Test your limits against a brutal and mysterious world as Parvus, a curious warrior with no memory and a heavy burden. Raise your spear and cast ancient spells as you battle hostile creatures and towering bosses in procedurally-generated 2D landscapes that are both beautiful and dangerous. Answer the call. Break the cycle.
User reviews:
Mixed (88 reviews) - 59% of the 88 user reviews for this game are positive.
Release Date: Feb 27, 2015

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“This game felt like 2-D Dark Souls and it was an absolute joy to play.”
9/10 – Indie Examiner

“If you're up for some pretty punishment, Oblitus provides an experience that you won't soon forget.”
8/10 – Gamespot

“Oblitus is a refreshing departure from indie norms in every way”
Hardcore Gamer

About This Game

Test your limits against a brutal and mysterious world as Parvus, a curious warrior with no memory and a heavy burden. Raise your spear and cast ancient spells as you battle hostile creatures and towering bosses in procedurally-generated 2D landscapes that are both beautiful and dangerous. Answer the call. Break the cycle. Change your destiny.
Key Features:
  • Intense difficulty to challenge even veteran gamers
  • Explore four procedurally-generated realms that change each time you play
  • Gorgeous 2D environments featuring dynamic lava/water, realistic lighting, and more
  • Every playthrough is a unique experience with multiple endings to discover
  • Spear-based combat requires both precision and agility
  • Magic system with 22 unique enchantments
  • Unsettling music and immersive sound design with a haunting and mysterious atmosphere
  • From independent developer Connor Ullmann and Adult Swim Games

System Requirements

    • OS: Windows 7
    • Processor: Dual Core 2.7 GHz
    • Memory: 4 GB RAM
    • Graphics: Intel Integrated
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Mixed (88 reviews)
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66 reviews match the filters above ( Mixed)
Most Helpful Reviews  Overall
72 of 80 people (90%) found this review helpful
Not Recommended
2.2 hrs on record
Posted: June 27, 2015
A cute desktop Souls-like without any type of checkpoints. so the tension(and cheese) gets real when fighting a boss or when you get far into it, but when it breaks its own rules and kills you or bugs out an hour or two inn, it just gets frustrating as you have to start from the beginning, not even the pickups saves...
Would recommend under a sale of 50% or lower, as a simple fix by the developers would make it great.
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49 of 57 people (86%) found this review helpful
4 people found this review funny
4.5 hrs on record
Posted: February 28, 2015
Well I deleted my past review. This game is good. If you're looking for a sidescrolling Dark Souls...eh I can't agree with that. If you wanna play a game thats along the lines of Volkkor, then hell yeah try this. It's not an easy game. You will die, and die often. But if you enjoy the art style and the gameplay looks interesing, then try it out (unless you're iffy, wait til a sell comes through) If the game has peaked your interest because of the relation that it's getting to Dark Souls, then I can't recommend.

I'm a man that will admit when he's wrong and I was wrong and sorry if I turned someone away. I looked into reviews, got angry, and I jumped to conclusions (you know what happens when you assume) This is an interesting game. I hope with the second installement, or dlc, that they implement some more weapons, armor, maybe even classes. Then i'll be on board with calling this a sidescrolling DS.

7/10-would challenge my poopy review again
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101 of 142 people (71%) found this review helpful
5 people found this review funny
1.5 hrs on record
Pre-Release Review
Posted: February 27, 2015
Three rounds of Oblitus Quick Look:

Oblitus is a 2D Roguelike Soulslike game whose combat is entirely focused on the use of spears. There are four bosses and (IIRC correctly, I can't seem to find the data anymore) twenty two enhancements that are really kind of necessary. My first ever boss encounter, I only managed to find "Light Armor" which did ♥♥♥♥ all against the boss. What's worse is you get locked into the fight, so you better be a super quick learner or else you are most definitely going to get the "You Have Died" screen. And it is permadeath.

The levels are pseudo-procedurally generated. I say that because, I noticed that while my runs weren't completely the same, I did notice very familiar terrain patterns and obstacles. So it's more like it's cookie-cutter puzzle pieces that fit together very well randomly.

