be silly, drink beer, and write this novelette! And guess what, we’re taking your input! So, if you’ve been thinking the story lacked the funked-up character rattling around in your head, then you better bring them Friday! And your puns. We’re gonna need LOTS of puns!

Monday, June 20 & 27; 8pm GMT
Story Time with Grimm Bros Ft. Jade

Music Composition

DFS composer, writer of dank flavoured beats, and occasional emotional cheese. Working on remixes, talking about composing for games, and teaching you how to play the melody!

Wednesday & Saturday at 19:00 PST
Story Time with Grimm Bros Ft. Jessica

Crafts and Cosplay

Join the grumpy Canadian in bashing out code, building cosplays, drawing character art, and attempting not to sew her own thumb while making plushies and other backer rewards. Spoiler: she’s going to sew her own thumb at least once. Prepare for blood. Canadian blood.

Grimm Bros will endeavor to do COMMUNITY-BASED GAME DEVELOPMENT for all our current and future endeavors. This means you will be able to watch, contribute, and shape the creative process. Ask questions! Suggest cool ideas! Tell us what you think and of course we will always accept more PUNS :) We want you all to know that you have a voice and that you matter to us. So, come on in chat, hangout, and join the chaos. We hope to see you there!

Thank you all for your support of Grimm Bros and indie game development.
- Ash & Randis

5 comments Read more

April 18

Dragon Fin Soup - Buy our $#!T Super Sale!

In celebration of the recent announcement of new flavor: Extra Chunky Edition, we’re inviting all brave RPG adventurers, food pun enthusiasts, and fairy tale lovers to grab a piping hot bowl of Dragon Fin Soup!

Dragon Fin Soup: Extra Chunky edition will be released later 2016, but while it’s simmering, we invite everyone to play the latest and greatest 1.07 “Community ChowDown!” update from STEAM , brewed to saucy perfection with help from our wonderfully mad community! There are spoonfuls of yummy new content and a special Video Tutorial hosted by Red Robin! What do Julia Childs and Red Robin have in common? They drink...and cook as you can see in our DFS Tutorial Video here!

Dragon Fin Soup: 1.07 “Community ChowDown!” features can-delicious spoonfuls of:

- “Double-Click” and “Precision Step” mechanics to enhance the gameplay experience!
- Streamlined and revitalized UI and Game Controls!
- Slick, hot, and new awesome Crafting system!
- An updated “Read or Die” Official Game Manual that is full of information, tips, and tricks!
- New in-depth tutorial video hosted by Red Robin herself! She will guide you through hacking, slashing, and drinking your way through Asura!
- Most pesky bugs on PC/STEAM have now been crushed into a fine gooey paste - great for organic hair gel...and lube!
- Lots of shiny new polish, waxed on...and off, to make Mr. Kobal proud. :P

Thank you all for supporting Indie game dev and helping us keep the light on! We’ll be at the IndieMEGABOOTH at PAX East 2016 April 22 - 24th, where our very own Red Robin is hosting Survival Mode Tournaments, Raffles, & Trivia prizes, not to mention awesome schwag for sale!
(PS. Yes we accept alcohol as both bribes and barter payments :P)

7 comments Read more


“Dragon Fin Soup uses an adult oriented, light-hearted tone to disguise some brutally hard gameplay. One that I believe will turn out to be incredibly rewarding.”
Hardcore Gamer

“...there's an old-school zelda vibe crossed with tactical combat and crafting. That appeals.”
Rock Paper Shotgun

“There's just something about a drunken badass Red Riding Hood-esque character that's particularly amusing to me, and I'm eager to see what exactly the highly irreverent team has come up with. Given that there was at least one scene in a rustic strip club, with a pole-dancing skeleton, it stands to reason that there will be a lot to enjoy in the rest of the narrative.”
The Escapist

About This Game

Dragon Fin Soup seamlessly blends genres to create a fresh experience: half story-driven tactical RPG and half high-stakes roguelike, with a pinch of crass humor and a heaping helping of murder & madness set in a procedurally generated fantasy world.

