Swords and Sorcery - Underworld - Definitive Edition
Swords and Sorcery - Underworld is a party-based, first person view role-playing game with turn-based combat and a square grid 3D environment. The art was made by a professional comics illustrator.
User reviews:
Overall:
Positive (37 reviews) - 83% of the 37 user reviews for this game are positive.
Release Date: Dec 15, 2015

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Recent updates View all (2)

June 21

Demo available and v1.0.29

*** Demo ***

There is now a demo available that gives access to the starting town of Highnest and the catacombs.

These starting areas should take a few hours to explore and give you a good grasp of the Swords and Sorcery gameplay. Find out what kept the older gamers up all night playing, be it this title or the ones that inspired it from way back then!

*** v1.0.29 ***

I just published a 29th update that enables windowed mode and adds a tutorial popup that explains one of the core mechanics in combat. When a player loses all HP, he/she is unconscious but can still be healed with a priest spell or Healing component. Some have missed that before, and were led to think the combat was excessively difficult thinking their unconscious characters were already lost.

*** Sequel ***

The next announcement will be about the sequel's entry to Greenlight. If you enjoyed Underworld, I hope you'll vote for Sovereign!

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February 19

Working on Sequel after 26 Updates

It's been a couple months already, and they've been quite busy! 26 updates have been published, some larger than others.

If you missed the release notes, you'll find them in a pinned discussion here:

http://steamcommunity.com/app/408400/discussions/0/487877107134667296

Things have calmed down a bit and while there may still be a small fix needed here or there, I am now focusing on the sequel, which I will bring to Greenlight soon.

Big thanks to those who took part in the discussions and helped make Swords and Sorcery - Underworld better, and to everyone for your support!

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Reviews

“…those who wish for a classic coat of paint on that style of gameplay will absolutely adore this game. Gameplay 5/5.”
Game Industry News

“A bunch of combat options and details that allow Swords and Sorcery – Underworld to stand out from the crowd.”
IGN Spain

“Deep and complex. Very tactical combat. Longevity”
SpazioGames

About This Game

Swords and Sorcery - Underworld is a party-based, first person view role-playing game with turn-based combat and a square grid 3D environment. The art was made by a professional comics illustrator.

Abstract yet deeply tactical combat, with distance and timing management. Your characters can evade or enter the melee, wait and take their turn a little later, hide, order the group forward or back. Many combat options will depend on positionning choices you make.

Characters will develop a variety of abilities and strengths that depend on their class. Knights, for instance, learn Ambidextria, Powerhouse and Berserk as they develop.

40 spells (Priest and Sorcerer, outdoor and indoor, combat and non-combat).

Over 100 illustrated enemies, many of which have one or two special abilities that offer varied challenges. Some, for instance will summon new enemies. Some will throw bombs, turn characters to stone or lock them in an inferno until the battle ends... If they survive that long...

250 items, many with magical or otherwise valuable properties.

Three towns to discover and travel back to for food, equipment, healing and other services offered by NPCs.

Many unique NPCs that will offer quests, help your party gain in strength, guide you or deceive you.

Traps, puzzles, slides and teleports add a variety of non-combat challenges. Puzzles are largely integrated in your interaction with the game world.

Dynamic world map illustrates 20 levels as they are discovered.

40 fullscreen story illustrations.

Find books to read that contain clues for quests and flesh out the backstory.

A bestiary allows you to collect notes on monsters containing clues for quests and indications as to how to defeat the monster described.

System Requirements

    Minimum:
    • OS: Windows XP or better
    • Processor: 1.6 Ghz
    • Memory: 1024 MB RAM
    • Storage: 200 MB available space
    Recommended:
    • OS: Windows XP or better
    • Processor: 2 Ghz
    • Memory: 2048 MB RAM
    • Storage: 500 MB available space
Customer reviews
Customer Review system updated! Learn more
Overall:
Positive (37 reviews)
Recently Posted
Brother PaciFist
( 25.9 hrs on record )
Posted: June 21
Hello, this is my review of Sword and Sorcery - Underworld

SaSU is a gridbased dungeon crawler with turnbased combat. You slay monster, grind xp, level up your heroes and distribute Apoints into attributes like strength, endurance, accuracy, speed, intelligence, wisdom and luck. Str determines your melee damage, endurance your hp gains per level, accuracy your overall hitchance and ranged damage, speed your turn in a combat round, intelligence your Mana and spelldamage, wisdom your mana and kleric spell damage/healing, luck gives you boosts for your damage, hp & manapoints gain for levelup.