The combat is kind-of tight. For sure throwing your spear is super satisfying and the feedback you get from expertly drilling a monster in the forehead is spot-on. You don't need to fetch your spear after you throw it, you just need to wait until a set amount of time has passed. Blocking and parrying are fine and work well. It's mostly just the movement and stabbing that are more-or-less hamfisted. The feel of the close-combat is just off. There isn't any weight to it, you'll only get some bogus feedback if a monster parries you correctly, but if you are just machine-gunning the shins of monsters there is no fatigue, so it's more or less just an annoying obstacle.

There are, however, bigger monsters that do require you to be on your toes and fight with strategy or retreat to smaller alcoves that they cannot trespass.

The art and sound design are quite lovely though. Visually and acoustically the themes blend very naturally.

Even though I think the combat could be better, I do find this game incredibly fun and interesting.

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44 of 53 people (83%) found this review helpful
Not Recommended
0.9 hrs on record
Posted: May 6, 2015
Plenty of technical problems and bad control settings (no rebindable keys). Support from devs almost nonexistent. I bought it on day one and i havent been able to play the game enough to criticize the gameplay, i've abandoned every hope about it.
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114 of 174 people (66%) found this review helpful
8 people found this review funny
Not Recommended
2.0 hrs on record
Posted: March 1, 2015
Edit: I'm not entirely sure what you people think procedurally generated means. The environement doesn't change. It's the same every single time. You guys don't think Souls games are procedurally generated, do you? It doesn't take 100 hours of playing a game to know whether or not it's generated randomly. Much like in Souls games, when I died and started at the beginning, I could retrace the exact same route I took previously. Nothing changed.



Oblitus feels very much like an early access title that will never receive any updates. While the game that exists is alright, there isn't much content, and there isn't much reason to come back for more once you've already played it.

Oblitus starts you off in the middle of nowhere with only a spear. You can use the spear for melee attacks, or throw it at enemies and wait for it to respawn in your hands a couple of seconds later. The combat is alright, though collision detection is spotty. You can also jump and roll to evade enemy attacks.

There is no procedural generation here. The only thing even remotely randomly generated is the powerups. Everything in the world remains the same once you die and respawn. Speaking of which. If you die at any point, you will be sent straight back to the menu. None of your progress is saved, and starting again will be just like the time you first started.

If you pick up any of the 20 or so powerups in the game, they will be gone, and you'll have to pick them up again.

There's about three or four bosses total, each varying in attacks and weaknesses. The bosses are pretty terrible, and will either repeat the same moveset over and over again, have a one-hit KO no matter your health or powerups, and/or not even have an obvious weak spot at all.

The game also focuses heavily on backtracking. So you will traverse through an area, pick up something that allows you to break walls, then traverse back through the area exploring areas previously unexplored. This would be great if not for the fact that the entire world is interconnected, and it's possible to fall from the very top, through several loading screens, back down to the bottom. At that point you're better off starting over again.

The framerate is spotty. There's no resolution options. There's no v-sync options. There's no options really.

It's a really frustrating game, because it looks like the artists made a good game, then whoever was responsible for the gameplay just kind of threw something together from another game, didn't finish, and called it good.

You're buying an unfinished game.
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37 of 52 people (71%) found this review helpful
2 people found this review funny
6.3 hrs on record
Posted: February 27, 2015
The world of Oblitus is massive and danger lurks behind every corner. That is what I love about it.
The battles are quick, reactive, and brutal. From massive towering monsters to vicious bear creatures. Anything can kill you if you make a mistake. The music is fantastic and the visuals match its mood in harmony.
While death is inevitable in Oblitus. I never grew tired of the game cause I always found new enchantments or something I hadn't seen before.
My only complaint was that sometimes on occasion death felt cheating. You only learn by playing as no hints are ever given. So boss weaknesses and such must be discovered mid-combat.
In all though. I wish there was more of the game.

I made a video review to show off some of the features and gameplay of this game!
I hope you enjoy!
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35 of 49 people (71%) found this review helpful
3 people found this review funny
4.2 hrs on record
Posted: February 27, 2015
For a 2D sidescroller to get my attention it has to be something special. 2D games like Mark of the Ninja, Risk of Rain, and The Binding of Isaac stand out to me because they offer a unique dimension to the otherwise flat world of indie games. So many 2D games depend on gimmicks or aesthetics for their depth, Oblitus’s strength is it’s solid mechanics, fluid controls, and hardcore nature.

