A grid-based dungeon-crawler, in classic first person perspective. An experiential horror challenge game that takes the player through a series of increasingly mysterious locations. Comes with a Full Dungeon Editor. Designed with full Virtual Reality support for the HTC Vive and Oculus Rift, also works great in Non VR.
User reviews:
Overall:
Mixed (69 reviews) - 68% of the 69 user reviews for this game are positive.
Release Date: Mar 30, 2016

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

Buy Crystal Rift

-50%
$9.99
$4.99
 

Recent updates View all (13)

May 20

Crystal Rift Update Released Version 1.2.9

20-May-2016

An update to Crystal Rift has been released to Steam and will be automatically downloaded.

General Improvements

  • Controller Layouts now have a visual representation of the Controller and a separate layout screen.

    General Fixes

  • Monsters don’t obstruct a block on death (rare bug).

  • Clipboard Text no longer populates signs when not in edit mode.

  • Fixes to Menus.

  • F2 now correctly hides the Editor in Edit Mode (press F2 again to bring it back).

  • The current location (green arrow) is now working properly again.

  • Fixed the ‘Hall of Patrons’ signs on Level 26.

  • The hit box on monsters is now bigger making it easier to reach the monsters on the Vive.

  • Text on notes has been moved up slightly to improve readability and stop getting close to the bottom.

    VR

  • We have updated the Steam VR SDK 1.0.9

  • We have lowered the force slightly to hit monsters with the Vive controller.

  • We have implemented 4 Vive Controller layouts and separated these from Gamepads, you can change layouts from the new Controller's menu.

  • We have implemented a default ‘beginner’ Vive controller layout to reduce nausea and work with new users who get nausea with strafe and turning. You can try other layouts when you gain confidence.

  • The Vive now defaults to Look Direction for movement.

    Thank you for your continued support on our journey!

    Enjoy!

    - Psytec Games Team

0 comments Read more

April 18

Minor HTC Vive Fix

An update to Crystal Rift has been released to Steam and will be automatically downloaded.

This version only contains only a single fix for the HTC Vive, you can now select and apply the 'Move in Look Direction' switch correctly in the options when using the Vive (other platforms not effected)

Thank you for your continued support on our journey!

Enjoy!

- Psytec Games Team

1 comments Read more

Reviews

“the game is more than worth your pennies – especially if you’re a fan of the genre and own an Oculus Rift headset.”
Road to VR

“The early signs for this VR adventure are surprisingly bright given its dim setting.”
VRFocus

“Crystal Rift is shaping up to be one of our favourite first-person games on the Oculus Rift.”
The Rift Arcade

About This Game

A grid-based dungeon-crawler, in classic first person perspective.


Crystal Rift is an inspired by classic dungeon games such as Dungeon Master and Eye of the Beholder with grid-based movement, it has been developed primarily for Virtual Reality headsets, but is also a great experience for those without headsets.

It's an experiential horror challenge game that takes the player through a series of increasingly mysterious locations. Crystal Rift will be released with a over 30 levels, with unique styles and settings, to provide many hours of gameplay. The player slowly uncovers the narrative and story through exploration, discovering dark secrets and following the path of those who have come before.

Use the In Game Dungeon Editor to build entirely new adventures and challenges for other players to solve.

  • Classic dungeon crawling experience with grid-based movement, monsters, hidden rooms, pressure plates, trapdoors, fireballs, challenges, tactics and more.
  • Designed for Virtual Reality First, this leads to a rich immersive 3D environment with details you can lean into and see, this also presents perfectly in 2D.
  • A unique and compelling story told through the environment, text and speech
  • Optional Scare level, Off, Normal or Extreme
  • Optional Difficulty levels including hardcore perms-death
  • 25 Levels with many hours of gameplay.
  • An ingame Editor, you can create, edit and share maps built inside the game, no external tools required.