Meet Red Robin - a charming, yet raging alcoholic bounty hunter, who’d rather get into a bar fight than deliver baked goods. Players must take up Robin’s blades and set out across Asura, a lushly colorful fantasy world that sits on the back of an enormous space turtle, on a journey to discover the secrets of her bloody past.

This game is not for the casual player and can be highly addictive.
Dragon Fin Soup contains the following:
- Superfluid turn-based tactical combat
- Raging alcoholic bounty hunter heroine
- New procedurally generated world each time you play
- Mercenaries for hire and awesome pets to collect
- Over 60+ hours of roguelike gameplay in Story, Survival & Labyrinth modes

Dragon Fin Soup is hand crafted by a 5 person indie development team - Grimm Bros LLC.
Learn more about Dragon Fin Soup at www.DragonFinSoup.com!

System Requirements

    • OS: Windows 7
    • Processor: 1.7 GHz Dual Core or Greater
    • Memory: 2 GB RAM
    • Graphics: Video Card: 512 MB
    • Storage: 2 GB available space
    • Additional Notes: OpenGL 4.1
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Mixed (110 reviews)
Review Type

Purchase Type


Display As:
66 reviews match the filters above ( Mixed)
Recently Posted
2.1 hrs
Posted: September 21
A great, funny and weird game.
Helpful? Yes No Funny
13.5 hrs
Posted: September 2
Note this is my 2 cents worth, not a complex evaluation, about what makes this game less than the fun it should be for me...you're apt. to get different mileage depending on how much or how limited your values on what a game should or should not be are.

First off let me say that it's a cute game with cheerful music. Yes, BUT music that loops until you end up turning it off to save your sanity!

Fighting involves mostly just mashing buttons & drinking life potions in order not to die while killing enemies...meh.

Another thing I really can't see the sense in is your pet dying and costing thousands to re-spawn it...just plain crap...hell let the pet run away if it's injured until it heals itself. Everytime I speak to the quack Dr. about healing my pet the price goes up...even if he hasn't healed the pet the last time I talked to him WTF!

Quests are very repetative in nature and this quickly becomes tedious and boring. Conversations are also repetivtive and boring and I only have 12.5 hours in at this time:(

Now I'm not going to nitpick every little thing that's wrong here because most of it has been said in other reviews. But I'll wind this up with one last thing that bugs the hell out of me! If I had relized before purchasing this game that it requires a connection in order to be played I wouldn't have bothered with it at all!!!
Helpful? Yes No Funny
Wild Salmon
4.6 hrs
Posted: August 31
Wow where did this come from!? It's actually pretty good!

Exciting RPG with procedural generation, good progression, and charming graphics.
Helpful? Yes No Funny
Barrfind V.
0.4 hrs
Posted: August 29
Pretty awesome game with cool graphic. I really like games like this. Story or freeplay, RPG with cool characters that you can choose. Many mobs, interesting world and his history. Equipment that you can use, stuff to do like for rogue like game is enough for me.
Helpful? Yes No Funny
2.3 hrs
Posted: August 28
Whoa, this was a pleasant surprise. I slog through a lot of terrible rougelikes, and this one was pretty much exactly what I wanted so far. Very reminiscent if Chunsoft's earlier work (chocobo's mysterious dungeon, shiren the wanderer), but much deeper. I haven't even fleshed out the game mechanics, but I can tell you that I already like it better than FF chronicles. There are some downsides, the loading screens are ridiculous for what loads, and there is a loading screen every time you enter any building. The devs did a really great job.
Helpful? Yes No Funny
0.1 hrs
Posted: August 28
Trying to configure this game, I had to exit about 5 times before realising that not being able to control the setup with the controller and the screen resolutions are messed up. I'm glad it was part of a bundle, so I didn't pay the 20 local soup croutons for this. I will not waste my time trying to play a game that somehow manages to miss most modern resolutions on my triple monitor Win10 setup.

Didn't get past the Meh-nu.
Helpful? Yes No Funny
Barkus Aurelius (DOG)
0.9 hrs
Posted: July 13
Product received for free
I got the highscore so they gave me a t-shirt, it is an okay t-shirt but it has too much text and I don't like it.
It was free.