The common comparison to Dark Souls is a good one as Oblitus feels like a lighter version of the fabled soul crusher of jolly cooperation. While Oblitus does stand on its own as a unique creation, its combat will be instantly familiar to any Souls’ player. Considering how good the combat is in the Souls’ games, I’d say that’s a big win for Oblitus. And unlike other 2D sidescrollers, death actually matters in Oblitus as dying puts you back to the main menu, not a checkpoint.

The procedurally generated levels are more similar to Risk of Rain’s than a truly random system, with the bulk of the level’s layouts and enemy placements being either fixed or chosen from a set of various possibilities. While every life might not come with a totally unique game world experience, the variety is enough that you’ll be learning something new about the nuances of each possible level combination for several playthroughs. The randomized power-ups and abilities also force you to approach each life with a slightly different set of tactics while still keeping the gameplay experience consistent and predictable.

Oblitus is also the kind of game that speed runners are going to love. It’s hardcore nature, fluid combat, and the variability of the level design and power ups lend themselves to going for new personal bests over and over without the experience becoming dull. Oblitus is also a fairly short game that’s likely beatable in a couple of hours or so, if not less, for someone who’s beaten it a few times. Length might be a point of contention for some players, but I think it serves Oblitus well. It’s a simple game and trying to stretch it out for 10 or 15 hours of gameplay per life would have greatly detracted from how enjoyable an experience it is. Add in the great soundtrack that creates a very lush atmosphere and Oblitus is the kind of game you’ll find yourself playing off and on constantly.

My only complaint is Oblitus having a locked resolution of 720p and hardcoded 60FPS framelimit. However, I see these more than anything else as just one of those things that’s going to be a sticking point for some people who let it distract them from how great Oblitus is The game stretches to fullscreen without too much of a negative impact and it feels butter smooth.

All things considered, Oblitus is a great 2D sidescroller that stands out from the crowd in all the best ways. It’s fresh, fun, and best of all, good.
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19 of 22 people (86%) found this review helpful
Not Recommended
1.7 hrs on record
Posted: October 24, 2015

Oblitus is a highly challenging side-scrolling combat focused 2D action game with a Dark Souls-esque influence. The game puts you in control of a mysterious masked warrior who must journey through treacherous environments and battle a variety of vicious creatures and monsters. The game is very combat focused and focuses primarily on using your magical spear to stab enemies with an up close melee attack, or snipe them from a distance with a ranged spear throw attack. The combat is brutal, fast paced, and highly satisfying, each enemy you encounter will put up a fun enjoyable challenge. The game thrives on repetition, utilizing a one life perma-death health system, you will progress through the game by trial and error as you will repeatedly die over and over and use the information you’ve gained through each run through on how to vanquish troublesome bosses or how to progress through the level itself.

The presentation of the game is done very well, the atmosphere and art style of the game is absolutely gorgeous and defiantly one of the stronger aspects of the game. The level design is very well done and the variety of worlds, levels, and enemies helps keep things enjoyable despite the heavy emphasis on repeated playthroughs.

The game is incredibly punishing, offering no checkpoints, no save points, and a one life perma-death system. The only way to replenish your health is by further risking death by defeating enemies, which results in a very minimal return. The game expects almost near perfection from the players part, so as a gamer one would also expect almost near perfection from the game itself, with demands so high for success, one would expect that the game itself would be able to allow you to at least attempt to accomplish the insane expectations set before you. The game however does not fulfill, or even attempt to fulfill its end of the bargain, as it is riddled with game breaking bugs that crash the game and force you to restart. Being published by Adult Swim Games it makes me almost wonder if the game breaking bugs are intentional and placed in to troll the gamers and if the game is merely a satire of what the original release of Dark Souls for PC was. It is a shame that a game with such an enjoyable concept, combat system, and level design never truly reaches its potential level of greatness due to game breaking bugs.

In the games current state I would not recommend the game, even at a discounted price. However if the game ever gets patched and doesnt crash and force you to lose all your progress OR allows you to continually save your progress to prevent the loss from crashing then I would highly recommend the game.