WARNING: Crystal Rift is an intense (but awesome) experience in VR, it takes time to get your VR Legs, please take baby steps if you are sensitive to locomotion in VR play in very short sessions and perhaps try cages, sitting down and a controller if you are still effected, the second you feel a bit of nausea please stop and take a break

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7+
    • Processor: Dual Core 2.33 GHz Intel or 3.0 GHz AMD
    • Memory: 2 GB RAM
    • Graphics: Geforce GTX 8800, AMD Radeon 4850 or Intel HD Graphics 5200 or better (1GB graphics memory or more. Shader Model 3.0 needs to be supported). Minimum supported resolutions 1280×720 and 1024×768.
    • DirectX: Version 11
    • Storage: 5 GB available space
    • Sound Card: Direct X Compatible
    • Additional Notes: This is for 2D standard version, VR version higher req as per Oculus standards
    Recommended:
    • OS: Windows 8+
    • Processor: Intel i5-4590 equivalent or greater
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 970 / AMD 290 equivalent or greater
    • DirectX: Version 11
    • Storage: 5 GB available space
    • Sound Card: Direct X 11 Compatible
    • Additional Notes: Minimum Specs for VR Version
    Minimum:
    • OS: Mac OS X 10.6 64bit (Snow Leopard) or newer
    • Processor: Intel Core 2 Duo
    • Memory: 2 GB RAM
    • Graphics: Graphics card supporting OpenGL 2.1 or later. (256MB graphics memory or more) Minimum supported resolutions 1280x720 and 1024x768
    • Storage: 2 GB available space
    • Additional Notes: Please Note OSX DOES NOT SUPPORT VR
    Recommended:
    • OS: Mac OS X 10.6 64bit (Snow Leopard) or newer
    • Processor: Intel Core i5
    • Memory: 2 GB RAM
    • Graphics: ATI Radeon HD 2900 or NVIDIA
    • Storage: 2 GB available space
    • Additional Notes: Please Note OSX DOES NOT SUPPORT VR
    Minimum:
    • Memory: 2 GB RAM
    • Storage: 5 GB available space
    • Additional Notes: Please Note Linux DOES NOT SUPPORT VR
    Recommended:
    • Memory: 2 GB RAM
    • Storage: 5 GB available space
    • Additional Notes: Please Note Linux DOES NOT SUPPORT VR
Customer reviews
Customer Review system updated! Learn more
Overall:
Mixed (69 reviews)
Recently Posted
Eboreus
( 3.0 hrs on record )
Posted: July 23
Is Crystal Rift a good game? No, it's at best mediocre, by all means. Well, by nearly all means, perhaps. Because ... There is this VR thingy, you know? And really, you can beat me, but as soon as you got yourself a bit settled in with VR, it's suddenly mucho fun to play. Believe it or not, as you like. But for Vive owners it's a clear thumbs up. For Oculus probably, too ...
Edit: typo
Helpful? Yes No Funny
arleas
( 1.6 hrs on record )
Posted: July 8
This is a dungeon crawler game best suited for a seated gaming experience. I think initially I was kinda iffy about it because I wasn't used to the feeling of moving while sitting still, but a little at a time I was able to get used to it. Also, it helps out a lot to choose the smoothest animation for turning and moving. The game defaults for a smooth walking animation but a jerky turning animation.

The Controls are unfortunately set in stone with no way to change them. The game has you use the left hand controller touchpad to move forward, backward and strafe left and right, and the right hand touch pad lets you turn left and right. This would work great if it wasn't VR and also if the touchpad was actually 4 separate buttons and not one button with 4 sides you can press.

I think I would have preferred turning left and right to be on the left hand with moving forward and backward, and strafing to be on the right hand, especially since I have accidentally strafed into a pit too many times while actually meaning to go forward.

Things I liked about this game:
  • It reminded me of the first time I played King's Field on the PS1
  • The game gives you multiple options for difficulty so if you just want to see the sights and "ride the ride" so to speak, you can play on easy.
  • Some of the parts of the game can be scary, but it's like "Disney Haunted House" scary,
  • Lots of potential for more realistic/strategic combat with a variety of swords and abilities.