The classes are Knight, Paladin, Archer, Thief, Cleric and Sorcerer are available in SaSU. You can make your own heroes at the start of the game.

You explore the dungeon, cities, landscape in a 3d firstperson view, you can control your party of 6 adventurers per WASD or arrowkeys.

There is a main quest and several uncomplicated sidequests to do.

The difficulty is rather tough in the beginnig, your heroes start the adventure naked with walking sticks as weapons. Save early, save often.

If you liked the old Might & Magic games Sword and Sorcery Underworld can be a nice nostalgic trip.

The graphics are quite nice, it looks better then the old DOS Dungeon crawlers. The UI works quite well. The game is not comparable to state of the art computer games. Do not expect a Might and Magic X quality or Legend of Grimrock quality or gameplay. I like the game for the tough difficulty and oldschool feel. The balancing feels a bit off sometimes, monsters seem to bee overpowered in the beginning and die like flies when you got a little more powerful. In the next area the new monsters hit you like a truck again.

I would recommend Sword and Sorcery - Underworld for RPG enthusiasts and turnbased dungeoncrawler fans.

Have a nice day

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tlp1954
( 0.8 hrs on record )
Posted: May 29
I have been an RPG fan for years and I just don't get it how anyone can recommend this game... I bought it hoping it was a game in the same vein as the Might & Magic titles or Wizardry, but alas it is just a cheaply made shallow entry promissing more than it delivers... It didn't take long before I requested a refund on this poorly designed mockery of old school role playing... Don't waste your time and money on this crap...
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Zaphear
( 1.9 hrs on record )
Posted: February 11
Buggy as hell, keeps freezing whenever I unlock something.. requesting refund.
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A developer has responded on Feb 11 @ 11:56pm
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Roscoetoo
( 59.8 hrs on record )
Posted: January 19
Coolest game in a while. I totally reccomend it. If you played and enjoyed any of the Might & Magic games you will feel right at home here.

I'm in a game hole now that I'm finished with it.

I hope there is more depth to character build, dungeons and story in the expansion. That doesn't mean this game doesn't have depth, but you can tell the designer wants the game that comes in the box with three 5-1/4" floppy disks instead of one. Any gamer from the 80's recognizes what I'm trying to say. Bigger!

I appreciate a game designer that recognizes where it came from. Thanks Older Bytes.
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Trindar
( 39.1 hrs on record )
Posted: January 17
Just finished this game. It was great. Coming from old school gaming this brought back many memories. Would highly recommend this if turn base RPG is your thing. I also appreciate the game maker being active on the forum for questions. I will definately be buying any follow up games.
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adam_night4
( 23.0 hrs on record )
Posted: January 11
Great game by a great developer! I'm looking forward to the next one!
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klimpaloon70
( 41.3 hrs on record )
Posted: January 11
The price point was a little high for the value of the graphics but a fun old style grid plodder rpg in the old Wizardry vein. I like that you start as weak as kittens and survival is a challenge at first. By the end of the game I was pretty much invincible though. Not too much choice for customization as there are six classes for six characters and you pretty much need each one for the game. Overall fun for what it was.
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Darklord
( 42.7 hrs on record )
Posted: January 1
And complete! :) First up, it was very enjoyable, I played the game a couple of years ago and didn't quite finish it, this time though I did with 40 hours on the clock. The game has been enhanced since then, and now looks nicer than I recall.

WARNING - This contains many spoilers.

Party/Levels

Human Paladin - 15
Dwarf Knight - 15
Elf Archer - 15
Gnome Rogue - 15
Dwarf Priest - 14
Human Sorceress - 14

Difficulty - The game was much easier than I recalled from 2013, and I while I did recall a little bit tactic wise. (mostly equip all luck bonuses etc and save before leveling up, as the HP/SP can vary massively) I did this last time too. The game really was easier than it used to be, last time I recall the mummies were really tough, this time I killed them all first time every time. Very little was that much of a challenge this time through. I didn't bother with using the cross in the final combat. (I forgot it to be honest) The big bad guy was very easy, only getting to act once, the rest of the time he was imprisoned.