Sometimes it is not free.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
5 of 5 people (100%) found this review helpful
1 person found this review funny
Not Recommended
15.2 hrs on record
Posted: September 5
The gameplay is solid and the story is somewhat engaging.

However, this game is heavily marred by bugs, crashes, and glitches.
Your map may zoom in on you, the playable area might zoom in on you, you may end up firing at something before you are even allowed a chance, enemies will spawn in weird places. This is just the tip of it.

What nailed my recommendation is when the game just suddenly crashed, repeatedly, when I'm in a story area. And my computer should be able to handle this no problem.

If this is a game you would want to play one day make sure it's heavily discounted or in a bundle(where I bought mine from. Still worth it, though.).
Was this review helpful? Yes No Funny
6 of 10 people (60%) found this review helpful
1 person found this review funny
Not Recommended
1.6 hrs on record
Posted: September 3
Meh. DFS plays like a cheap version of Torchlight with confusing UI and crappy controls. Don't get me wrong, I looked forward to play this, mainly because of its humor and irreverent female character, but overall it is very disappointing a game and not my cup of tea. (Got the key from a bundle, so at least I didn't pay much for it)
Was this review helpful? Yes No Funny
2 of 3 people (67%) found this review helpful
1 person found this review funny
2.0 hrs on record
Posted: September 4
Rogue like + dungeon crawler rpg

lots of items. Procedurally generated maps. Questing

worth a shot
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
99 of 116 people (85%) found this review helpful
4 people found this review funny
9.5 hrs on record
Posted: November 6, 2015
To make a long story short: if you like the graphics and enjoy games with insane amounts of loot, enemy variation and pure scale, GRAB THIS ONE . I am mainly playing this game on my Vita where I have about 15 hours in at the moment, and I am still only scratching the surface.

You might be rightfully concerned by the negative reviews, and many of the points concerning the UI and controls are valid, but note that many of the points have been addressed within hours, and after one day many of the issues have already been patched !

The developers respond to almost any form of criticism in the forums and in these reviews. This, in combination with the fact that the issues that kept people from getting in to the game are easily fixable, makes it very easy for me to recommend this game. I know I am repeating myself, but do yourself a favour and try the game, if all that is keeping you from it are people that bash the horrible UI. It has been enhanced after one day and I am sure it will be completely up to par with modern games soon.

On to the game itself:

The theme is a mixture between modern fairytale, the Discworld and classic fantasy RPG settings. It works very well in my opinion and in the story mode everything comes together as more than just a skin for another roguelike. The dialogues are usually quite short, but there is a deeper story that slowly unfolds after some initial standard type quests.

The progression is linear in the beginning, since at that point you can only go to places where you currently have missions, but the world opens up more and more as you progress. At first I was frustrated to not be able to go back to some places, but it is a mechanic that keeps you from farming the same difficulty dungeon again and again, which is the same for almost every roguelike (where you can go back to previous floors but they will remain empty once you looted and killed everything).

The core gameplay is the most important part of course, and it is simply addicting. Combat leaves a lot of space for strategy, since you have both a melee and a ranged weapon (as well as spells and bombs) and additionally pets can deal damage and tank enemies. Every enemy type behaves differently and uses lethal skills that you have to learn to evade. Different weapons behave differently (e.g. spears hit two fields in front of you instead of just one). There are elemental attacks and resistances/weaknesses you have to exploit.

The flow of the game is faster than many other roguelikes I've played, even faster than Dungeons of Dredmor (which I adore by the way). The action feels very satisfying with some nice bullet-time effects when you kill enemies or land critical strikes. Skill and spell animations are sometimes mind-blowingly cool, like tiles jumping up and down in a circle around you.

There are typical roguelike mechanics like traps, special rooms, hidden treasure, shrines, teleports, unique (named) enemies and much more, but also some unusual mechanics like hidden rooms or blocks you can push around. Explaining the latter would spoil a lot because it is part of the game to figure them out.