Things I did not like about this game:
  • The controls are horrible. There seems to be a lag on everything so often you'll accidentally press forward when you meant to press "sidestep" and once the animation starts, you're stuck moving forward, oh but since you pressed sidestep to correct that error, now you're side-stepping into the void after stepping forward.
  • As a result of controls being horrible, the combat is horrible (though maybe it'll get better?) Then again, this is another part of what reminded me of King's Field. Slow combat that feels more like taking turns than being "live action"
  • Part of what's terrible about combat is that here you have a system that allows you to swing your arms and have those movements rendered properly and yet the game chooses to give you "press button to slash sword or hold button to charge a more powerful swing". Highly disappointing.
  • As a result of poor combat you learn quickly that you can only get hit once and you're dead. At least on normal you get 5 lives.
  • Oh and did I mention you can only save at certain save fountains? I guess this is more like a checkpoint system than a save since you start out with 5 lives again even if you saved with only 1.

Seriously though, if you remember that feeling you got when you first played King's Field on the PS1, you may experience that again when you play this for the first time. There's lots of skeleton enemies, there's a dungeon with lots of levers to push that open and close doors and trap doors, and there's even a minecart that you ride (though both times I saw one I was unable to attack so it was purely a ride).

You also start early in the game with a crystal sword. There's a button to let you switch swords so I assume that as you play through the game you will get more swords, and indeed in the demo level they let you use a bunch of different swords (one of which shoots fire out of the tip). Perhaps the different swords will make up for the crappy combat somehow but I'm kinda dubious. I would prefer some kind of combat where you could actually do damage by swinging the sword yourself to the "hold the button to charge a sword attack or press it to do a swing" type deal.

Despite all the negatives, the game is still fun and I want to play it to the end to see what lies ahead. Also, apparently there's some kind of editor available to allow you to make your own levels? That alone could make the purchase worth it depending on how much freedom you have when making a level.
Helpful? Yes No Funny
TheHomieDomie
( 35.4 hrs on record )
Posted: June 30
Good game. I can see why it is disliked though. I personally didn't and don't want to play the story even though it seems fun. I wanted my own moldable exerience. I play for the editor in its entirety. The editor is fun and i spent many hours doing it. This is my favorite Vive game now. If you do buy this game and need help learning the editor read this review. It took hours to discover this on my own. Pressing t will allow you to use the block you are facing to trigger a trap, song, scare, door -exe. When you create a level do it NOT in vr mode it will be alot harder. Dont place down an alien block without testing it first. Pressing n will change the state of an object [on or off]. Most monsters can only move on their type of block.
If you have anymore problems look at the control guide. I recommend this game for those who want to create for others or for themselfs. I think the hate this game is getting is because its hard to learn.
Helpful? Yes No Funny
TheComAdore
( 0.4 hrs on record )
Posted: June 7
I'm glad I was able to get this on sale.
I understand what the game is going for. It's trying to be a 3D version of a top down console dungeon crawler. Complete with grid based movement.
I can forgive this game many things due to it's commitment to the retro style.
But the puzzling thing is why they went with a one hit kill mechanic.
The first thing you see in the game is your heart meter. Which I assumed was how many hits I could take before dead.
Instead it's some bizzare respawning mechanic.
And things that would normally knock you back and take a heart away in classic games intead kills you. You lose a heart and you respawn a ways away. Until you run out of hearts.
This makes things like the spike traps more trouble than theyre worth. And skeletons moving their sword at you and the screen going black and appearing a fet feet away feels wonky and underdeveloped.
The sword combat is a really floaty and unsatisfying. Combat just plain feels wrong. Everything feels just out of reach.
The world feels unnaturally chlostrophobic due to the grid based movement. A perk the game might of exploited if you could actually press your forehead against the door in front of you. Instead some magical barrier keeps you away from the walls. Which is instantaneously immersion breaking.
Not being able to move while you charge your sword is also a strange choice that left me feeling unduly frustrated.
The sad truth is that everything in this game feels like a chore.
And that's a shame. Because with a few gameplay tweaks this could be one of the best dungeon crawlers on Vive.
I honestly can't recommend it.
There are better, similar experiences out there.
Helpful? Yes No Funny
reidrat
( 0.3 hrs on record )
Posted: May 29
its the worst game ever!
Helpful? Yes No Funny
Casual_002
( 3.2 hrs on record )
Posted: May 28
I really like this game the more I play it. At first glance, I went in expecting a hack and slash or something to compare with Vanishing Realms. This is not that kind of dungeon crawler. You do have the ability to slash at your opponents with your sword in melee range, but as a grid based dungeon crawler, you have to be quick to move your character out of the grid when you're done dealing your hit in melee. You cannot tank these enemies down; every hit drains a crystal heart, losing crystal hearts causes you to respawn at a nearby location. If you do this 5 times, you end up having to restart from your last save point.