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15 of 19 people (79%) found this review helpful
Not Recommended
13.3 hrs on record
Posted: March 13, 2015
This review is 100% complete steam achievements.
I created a video review/speedrun/rant about Oblitus found here


You play as a Harbinger, a little mask wearing tribesman with a spear who wakes up under a monolith that gives you a very brief idea of which direction you need to move in the beginning. This information is conveyed telepathically by a guide whom is stuck on this world. This guides name is Mud. So mud tells you to find him in either the Forest, the Caves, or the Hanging Furnace, and that is really all the background you get. So you set of either right or left and really dont know where you are going until you play the game at least 4 or 5 times then you start to understand where these areas are located. Anyway you meet Mud he gives you some flavor text and tells you to defeat a specific boss in the world 1 of 3 differing bosses. You defeat this boss gain its soul and must return to Mud so he can do some sort of mask breaking manuver that allows you to enter the final area the Under. Once making you way through the Under you face the final boss and complete the game, are eatin up by a clam and transform into a large beast as best I can tell, the story gets really fuzzy here.

Weilding a spear that you can jab and throw and a shield to defend yourself, you set off on your great mini-adventure. Progressing from area to area you discover scrolls that give your character differeing abilities such as higher jumping, dodge rolling, poison spear, or heavy armor. There are 22 scrolls and armor variations total in the game and these create the differing gameplay styles in the game. You may end up getting "heavy armor" and "bigger" and withstand your enemies blows or you may get "dodge rolling, higher jumping, gliding, and light armor" and be quick agile and jump all around the screen. The terrain consists of quite a bit of platforming.

Easily the best faccet of this game is how responsive and accurate the combat is. Your character reacts for the most part in the ways that you would expect and if you get stabbed it is many times because you misjudged the encounter. The harbinger wields the spear accuratly and spear throwing is a large dynamic part of the game. One thing to note is when you throw your spear it follows the trajectory of the harbingers arm in an overhand throw, this creates scenarios in which you may hide behind a rock and throw the spear over the rock without leaving cover.
Dodging is quick and responsive with blocking working as intended. There is even a parry (though there is little use for it.)
With combat being such a strong asset to this game its a shame there is not more engaging enemies and boss fights.

The harbinger is a quick little tribes man that can roll, jump, and pole vault off of his spear. Movement is yet another strong asset to this game allowing you to quickly traverse the areas in style. Once again input is responsive and all controls (at least with the XBOX controller which I used) feel fluid. Later play throughs see your character polevaulting through levels with relativly low difficulty.

Enemies for the most part are varried, and while very few feel like they need to be approached in a different manner than any other foe, there are differences in their movement and attack patterns. All enemies in the game (including bosses) are dispatched with 2-4 hits with the final boss uping the ante to 6 hits. Villagers will jump on your back, vultures will swoop down from above, and spiders will launch themselves at your little harbinger off of their webs or chains. Once again combat is great, however enemy diffuculty could have been ramped up for a game that trys to focus on replayabilty.

-Boss Fights-
One of the most disappointing aspects of Oblitus. With a total of 4 bosses that appear in every play through, there is not alot of variety. Each boss fight follows the idea of hit the enemy in their exposed weak spot and depending on what scrolls you found throughout the level the bosses may be dispatched with as little as 2 hits to said weak spot. Each boss follows the same movement everytime and has almost no variation in their attacks. While you may die the first time you face each of the bosses, I doubt you will find your demise at their hands very often at all.

This game does not have the intense difficulty that it states. While combat is fun and engaging it is not challenging. Enemies die after just a few hits and due to the fact all character progression comes from finding scrolls in the world there is no need to fight any creatures in the game besides the bosses.... Yea... Enemies are easily skipped by pole vaulting over them and because they do not drop experience only health after a few runs you come to realize enemies and 95% of the combat in the game is decoration. Because of this lack of need to fight any enemies in the game it really ends up turning into a pole vaulting simulator the more you play.

-"Procedurally-generated realms"-
Oblitus whie trying to catch the rogue-like wave states they have procedurally generated levels and while technically this may be true it is not by any means a selling point for the game. The procedural generation simply sets upgrades in one of three different spots on a static level. For each run there will be minor changes such as go over the boulder or go through the boulder. The largest change in each run is where the guide Mud is found. Do not try and sell me on procedurally generated levels when after playing the game just a few times I can mentally walk through every step of the journey in my head.