As a nice addition there is fishing and crafting, the former needs some rework to be more fun, the latter becomes an important part of the game when you advance further and have to manage the many parts of equipment you can have.

The graphics have been compared to tablet/mobile games, I can somehow see where this is coming from, since the sprites seem to have been created via pre-rendered models, but I suggest you just look at the screenshots and evaluate that for yourself. In my opinion the environments have a level of detail and beauty to them that is unrivalled for this style of 2D games.

To address some of the complaints:
- "Diagonal movement is difficult on controllers." True, definitely needs some recalibration or the Shiren/Izuna solution, where you have to press a button to move diagonally. Surprisingly this did not get in my way very often.
- "It is hard to see what is behind walls and you can get stuck in sticky situations." The style of the graphics leads to confusing situations, but you can use the mini-map (especially the enlarged one) in sticky situations to make tile perfect decisions and execute them. An option to display a grid with some color coding for traversability would help here.
- "Controls are bad." They are fast and need getting used to, but that is all. After an hour you feel right at home and I prefer them being as fast as they are. An option to adjust speed would be cool though.
- "UI is broken". Some things are more tedious than they need to be, like shopping and comparing equipment, and I do not like the item description display (showing equipment stats that are never used for materials and consumables like in Disgaea is something I hate!). But everything can be done quite fast and the large and small hand-drawn icons for every single item really great! I can see very small changes that would make the UI as good as any other game, but at the moment it keeps the game from getting the amazement it deserves.

All in all it is a must buy, and I hope that the constant efforts of the developers in the recent days will change some of the reviewers minds, since a lot has been addressed or is being addressed at the moment. The core gameplay is a 10/10 for me, but the UI prevents me from giving the game the perfect score for now.
Was this review helpful? Yes No Funny
89 of 120 people (74%) found this review helpful
7 people found this review funny
7.1 hrs on record
Posted: November 4, 2015
As someone who kickstarted DFS, I have to admit that I'm impressed with the game so far. Considering this is Grimm Bros.' first game, it's a lot of fun and has a lot of charm packed into its story. It's got flaws (the UI, the crafting), but roguelike fans should still get a kick out of it.

- Three game modes (Story, Survival, Endless Labyrinth)
- Two difficulties (Normal and Hardcore/Permadeath)
- Unlockable characters in Endless Labyrinth
- Controller support (and it feels great now, thanks to patch)
- Pets to collect, up to two in your party
- Crafting and fishing systems to play around with (fishing bug has been patched)
- The dungeon areas have a lot of little secrets
- Devs are listening, taking in feedback, and releasing patches to fix major issues

- Crafting UI is awful.
- Menu system needs to be reworked
- Not enough information in battle
- Dungeons can feel "cluttered" and sometimes tricky to see/escape
- A lack of keybindings
- Storage space is small

- The game can be difficult as hell (For me, a huge pro)
- The aesthetics (bright/vibrant colors!)

Having put some time into it, I can definitely recommend this to fans of the roguelike genre. The combat mixes in melee with ranged. Pets provides some tactical advantage since it allows for flanking/backstabbing, and they have leveling independent from your own. You've got a rage meter, magic spells, and a crafting system to play around with. Scattered throughout the dungeons themselves are traps, switches that benefit or harm, rare merchants that sell crazy stuff, switches that create surprises when hit in the right order, and more.

And now to clarify some of the cons.

Most of these are small gripes. Admittedly, a lack of keybindings does hurt the game, especially since you're forced to navigate the (rather simple) menu in order to access Inventory, Equipment, Magic, etc. Adding keys to individually open up these specific menus would be great, but it's a small issue since the menu is easy enough to navigate. Also, you DO have storage space - but it's not terribly large and you may run out of space fairly quickly. Fellow packrats, be warned.

The crafting UI, on the other hand, is just plain bad. Your learned complex recipes (gear and such) are on the left-hand side and this is fine. However, simpler recipes such as creating planks out of raw wood, or the number of zinc required to make an ingot, are absent. Either memorization or documentation is needed for these, unless I'm missing something obvious. Additionally, you can only craft one item at a time. When crafted, it's required to move the finished product out of the "completed" slot before crafting the next one. It's tedious as hell and really needs to be modified.