If you hold down your trigger attack for about 2 seconds, then let go, you'll release a charged attack from your sword. I'm only on level 7 right now, but so far I've seen 3 sword upgrades. There may be more, but if there is, it's not too important to me. Combat seems to be something to break up the pacing of the puzzles.

You see, so far, I've noticed each floor requires a puzzle to complete before the doors unlock and I can go onto the next level. Usually the objectives are simple: Find a gemstone that matches the color of the gemstone of your door, or find an appropriate key for key slot. To do this, though, you'll need to navigate through floor traps; ceiling traps; deal with enemies that spawn; and figure out ways past the invincible enemies that patrol some parts of the dungeon.

The second and third sword upgrades work as ranged attacks, Once I realized that I should approach combat more as legend of grimrock than skyrim, the game became a little more interesting. Shortly after figuring out how combat works I realized I could play as a melee damage dealer or a ranged damage dealer. Versatile combat is nice, even though combat doesn't seem to be a rewarded effort. It is more of a means to an end, which is to get out of the dungeon, I guess? I'll know as I play longer, but I may take my time. Puzzle games are not my forte and I haven't felt the need to check if there's a walkthrough.

On one particularly large puzzle (floor 6? I can't remember now) I noticed the developer did an excellent job of making the map not too confusing to solve: clever usage of lighting and switches that don't have multifunctions are very good things to keep the pacing right for a casual gamer like myself.

I read somewhere there's upwards of 25 levels in this game. I wonder if the puzzles get significantly harder. That's probably when I"ll take an extended break, knowing my track history.

At any rate, I highly recommend this game if you're a fan of grid movement based dungeon crawlers. There's no experience points, though, and there are no classes to choose from. The puzzles are engaging and the combat is challenging enough that there requires some practice to perfect.

Movement was a little rough for me with the default control setup prior to patch 1.2.9. Once 1.2.9 hit, I switched to a controller setup that works well for me using the Vive's tracked controllers. I think what I eventually learned of how to move pre-patch was to not press the very edges of the thumbpads, but keep my finger about halfway to the edges of the thumbpad when choosing a direction to move.

Thanks to the developer for the fun game. For $10, I am very satisfied with the content.
Helpful? Yes No Funny
Necroah
( 0.4 hrs on record )
Posted: May 25
Although this game looks really good, I find that controlling the game is very ackward for me. I was not able to move around at all with the Vive controllers and had to switch to a gamepad. Even then, I would accidently step sideways off a ledge or into a fire because the game does not orient to your viewpoint at all. This game has serious potential and I hope it reaches it.
Helpful? Yes No Funny
Studabakerhawk
( 1.1 hrs on record )
Posted: May 15
I play this with a Vive and a Steam Controller sitting down.

This is a puzzle adventure game in a first person dungeon setting. This is not a room scale action adventure with 1/1 motion tracking, nor is it an RPG. It's an easy mistake to make and I think a lot of prople are getting disapointed.