The Prison spell made combats very easy once I got it, with that and abilities such as Arrowstorm and Godsend especially. Now had been willing to accept random level ups the game would have been more challenging earlier but irrelevant later as my enemies were typically Imprisoned or Stunned.

My typical end game fight was Archer - Arrowstorm, Sorc - Prison three, Rogue - stun one, once enemies turns have passed, Priest and Paladin - Godsend/heal if needed etc. Finally Knight - Attack/Berserk. By waiting when needed very few enemies would get to act if any.

Personally I would love to see a difficulty option, for those who like more challenge, increasing enemy stats etc. (speed especially, after a certain point my key members went first against every enemy bar the end boss, and my Archer was still faster!)

NOTE - While I found the game relatively easy, I have played a lot of similar games over the years, I notice others saying this game was way too hard for them so I guess everyone has a different perspective!

Playability - Great, the game plays very well all the way up to around level 10 or so the game was varied it was only once I learnt the level 5 spells the game became somewhat repetitious. All on that after level 10 or so, you don't unlock anything new, I think the Paladin getting level 5 spells being the last exception, it would have been nice to get a little more late game, for variety if nothing else.

Class/Race Thoughts

Paladin - Other than Astrid there isn't really a decent magic weapon for her, her Godsend was nice enough but it would have been nice to find a Paladin only magic sword. (Unless I missed this?) The best I found was The Blades of Wrath which were obviously designed for the Rogue.

Archer - Most powerful damage dealer by far once I got Burst then Arrowstorm, there is only one super bow of course, so two probably wouldn't be ideal. Mind you 5 Arrowstorms would be amusing. :p

Knight - Solid takes damage and deal it quite well, never deals as much as the Archer/Sorc or Priest though, and even the Paladin can be more damaging once she has Godsend.

Rogue - Pretty essential for lockpicking, assassinating and later stunning. Wouldn't take two.

Priest - Probably my favourite, by the mid game. Turns into the highest damage dealer once level 5 spells are reached. I'd suggest two of these instead of a Paladin. Only one gets the cross of course, still would be decent.

Sorceress - Great character, and two of these would be amazing, again instead of the Paladin. Two lots of Prison spells would be insane, amazing damage dealing too.

Gnome - Once you've hit level 15/16 all your stats are maxed bar Intelligence/Spirit which are a waste of points. I would probably not use a Gnome again especially if there's any chance of importing characters into Sovereign.

The other races didn't really stand out, so pick the ones you like.

Runes - Early game these were plentiful, then mid game they got low, late game I got crazy amounts, ending with about 2k spare!

Holy Water - I mentioned this last time I played but it's still too micromangery to me, having to remember to cast holy water before resting and such, I'd prefer them to regain to full when resting in the inn at least. Could the Priest get an expanded limit later in the game perhaps? 40 is pretty miserly when the Sorceress can carry 2k+ worth of runes! :shock:

Bugs - I came across several bugs as I went along all of which I reported on the forums and they were fixed usually within days or even hours of reporting! Charles is really on the ball!

Improvements

The aforementioned difficulty setting would be nice for veterans, the game really is much easier than it used to be.

Space out the abilities slightly more, having little after level 10 was disappointing. or consider adding the odd extra thing in. Maybe a Paladin can eventually hold a 2 handed weapon and shield? The Priest can have more Holy Water etc.

Strafing - Please add this, would be nice!

Final Thoughts - All in all I really enjoyed playing through the game again even if it was a little easy this time, and will definitely play Sovereign once it's released, and in fact I'd be more than happy to help playtest Sovereign if you like Charles? I'm good at spotting bugs. ;) If you like playing classic RPG's then give this a go! :)

Cheers!

Daniel.
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msj1117
( 30.7 hrs on record )
Posted: December 29, 2015
I had a ton of fun playing this game. Very customizable party options, good maps, tough enemies, and all the other ingredients that make a great dungeon-romp old school turn-based RPG. If you liked Might & Magic 1, Wizardry, etc., you will definitely like this game. Developer cares deeply about the community and has been all over the discussion boards and was exceptionally quick to make fixes/updates.
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raixel
( 2.4 hrs on record )
Posted: December 24, 2015
tl;dr - This game plays exactly like a game from the late 80s. Start out pathetically weak with no armor or weapons to speak of and pray to the RNG gods your entire party isnt 1-shotted. You're going to have to grind for gold and XP before you can even think about going and doing anything. Nice hand drawn art, minimal stereotypical sound, and some weird UI choices. Its not terrible, but it's not great either. Besides the cool images during conversation scenes, theres not muct to set it apart from the crowd. If it had come out in 1989, it'd be great, but modern grid-dungeons have come a long way since then. I'm only recommending it for hardcore fans of the genre who like games like the early Wizardrys where theres a lot of RNG luck and grinding just to stay alive.