Additionally, the menu doesn't need an Inventory screen. It's redundant when compared to the Equipment screen. Combat, while a lot of fun, also just doesn't give you enough information on your enemies and pets. You can't check individual pet HP, you can't scroll through enemy HP to prioritize them (a problem when in a crowd, since it could be a bit tricky to make out which bar belongs to who). I'm still wrapping my head around terrain bonuses, which would have benefitted from some kind of mouse-over or something. In short, the UI needs love. Lots of it.

Overall, I personally feel that the game feels FUN despite its flaws, although (once again) you need to be a fan of roguelikes. This game is *hard.* If you enjoyed Dungeons of Dredmor, Izuna, Shiren the Wanderer, etc. then there's a good chance you'll enjoy what's here.

That and the idea of Red Riding Hood traipsing through the woods, cheerfully murdering monsters is an idea that appeals to me.

As stated before, this is Grimm Bros.' first game. It's kinda rough, it's by no means perfect, but it's a solid title. I gave the devs my money and put my faith in them, and I've got faith that they'll keep updating/supporting this title by making it shine even more. Patches have already been shoved through the pipeline and they're checking their forums as well as Steam's.

Will update this review as necessary.

Edit: Added some details on the dungeon-crawling and removed the detail saying that DFS has farming. There is NO farming, I was writing this at 4am and had just finished a surreal dream about Kevin Costner. Also, my biggest cons have been patched, so huzzah! DEFINITELY recommend it now!
Was this review helpful? Yes No Funny
145 of 222 people (65%) found this review helpful
6 people found this review funny
Not Recommended
0.7 hrs on record
Posted: November 3, 2015
Sadly I will have to give this title a "thumb down". As we know amazing art assets does not create an amazing experience. I can see a lot of poor decision that the dev team made for convinience( like given more ephasis to the portability of the product) by sacrificing game experience itself.

-Front Ortho-cam is rather unefficient to handle multiple overlaying scene objects that are more than one square unit tall.
-No key shortcuts or key remaping options (after all you dont use keys on a tablet or phone right?).
-There is a lack of user feedback and tons of redability problems.

That said the art would be the only thing that could justify the current price. If you are not art an art oriented person I would suggest you to think twice before purchasing this title.

=====================Second Edition==================

Hello Ash and Grimm Bros Team,

It is nice to see that the dev team is willing to improve the current product and hear the customers’ opinions and observations. Since you took the time to take my opinion into account I would be more than happy to provide you a more detailed answer.

Before getting into those details I want to express that I’m aware of the complexity that is involved on the creation of any interactive media product and how difficult it is to create an accurate user-product dynamic. I do apologize for my English as well, since it is not my first language. With that said, lets begin with the answer you requested me.



When watching the intro cut scene I saw no “press <input> to skip” kind of message so my first thoughts were that transition between one cut scene image and the other one was automatic. Then the dialog stopped and it didn’t advance automatically. Hmmm…maybe I should press a key but which Key? There were no clues to figure out the key that I should press. I wanted to see the intro cut scene so my concern was: “what if I press an input to close or skip the whole cut scene instead of advancing to the next part of the cut scene”. I tried pressing space, enter and a bunch of other keys. But the game wasn’t asking me for a key. It wanted me to perform a click. Too much user-guessing right from the beginning.

Game Mini Map:

A mini-map’s main functionality is to allow the players to locate themselves on it. That means that you main focal stress on a mini-map should be the convention that represents the player on the map. A yellow pixel on top of equal sized brow pixels are not the best pallet and form choices to achieve this. All the other secondary elements on the mini-map (NPC and items) are more visible than the main character’s location itself. Conventions take a while to figure them out since there is no visible map legend to take a look at. Also it would be nice to be able to see key level features on the minimal like where are the local-zone teleporters located.

Party health and stats:

Moment to moment feedback of you party member’s is a must have. I can only see my party members’ health-bar briefly when moving from one tile to another one. Why not showing it always to allow the player to take more accurate decision and weight the risks before moving.