The dev has provided the option to play standing and with motion controllers but it dosn't add to the gameplay. I think it takes away because the mechanics are so simple all that imput just adds confusion. The player has 2 dimensions of movement and can only face in four directions. VR allows them to look freely and get a better idea of where they should be and what direction they should face but dosn't actually effect to outcome of a situation. Unless the option that was added after the game was released is checked. Then you move in the direction you are looking which actually negates the advantage on VR. I don't think it improves the game.

Once I figured out what the game really was I had a great time. There is a great deal of variety for the very simple mechanics. There is little time wasted between puzzles and It's used to establish a little background and poke fun at itself. It's like beinlg inside of a top down 8-bit dungeon adventure with the monsters and traps made real in front of you. I probably wouldn't be interesed in playing on a flat screen but in VR it's a childhood fantasy come true.
Helpful? Yes No Funny
ITJunky
( 0.3 hrs on record )
Posted: May 14
I played this with the Vive:

Great old school dungeon crawler for when you just want to sit down and have a little fun. If you liked Legend of Grimrock or the original Bard's Tale this is the game for you, with a little more content, some outside areas, maybe a shop and inventory, this game could be amazing.

Definitely worth the 10 bucks I spent.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
4 of 4 people (100%) found this review helpful
Recommended
35.4 hrs on record
Posted: June 30
Good game. I can see why it is disliked though. I personally didn't and don't want to play the story even though it seems fun. I wanted my own moldable exerience. I play for the editor in its entirety. The editor is fun and i spent many hours doing it. This is my favorite Vive game now. If you do buy this game and need help learning the editor read this review. It took hours to discover this on my own. Pressing t will allow you to use the block you are facing to trigger a trap, song, scare, door -exe. When you create a level do it NOT in vr mode it will be alot harder. Dont place down an alien block without testing it first. Pressing n will change the state of an object [on or off]. Most monsters can only move on their type of block.
If you have anymore problems look at the control guide. I recommend this game for those who want to create for others or for themselfs. I think the hate this game is getting is because its hard to learn.
Was this review helpful? Yes No Funny
3 of 3 people (100%) found this review helpful
Recommended
1.6 hrs on record
Posted: July 8
This is a dungeon crawler game best suited for a seated gaming experience. I think initially I was kinda iffy about it because I wasn't used to the feeling of moving while sitting still, but a little at a time I was able to get used to it. Also, it helps out a lot to choose the smoothest animation for turning and moving. The game defaults for a smooth walking animation but a jerky turning animation.

The Controls are unfortunately set in stone with no way to change them. The game has you use the left hand controller touchpad to move forward, backward and strafe left and right, and the right hand touch pad lets you turn left and right. This would work great if it wasn't VR and also if the touchpad was actually 4 separate buttons and not one button with 4 sides you can press.

I think I would have preferred turning left and right to be on the left hand with moving forward and backward, and strafing to be on the right hand, especially since I have accidentally strafed into a pit too many times while actually meaning to go forward.

Things I liked about this game:
  • It reminded me of the first time I played King's Field on the PS1
  • The game gives you multiple options for difficulty so if you just want to see the sights and "ride the ride" so to speak, you can play on easy.
  • Some of the parts of the game can be scary, but it's like "Disney Haunted House" scary,
  • Lots of potential for more realistic/strategic combat with a variety of swords and abilities.

Things I did not like about this game:
  • The controls are horrible. There seems to be a lag on everything so often you'll accidentally press forward when you meant to press "sidestep" and once the animation starts, you're stuck moving forward, oh but since you pressed sidestep to correct that error, now you're side-stepping into the void after stepping forward.
  • As a result of controls being horrible, the combat is horrible (though maybe it'll get better?) Then again, this is another part of what reminded me of King's Field. Slow combat that feels more like taking turns than being "live action"
  • Part of what's terrible about combat is that here you have a system that allows you to swing your arms and have those movements rendered properly and yet the game chooses to give you "press button to slash sword or hold button to charge a more powerful swing". Highly disappointing.
  • As a result of poor combat you learn quickly that you can only get hit once and you're dead. At least on normal you get 5 lives.
  • Oh and did I mention you can only save at certain save fountains? I guess this is more like a checkpoint system than a save since you start out with 5 lives again even if you saved with only 1.