It has to be said that over half of the upgrades in the game really have no effect on gameplay. As an example I picked up the poison spears upgrade. I knew that the enemy I was going to hit would die from two jabs of my spear, so I proceded to stab him once and let the poison finish him off. However the only effect that seemed to happen was the enemy turned green for 2 seconds and when the poison wore off he proceded to try and bury his dagger in my throat. There are a host of abilities just like this that really have absolutely no impact on changing how you play such as impact rolling, cannonball, and impact landing.

-Questionable design choices-
One of the levels the hanging furnace takes place in the clouds and much of the platforming consists of jumping from hanging ladder to hanging ladder. However there is no falling damage in the game, so falling from the hanging furnace has no consequence except for some irritation about how you have to work your way back up.
The hardest enemies in the game turn out to be the weakest ones. Due to a homing attack the final areas bug like creatures can easily get behind you and hurt you however these enemies are dispatched in one hit and I find myself having a much harder time confronting one of these things than the first three bosses in the game. The larger the enemy the less intimidating they are in Oblitus.
Without giving the player any type of reward for killing or punishment for skipping enemies 95% of all enemies in the game simply become background noise.

Finally Oblitus keeps you coming back for more with the collection of a single artifact piece on each run. The game gives you a teaser of this awesome boss fight after every time you complete the game and you slowly build this mask. Once the mask is completed you start a new run and are super pumped to fight the final boss. THERE IS NO FINAL BOSS! You give the mask to Mud and he goes good job dude way to waste all your time.

While combat is good there is no need to fight any enemies, bosses are easily dispatched and eventually you feel as if you waste your time run in and run out. So much potential but this game is a huge let down, I cant recommend.
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19 of 27 people (70%) found this review helpful
1 person found this review funny
20.1 hrs on record
Posted: February 28, 2015
The developer of the game said he was inspired by Dark Souls creating this game. In a commentary it is said you will spend most of your time behind a shield(I actually rarely use my shield besides for bosses).

The movements of this game are very sudden and you need to be able to adjust yourselves to the surroundings to be able to play well. The detail put into the graphics is astonishing though the storyline could use a little more. We all know we aren't playing for storyline though.

Going through the game is a matter of time, process and elimination. You will have to repeat yourself until you find the right way to do something to continue.

This is the game for anybody who is into 2d games, hand graphics, and isn't aggrivated by repitition.
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Recently Posted
1.5 hrs
Posted: August 24
It was mildly fun, but it was too easy to cheese through the game and so little to see and do.

The crudest most unpolished game I ever bought, art assets overlapping in weird ways, animations and controls inconsistent. (was not surprised by this, but it is still worth mentioning)

Too easy to click outside the screen and when playing dual screen and no save for your current game.

Did not pass the last boss, it was too hard, but the rest of the game was too easy.

Recommended for: people who would get this for $3 and under, who like to explore worlds, regardless of the quality of the experience.
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0.1 hrs
Posted: August 17
Dark souls was good because it was hard but fair.
This is just claiming "I'm hard, therefore I'm good."
That's not how it works. Sure you're more fair than a lot of other games, but you're incredibly boring and I spend more time standing still looking out for enemies than actually playing.
Helpful? Yes No Funny
3.2 hrs
Posted: July 21
Hello, I was starting to write some feedbacks and I will present two of them, but as
I continued writing, suddently the game had a misfortunate event and I will be
describing it:

The vine grabbing mehcanics feels limited and awkward.
I should be able to freely manipulate my movement up and down while on a vine.

Secondly, it would have been neet to have the possibility, mid-through a Long Run,
to pause for a second and while pausing, browsing through the collection
of your current power-ups and maybe even rethink your fighting strategy
(like for an example, the following boss or mob) and think of power-up
combo or tactic. Or even just to glare and measure by the number of power-ups,
youre current run's progress or just have fun with staring at them.

Also, The game happened to be a HUGE letdown as suddently I feel deep in the caves and
wasn't able to get out at all. I was stuck in a huge massive ditch and explored
it all over just to find out that unfortunately, I had absolutely no way out.
I explored the whole area maybe ten times to just make sure as I was having
a great succssesfull run, defeating one boss, exploring three different areas,
Getting above ten power-ups, finding like more than five full health restores
and was being super proud of myself as this whole deal was my legitimly my
first run ever.