Key bindings:

In the beginning I thought that there were no key shortcuts on this game. Then I read in some forums that apparently there is some key shortcuts but not much information about them. The game should include a control scheme section to be able to see the possible inputs for the user.
Also the ESC key functionality could be a little bit more practical. Open main menu and close menus will be a more common setup for this key.

Curse Skull Icon:

I didn’t notice when it was added to my screen or for what reason. I thought maybe is the time that I have to complete my quest. Then I notice that I ran out of time but I didn’t failed the quest. Then my conclusion was maybe is a period of time in which the undead enemies spawns. But again I was misled to believe that because of the undead iconography. Then I notice that it didn’t appear again. Long story short the 4th time I got cursed was when I realized that that Icon was meant to be the curse duration GUI representation element.

Chosen Path for the main character:

If you give the players the ability to move by clicking on the ground at least show them which path is the one that the AI is going to choose since the best path decided by the AI is not always the path that the player has in mind or would like to take. Moving by clicking is rather risky since the player is not able to forecast which path the AI is going to pick.


Overlaying Objects:

I can see how important was to create non-square art assets to maintain the overall aesthetic of the game. But, the proportions of the objects combined with the chosen orthogonal perspective create a lot of undesired overlapping. I can see that the current solution allows the player to see the main character through the front objects by reducing the opacity of the last ones but the low opacity is not enough to see the immediate surroundings of the player. It is really difficult to spot obstacles, path and items on dense vegetation areas were a lot of overlapping occurs.

Input inconsistency:

In terms of inputs there are some dynamics that are natural for the user to expect. One user input equals to one outcome. If the user press the movement key once he or she would be expecting for the character to move one step on the map instead of two. The same can be said on the menu. If the user press the down key to go to the next option it should go down one step not two.

Vegetation and Terrain coexistence:

The Vegetation and the terrain does not integrate well in terms of creating a clear paths for the player to follow. Sometimes the vegetation can spawn in some places where it would give the impression that the player reached the boundaries of the map but is only an illusion created by the graphic composition on screen. This can be rather annoying if a target or objective is located on an area that is only reachable through that path. This is one of the biggest risks of leaving the level design to a procedural process. It can work very well sometimes but other times it could go really wrong.

UI Usability:

Trying to open the options menu is rather risky if you miss the button. The icon that brings the in-game main menu has a rather small clickable area and size. If you miss the click your character will walk towards the border of the screen no matter how far it is and how dangerous it is. You could step over several traps or get into undesirable fights. Also it would be nice to be able to close the menus by clicking outside them instead of closing each menu one by one.

Once again thank you for hearing my observations and I will look forward to see the evolution process of your product.
Was this review helpful? Yes No Funny
A developer has responded on Feb 22 @ 1:03pm
(view response)
57 of 79 people (72%) found this review helpful
4 people found this review funny
3.5 hrs on record
Posted: November 4, 2015
First, let me address some of the issues that people bring up.

It's turn-based like old rogue games. Each time you move or attack, the enemies move or attack. You fight in the cardinal directions, so you need to be smart about your positioning. All of this is as-designed. Making this a real-time game would make it a different game. If you're looking for something real-time, then you'd need to look for a different game. Part of the fun is predicting enemy actions and movements, making a deliberate choice, and being surprised. Related, you can't turn on a grid, but really, how hard is it to mentally overlay squares on the map?

The UI is not fantastic, but it's not horrible, either. Press a key (U) to open up the high-level menu, then navigate between inventory, equipment, crafting, etc. Sometimes it's easier to use a mouse within some of those sub-menus. I don't understand how this is all that different from Skyrim. It's not the pinnacle of user interface design, but I don't think it should be seen as a show-stopper.

People are also complaining about the pet AI being bad. But again, to me, part of the fun is trying to predict the AI, which, like real intelligence, isn't completely predictable. I've found that with some careful consideration, I've been successful in making things align such that my pet is kicking ♥♥♥ with me most of the time. Again, it takes some strategy.