Seriously though, if you remember that feeling you got when you first played King's Field on the PS1, you may experience that again when you play this for the first time. There's lots of skeleton enemies, there's a dungeon with lots of levers to push that open and close doors and trap doors, and there's even a minecart that you ride (though both times I saw one I was unable to attack so it was purely a ride).

You also start early in the game with a crystal sword. There's a button to let you switch swords so I assume that as you play through the game you will get more swords, and indeed in the demo level they let you use a bunch of different swords (one of which shoots fire out of the tip). Perhaps the different swords will make up for the crappy combat somehow but I'm kinda dubious. I would prefer some kind of combat where you could actually do damage by swinging the sword yourself to the "hold the button to charge a sword attack or press it to do a swing" type deal.

Despite all the negatives, the game is still fun and I want to play it to the end to see what lies ahead. Also, apparently there's some kind of editor available to allow you to make your own levels? That alone could make the purchase worth it depending on how much freedom you have when making a level.
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
102 of 119 people (86%) found this review helpful
4 people found this review funny
Recommended
4.2 hrs on record
Early Access Review
Posted: July 10, 2015
** Key was provided by developer for review purposes **
*This review is of the 0.9.4 version of the game*
I used a controller to play through this game

Crystal Rift

Crystal rift is an Indie Dungeon Crawler that shows puzzles, adventure, and creepiness. Currently only act 1 of 3 is available to play through in the story. An interesting aspect of this game is the letters that you find which slowly reveal bits and pieces of what is really going on and what happened beforehand. I will add a TL;DR at the end.

Gameplay/Controls

The area you go through is based in a square grid system along with your movement. it sometimes will look like you can reach out just a bit more, but the moment you go forward you will die. You can slowly get used to the grid system and it is probably why the editor is available for use. The first act consists of a number of levels which you must traverse, each leading you down a set of stairs deeper and deeper into the unknown. I played on normal with normal scares and the atmosphere this game created was very well done. The save system is quite fair and the puzzles are of an easier difficulty. The controls took me quite a while to get a feel for. The right stick used for moving my head was quick and snappy, and to turn I had to use my LB and RB, however I was able to get used to these controls. This game feels like it is more optimized for someone who owns an Oculus Rift (which I think it is). The controls are most definitely odd and could maybe allow for some options to change them in the future.

Graphics/Sound

As soon as I entered the game I liked its music as it is well played, and was quite relaxing. The sounds in an creepy aspect were done well, but the moment that really shined is when I was alone, in the dark, and heard a voice whisper into my ear "I see you". Creepy yet lovely. Through the game you will see these shadow figures, or as I like to call them, "Bobby". They will stalk you through the game and are well-placedl to really give the atmosphere of you being alone, and having an unknown number of entities watching your every move. This game does not rely on cheap over-used jump scares. The graphics of this game are ok in my opinion.

Editor

I think that the editor in this game will be one of its key aspects in the future. In the level designer you create your own dungeon and plant your own scares and effects along with puzzles and traps. I do like the editor, but was unable to find my saved dungeon within the game and I did not know how to test it. I definitely hope that in the future people will be allowed to share their dungeons with other players.

Pros/Cons

Pros

+ music
+ letters to find which tell a story
+ atmosphere
+ fun little puzzles
+ interesting story
+ creepy
+ editor to make your own dungeons

Cons
**Note that since this game is currently in early access that some of these issues will be fixed when the game is done* *

- controls are annoying
- no idea where editor saves to/ how to test maps
- there are two of the same letters in some spots
- only one whisper ("I see you")
- if you play the main game and exit to the menu the editor is locked

Suggestions

These are my personal suggestions for the future of the game. They do not need to be taken seriously as they are only my opinion.