__________________________________________________________

This is an true-to-the-late-80s turn based dungeon crawler with interesting hand drawn graphics. The graphics are rendered in great detail, with plot scenes being shown with static full screen brightly colored comic book-style art.

When I say "true to the late 80s", I mean it. Unlike many other games that took what was great about that era's RPGs and left the rest, Underworld really makes you feel like you're playing a game created in 1990 but with a unique art style.

Your characters start out pitifully weak with nothing but an extremely low level melee and ranged weapon. No armor, no gold, One slap of the RNG god and you're going down to a random encounter due to how pathetic your characters are- one hit knockdowns are the norm until you reach level 2 and/or get some better armor and even at level 2 they're very common.

Fortunately theres an "unconciousness" state that incapacitates a char before death, but one hit while in that state and its off to the temple to pay a fee for res. To get even semi-decent, you're going to have to run around town grinding random encounters for gold to get your chars even marginally equipped. I feel like I'm playing the early Wizardrys here. Did I mention how much I *hate* grinding? I did way too much of it in the actual 80s, I guess. There's a reason many RPGs dont have grinding anymore, its not fun to most people. Fortunately, there is an item repeatably dropped by a certain random enemy type you can trade to the guard blocking the catacombs for 100g and 20xp. Unfortunately, you have to run all over hells half acre trying to encounter that specific enemy type. Oh, and you can't just level, you have to train which costs gold. And it takes a *lot* of XP to level, but all you get out of it is 3 skill points.

Theres a mini-map in the corner (thank god), and apparently a larger world map that has places of interest marked. I still like making notations on maps - guess it comes from my graph paper and pencil days. Still, the minimap is nice - no graph paper needed. Once you get yourself equipped, you can head off to the catacombs and continue the plot, which revolves around a giant demon somehow being released and taunting the party when you leave the inn. Of course you are told by someone that your party has a great fate, which is, of course, to try and stop the demon.

Theres also sidequests. I'm currently doing a fetch quest at level 2. Level 2 seems to be a bit easier, not so many one hit knockouts. If this game progresses like most of the 80s games, you should get strong enough that the grinding isn't as required once you're out of the early game, but its still annoying and not a good start to the game.

The UI has some weirdness. Like most games of this style theres a bunch of quick icons on the HUD (char sheet, rest, system etc). I find it odd however, that in order to cast a spell you must go to the spellcaster's char sheet, then hit enter, then select the spell, but theres a quickbar icon for the tutorial. Which is a player going to use more? The tutorial, or the spellbook? But yet theres no quickbar "cast spell" icon?

Also, to pick a locked door, you must bump into the door, which flashes "locked" on the screen. Then you must select the "unlock" icon. If you fail the picking, instead of just hitting unlock again, you have to bump into the door, get the "locked" message, then hit "u" or click the "unlock" icon all over again.
For some unknown reason, when you fail picking a lock, it makes the same sound as the noise of someone going unconcious in combat. Which sounds like a punch/swing, and then a thud like someone getting hit and dropping to the ground. When you fail to pick a lock. Why? The first time I heard it, I thought there was a trap that went off. But no, thats just the noise it makes. The sound of succeeding to pick a lock is what youd expect, a metallic tumbler shifting and *click*. So why the weird fail sound?

Speaking of sounds, they are minimal at best. Theres a nice bird sound when you're in town. However, it plays even in areas that would be considered "inside". The rest is just the typical grunts, clangs, swoosh, growls and so on that are standard in RPGs. Nothing like that cool weird chant the brigands made in Wizardry 6.

Overall, Underworld is just OK. If you're a fan of the genre, its worth picking up ON SALE. But I hope you like grinding.
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Most Helpful Reviews  Overall
35 of 40 people (88%) found this review helpful
1 person found this review funny
Recommended
39.4 hrs on record
Posted: December 15, 2015
Here are some old comments, slightly modified to make more sense here, that I made on the game in the previous engine when I first played it a few years ago. From what I understand, this version is a graphical and interface upgrade, but the main game play and story is similar to what I experienced originally with some modifications and some things that are more fleshed out. If I get a chance to play this iteration, I will update this review with more comments.