I'm upset about this ending, having to quit the game instead of dying by
a great opponnet or boss fight. I'm currently unsure as to pick this game up
again, while before I even got thinking to myself 'I havn't enjoyed a game
this much in quite some time'.
Helpful? Yes No Funny
0.2 hrs
Posted: July 14
Controls suck.
For another game that's trying to pull off "Dark Souls in 2D - Platforming edition", they forgot the two key parts:

a) good movement controls
b) good combat controls

Large platform-y world would have been better off going the beat-em-up route with a closer camera, more detailed art-assets, and combat that doesn't suck. Blocking, parrying, and throwing are all great ideas, but with a twin-stick approach to it, it just feels overdone and messy.
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0.9 hrs
Posted: June 27
Most of this game is great. The visuals, world/level design, story seemed like it would shape up as I got further but a few things are severly lacking. Firstly there is no save game function. This means every time you want to play the game you're stuck starting from the begining with nothing. A design choice, sure. I get it. But the biggest problem with this design choice, my second major issue, is that the controls for mouse and keyboard are horrible. Its super cluncky, awkward and really holding me back from wanting to even play the game. Im not sure how the sheild is even supposed to function, sometimes it blocks other times enemies just walk right through it. So collisions come into effect here adding to the awkwardness of moving and combat. I found the most effective manner of engaging enemies is to just continuously jump over them while throwing your spear at them other wise you risk the collision failing you and taking a hit that you clearly blocked. Maybe if this receives an overhaul I will repurchase it but for now its refund worthy.
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0.8 hrs
Posted: March 6
I don't hate this game!
It's just that I wouldn't recommend it to basically everyone.

This game has been compared to a roguelike Dark Souls, and this appears to be the intention of the developer. The controls share plenty of similarity to Dark Souls, and there's a similar sense of lonely, dangerous wandering through decaying structures, being reclaimed by nature. I love roguelikes and Dark Souls, but I have mixed feelings about their combination.

Dark Souls is at its best when exploring new territory, where the player just doesn't know what's going to hunt them down, or from which direction. Once they've explored an area fully, the immaculate tension subsides, as does much of the difficulty. Having a roguelike element could mean that dread from exploring new areas would be constantly present.

Unfortunately, you lose so much as a trade-off. It means that the meticulous level design has to go, since it's being replaced by randomised pieces of level. There can no longer be any storytelling through level design, for example. The mechanic of losing souls on death and recovering them cannot really be translated either, since the levels change on each run, so you no longer have that urgency to get at least as far as you did before to pick up what you lost. Consequently, the drive to keep playing has to come from within you.

All that said, possibly equally disappointingly, the randomisation feels extremely light. I played about 5-6 runs (I died each time), and there was very little difference in the levels. Clearly the game has interchangeable chunks of levels that it has to choose from, but in my 5-6 runs, I think I only noticed 2, maybe 3 variations on what I had seen. At least 2 of my runs were absolutely identical in the direction I chose to go.

I did, however, enjoy the gameplay. Combat was comfortably paced, and balanced enough to allow both offensive and defensive strategies. The parry ability is much less opaque than the Dark Souls counterpart, but I didn't find myself using it too often. You can throw your weapon, which is fun and adds another layer of skill.

Basically, I enjoy playing the game, albeit in short doses. I just wouldn't recommend it to almost everyone.
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0.2 hrs
Posted: March 5
•Game is locked to 640x480.
•It manages, despite being 2D, to lag frequently.
•Full screen changes your monitor resolution to 640x480 rather than change the game resolution to match the monitor.
•Steam overlay does not run with this game.
•No Steam overlay means that you have to us Big Picture mode with the game to customize the Steam Controller configuration.
Helpful? Yes No Funny
6.9 hrs
Posted: January 26
This game is divisive in a special way. Each of its mechanics and their special executions can drive people away. If you purchase it, set a 1.5 hour timer to check it out. If you like it you may end up loving it, and if things don't feel right they may never.