- expansion on the editor
- ability to share created user-maps with other players
- options to set controls to use example: only right-stick and ignore bumpers
- ability to set sensitivity
- expansion on the controller

Final Thoughts

I am happy with Crystal Rift and will certainly check in once the other acts are released. Through my journey I met a friend in this game who I named Spidey. He would always appear when I needed a friend and I could always look forward to seeing Spidey again. The controls were quite annoying, but I was able to get used to them. I look forward to the future acts and to see more of the interesting story I have started to piece together.

TL;DR

Crystal Rift is an enjoyable game with an interesting story to discover. Currently only 1 of 3 acts are available. The music is good and the atmosphere is well set. This game (thankfully) does not rely on cheap jump scares. The puzzles in this game are not exactly difficult. The game itself is set into a square grid as you move as if you were on a square grid. This game is probably much better suited with an Oculus, however once you are able to grasp the controls it becomes quite enjoyable. There is a game editor which allows you to create your own dungeon with your own scares and fun puzzles. Overall it is a nice experience that creates a good sense of creepiness and a great atmosphere.

If you liked this review or want to see more recommended games, be sure to follow our curator group: Follow Original Curator Group
Was this review helpful? Yes No Funny
85 of 123 people (69%) found this review helpful
5 people found this review funny
Not Recommended
0.3 hrs on record
Early Access Review
Posted: April 20, 2015
My first impression was that the game was reminiscent of "Legend of Grimrock", though without the party system, combat, and an inventory. Here, based on what I've played so far, you're simply exploring dungeons, solving puzzles, and trying to stay alive. My only concern is the price tag...which is about the same as the aformentioned "LOG" and "LOG2". The EA description mentions that:

"What is the current state of the Early Access version?
“We are really proud of our current state and are ready to share how awesome it is. The level editor is working well and the first act which is about 2 hours of game play"

2 Hours of gameplay for $25 seems a bit steep...I honestly would have pegged this game to be $5 or $10. It's not a bad game mind you, but I would honestly wait a while until more content is added before dropping that kind of money.

So would I recommend it? At present, based on the price tag, no. It's not a bad game, but it doesn't do enough to justify the cost right now. I think the devs should have opted for a cheaper price and increased it as the game developed, like many other EA games do.

https://www.youtube.com/watch?v=WKL64ghSSdA

https://www.youtube.com/watch?v=FY_Xxstfom8
Was this review helpful? Yes No Funny
25 of 27 people (93%) found this review helpful
1 person found this review funny
Recommended
3.8 hrs on record
Early Access Review
Posted: June 15, 2015
Review of v0.9.4

The Good
Movement options to reduce sickness.
Grid based movement is better than expected.
Side stepping is so easy in VR.
Excellent music.
Puzzles / Platforming felt just right.

The Bad
Oh God, the headaches. So much pain.
Scale is wrong, everything feels small.
Flashlight in a dungeon doesn't make sense.
Needs more amient light from tourches and such.
Music has hard cuts from room to room.
$20 is too much for the full consumer release.

Techincal Issues
Peformance issues in about 10% of Act 1.
Half of menus don't have head tracking.
Don't commit your ".DS_Store" files.

General Immpressions
Was on the fence after watching some Youtube gameplay, but feel good in my purchase. Not really worth it yet as a consumer, but backing up development seems good. There is a lot of potential here if they put the effort in. Made me a firm believer of VR Dungeon Crawlers. Hopefully this will encourage others to dip into the genere.
Was this review helpful? Yes No Funny
66 of 101 people (65%) found this review helpful
6 people found this review funny
Not Recommended
0.3 hrs on record
Early Access Review
Posted: October 30, 2015
Bought today, hoping this game was like the old Dungeon Hack game on the Amiga.

It looks similar, but it is not. No inventory, skeletons 1 hit killing me, I have to dodge back and forth instead of blocking with a shield. I'm just a nameless being, not a character at all. Often lag would negate a keytap or cause you to do it more than once.