In my opinion, this game is suffering from the same problems that many roguelike games are suffering from: some gamers just don't "get" these types of games. They expect something different. These types of games are not for everyone. But at least this one has a Classic Mode that allows you to save your progress to learn how it works before going hardcore.

I played for two hours last night and can't wait to get back into it tonight. This game is oozing strategy. Heaps of items, >500 crafting recipes, lots of fun to be had with equipment and skill combinations, challenging positioning gameplay, random world generation, lots of stats. Anyone that says that there isn't enough content for $20 is out of their mind, if you ask me. Some of these reviewers have like 5 hours into the thing. That's $4/hr. C'mon.

It takes time to learn games like this. I remember picking up Dungeon Crawl Stone Soup and it felt like I was studying in school or something to learn how it worked. But it paid off. You'll find similarities in this game if you've played Stone Soup before.

You'll need to be willing to put a little time into understanding how this game works. But it's worth it.
Was this review helpful? Yes No Funny
206 of 329 people (63%) found this review helpful
13 people found this review funny
Not Recommended
2.8 hrs on record
Posted: November 3, 2015
I was really excited for this game, and followed the development for a while. I just can't recommend the game, though. I love roguelikes and have played a number of them (Caves of Qud, ToME, DCSS, etc.), and this game isn't nearly as fun as any of those. The controls are akward, the UI is clunky, the missions are boring, and it's hard to even see what is going on. I gave it a shot, and was sorely disappointed.

EDIT: Developer responded, apparently they have updated the game. I won't be playing it, though as I was turned off by the initial release and refunded the game. Hopefully the kinks were worked out and the game is as good as it seemed it was going to be prerelease. Cheers.
Was this review helpful? Yes No Funny
A developer has responded on Feb 22 @ 12:56pm
(view response)
24 of 29 people (83%) found this review helpful
1 person found this review funny
Not Recommended
8.8 hrs on record
Posted: May 1
Idea is good, the implementation is not.

+ pleasent graphics and animation;
+ humor in dialogs;

- repetitive boring music;
- repetitive boring gameplay: fishing, digging, crafting and at some point fighting are not enjoyable anymore;
- weird mechanic: lucky dodges, stats which doesn't tell/explain anything, all same weapons/gear;
- poor UI, game is targeting too many platforms and as always PC version suffer: lack of keybindings, partially working hotkeys (you can open inventory with F1, but you can't close it with F1), with mouse is easier to talk to npc, but impossible to combat;
- perspective is weird: it's unclear where are obstacles, walls below obscure view;
- effects: fog, strange lightning change;
- primitive AI.
- map: it's half-opaque, hard to see on certain background, maximized map is absolute crap, colors indication is terrible (red enemies and green friends are ok, rest = crap).
- bugs: got many UI related bugs, disabling touch-screen will disable mouse lol, most annoying is to get impossible to complete quest;
- quest system: poor description and rewards, boring non-skipable dialogs, repetitive random encounters;
- balance: digging may yield item for lvl 40 worth 30k, while completing quest rewards with just few coins and worthless items;
- fishing: boring, unclear, but with related quests;
- crime system: incomplete, unclear and worthless;
- no steam ingegration: no cloud, no achievements, not even cards;
- magic system is dumb;

Game feels shiny at first look, but once you get few levels the woah feelings are gone and you see how incomplete it is and how much polishing it required. Stay away and don't be fooled (as me) by videos, it's boring as hell.
Was this review helpful? Yes No Funny
28 of 36 people (78%) found this review helpful
1 person found this review funny
9.1 hrs on record
Posted: November 4, 2015
Fun roguelike with a funny story. They are rushing to fix some launch issues like fishing not working and hopefully fixing vendors not refreshing items. Other than that its pretty fun, controller controls are kinda clunky so i use my mouse. Pretty good roguelike, gets hard fast and thats canon to the genre so i'm happy :3

If on the fence, i'd wait a patch or two for launch bugs. I mean this day and age, even afterbirth for isaac has some pretty severe launch bugs and that got glossed over
Was this review helpful? Yes No Funny