If you can even open the game. The forums are filled with bug-complaints, and though the developer has tried to work people through it, there may be no more official patches because of the limited success this game has had.

You may find the combat careful, nuanced, and varied, or you may find it sloppy repetative and ignorable. It functions almost identically to Bastion's combat system, with platforming. Medium-rate melee attacks, movable sheild that can be timed to deflect attacks, throwing your weapon, dodge-rolling, super-jumps, the whole thing. You start off very weak, and will have to fight monsters and explore to find powerups, since going to quickly means entring tricky situations you might not be prepared for, though after a few powerups then it is easy to glide right through whole areas.

You may think the randomized obstacles, monsters, and upgrades make replaying the game from the start each-time great fun, or the slight variations might mean nothing to you and make the journey into a trek. What upgrades you earn early on may influence how you explore the surrounding areas, and the variation at the start of the game is the most important since you will need to enter nooks and crannies to scavange for items.

I can only safely say that the aesthetic of the sound and visuals will almost certainly be pleasant, if not wonderful. The soundtrack is free to listen to at Bandcamp, You-tube, and Loudr, and is downloadable at your own price.

Because I know there are people who love it, and because I think it is a wonderful experience, and because if you aren't one of those people you can easily get a refund-- I recommend you give the game a shot.
Helpful? Yes No Funny
7.1 hrs
Posted: December 3, 2015
This game made me forget about my fat pig wife for a few hours. Then boom the ending and it's back to reality. Hell of a game.
Helpful? Yes No Funny
2.9 hrs
Posted: November 3, 2015
First and foremost:
¤ This is a game that you have to beat in one go with no deaths and quits, it has no saves and no checkpoints.
¤ This not a roguelike, it just has some once randomized features in levels.

What we have here is your old school platformer, hard to the point that only reason I can recomend it is that it plays and controls well enough that I find myself coming back to it, despite of usually not getting further than beating the first boss.
If any names have to be dropped they are Ghosts n' Goblins and original Castlevania, but the game doesn't really try to ape either of them.

The levels are non linear and stay largely the same form game to game. The randomized parts of the levels are not the maincourse, but there to throw you curve balls when you get too used to taking a certain paths between objectives. Think less roguelike and more horror movie.
You can't at first tell where the changing parts are and the levels might seem the same for several games and then suddenly the scroll that you were going to take is replaced with a rare enemy and somehow you managed to get lost in a place you tought you knew becouse that one path you always took is now missing complitely. It get's to the point at times wehere you can't tell wether the game changed something or were you just imagining things.

The playtrough always follows generaly the same line of go here then there, beat boss, get back and then go to the dungeon, but the locations you have to go change and you aren't prohibited of going off path to look for spells or enemies to kill for healing.

A successfull palytrough would probably be a only a few hours at tops, but before you can pull that off you have to explore and practise with several failed tries. The game has no unlocks other than for the first time you beat the final boss, the only "reward" for failed runs is general scouting of the levels and enemies.

At the time of this writing:
The game has no graphic options expect window or fullscreen and the window can be a bit small if your desktop resolution is equal or larger than 1920*1080.
There are no rebindable controls and the deffault setup for controller makes aiming while jumping harder than on keyboard and mouse. Then on the other hand, on keyboard the 'W' key is jump which 'may' take some time to get used to if you prefer the jump -key to be far away from the left & right movement keys.

If you are yet not bored of reading...

Some useful notes about gameplay:

Parvus can jump fairly high, roll and block with his shield. Moving around as much as possible is vital in short range combat as you can get stun locked and killed rather quick by even the easiest enemies.

Your only weapon is your spear and you can stab and throw it freely in any direction. When thrown the spear will shortly reappear in your hands after a short time, but you can pick it up instantly by touching it. You can lit your spear on fire at torches to do more damage for a short while and you can pick up fruits to add permanent effects on the spear like the previously mentioned fire or ice.

You collect glowing scrolls to obtain permanent enchantments that have randomized effects varying from passive like making the spear recall time shorter or making the ground burst on flames the spot you land, to active like holding the shield key in mid air to do damage when diving on enemies.

You restore your health a slightly each time you kill an enemy.
You can get you health fully restored by glowing corpses, but they are one use and rather rare.

No fall damage, but instant kill lava on some levels.
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