This just isn't fun.

I didn't pay much for this game. For that I'm grateful.
Was this review helpful? Yes No Funny
19 of 23 people (83%) found this review helpful
1 person found this review funny
Not Recommended
0.4 hrs on record
Posted: June 7
I'm glad I was able to get this on sale.
I understand what the game is going for. It's trying to be a 3D version of a top down console dungeon crawler. Complete with grid based movement.
I can forgive this game many things due to it's commitment to the retro style.
But the puzzling thing is why they went with a one hit kill mechanic.
The first thing you see in the game is your heart meter. Which I assumed was how many hits I could take before dead.
Instead it's some bizzare respawning mechanic.
And things that would normally knock you back and take a heart away in classic games intead kills you. You lose a heart and you respawn a ways away. Until you run out of hearts.
This makes things like the spike traps more trouble than theyre worth. And skeletons moving their sword at you and the screen going black and appearing a fet feet away feels wonky and underdeveloped.
The sword combat is a really floaty and unsatisfying. Combat just plain feels wrong. Everything feels just out of reach.
The world feels unnaturally chlostrophobic due to the grid based movement. A perk the game might of exploited if you could actually press your forehead against the door in front of you. Instead some magical barrier keeps you away from the walls. Which is instantaneously immersion breaking.
Not being able to move while you charge your sword is also a strange choice that left me feeling unduly frustrated.
The sad truth is that everything in this game feels like a chore.
And that's a shame. Because with a few gameplay tweaks this could be one of the best dungeon crawlers on Vive.
I honestly can't recommend it.
There are better, similar experiences out there.
Was this review helpful? Yes No Funny
14 of 18 people (78%) found this review helpful
Recommended
1.4 hrs on record
Early Access Review
Posted: May 2, 2015
Without Oculus Rift it would be a kind of dull and boring game, but with Oculus this is really cool actually. I recommend this game only if you have an Oculus. I think this is one of the most polished games available for Oculus at the moment, very nice and decent graphics. But yeah, to be frank- game itself is pretty simple. (And also I can agree with those who think $25 might be a bit much for such simple game.) But simplicity is justified with possibility creating your own levels.
Was this review helpful? Yes No Funny
8 of 8 people (100%) found this review helpful
Recommended
1.1 hrs on record
Posted: May 15
I play this with a Vive and a Steam Controller sitting down.

This is a puzzle adventure game in a first person dungeon setting. This is not a room scale action adventure with 1/1 motion tracking, nor is it an RPG. It's an easy mistake to make and I think a lot of prople are getting disapointed.

The dev has provided the option to play standing and with motion controllers but it dosn't add to the gameplay. I think it takes away because the mechanics are so simple all that imput just adds confusion. The player has 2 dimensions of movement and can only face in four directions. VR allows them to look freely and get a better idea of where they should be and what direction they should face but dosn't actually effect to outcome of a situation. Unless the option that was added after the game was released is checked. Then you move in the direction you are looking which actually negates the advantage on VR. I don't think it improves the game.

Once I figured out what the game really was I had a great time. There is a great deal of variety for the very simple mechanics. There is little time wasted between puzzles and It's used to establish a little background and poke fun at itself. It's like beinlg inside of a top down 8-bit dungeon adventure with the monsters and traps made real in front of you. I probably wouldn't be interesed in playing on a flat screen but in VR it's a childhood fantasy come true.
Was this review helpful? Yes No Funny
9 of 10 people (90%) found this review helpful
1 person found this review funny
Recommended
0.8 hrs on record
Posted: April 27
This game is pure Knightmare nostalgia, I feel like the devs were fans of the show and wanted to let us know what it would be like to be a dungeoneer, the only thing missing was the voice of Treguard! I would reccomend this to 80's kids who loved Knightmare and always wanted to be in the show!

check out my thoughts in the vid

https://www.youtube.com/watch?v=dQ5kjy5evzo

Was this review helpful? Yes No Funny