Overall, I would recommend the game if you like old school, grid based, movement type RPGs that were similar to the original Might & Magic games with good pacing, class and spell design, balanced with some challenging, but fair game play. While the graphics will not compete directly with AAA modern titles, the monster portraits and game scenes can still be quite appealing to look at. Another big plus for me is you can actually have 6 party members so you can have one of each available class in your party and they are all quite useful including a Fighter, Paladin, Archer, Thief, Priest and Sorceress.

OLD COMMENTS:

I had time to download and play the demo for a bit yesterday and was able to pick it up pretty quickly even without looking at the manual at all. It was familiar enough to the old classics that I was able to jump right in. There are a few mechanics and tactics I didn't try yet, but the basics of fighting, buying/selling, and equipping the party were pretty straightforward so far. It probably helped me a lot that I played the old classic Might & Magic 1 last year as much of the original interface was very similar. I must say that I liked the option to inspect an item and it would show you which class could use the item and damage stats, etc. Also, when I tried to equip a shield while already wielding a 2h weapon, it popped a yellow message up explaining to me that I already had a 2h weapon equipped. I wasn't expecting that level of feedback.

I got my party up to level 7 and unlocked the 4th tier of spells. At first I was a little bummed there would only be 5 tiers of spells, but all the spells are pretty useful even though there are only 4 priest and sorc spells per level. The total spell count may be lower, but the actual usefulness of them seems to be very high compared to similar games.

At first I didn't like the way water/holy water was handled and the sorc runes that you needed to loot to cast the more powerful spells. However, now that I have been playing a while, it just feels right and I can tell there was a lot of thought put into how it would affect game-play and strategy. It is a nice twist on a familiar mechanic.

I was concerned a few times whether I was progressing in the proper manner/order in game, but never ended up being frustrated. By just exploring each map systematically, I was stumbling into all relevant and important events (I think). A few times the monsters seemed to be a bit over-tuned, but then I would soon uncover an item or spell that made them a lot easier to deal with, so I would say personally the game flows very well and the difficulty is just right.

So far the game hasn't grown stale at all, which I am pleasantly surprised with. The pace that new enemies show up with new tactics and the pace that you grow in power through new items and/or spells seems to be just right. I am quite impressed you did this alone. Your efforts at polish in game-play show. Granted, this is ignoring some of the graphics and re-usable sound effects, etc, but concentrating on the core tactics and game-play, I am getting a good experience.

Now I am genuinely interested in finishing the game, or at least progressing further. If there are 15-20 areas/maps? I guess I am only about a third of the way through and easily have over 10 hours into it already I would say. The encounters are already getting pretty tough so I can only imagine what you have in store as I get into the end game.

END OF OLDER COMMENTS

I now recall that I never did finish the game to get to the end game content, but it was more due to my lack of focus and ability to stick with one game (any game) than this game specifically. Perhaps I will give it another shot in this new engine/interface and make it a bit further!

Watch the available video clips and screenshots and if you can get by the interface and older style graphics, there is some very elegant old school RPG goodness in here.
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18 of 21 people (86%) found this review helpful
Recommended
71.3 hrs on record
Posted: December 23, 2015
This is one of the best old school, turned based RPG that I have played for years.

BTW, I am an older gamer that has been playing RPGs for the last 35+ years, starting from Wizardy 1 in 1980. I played all the Wizardrys, Ultimas, Bard Tales and Might & Magic Series.

This game reminds me of all those past games that I have played in the past with its square grid layout and its very engaging storyline. You can also have a team of 6 different members and there are 6 different classes each with very different and unique skills. This game is also slightly different than most normal RPG in that Sorcerers need to collect Runes to cast spells, and Priests needs to prepare a supply of Holy Water. Of course you also need to be near some water supply like Stream or Lake so you can have access to water. It is little things like this that makes the game more interesting and different.

The developer also put in a lot of effort into creating different kind of dungeons with different mechanics and behavior that are uniquely distinctive. For example, in the Water Realm, there are currents and you get swept away to different location based on the current. In the Air Realm, you will fall to your death, and can only teleport to certain location using a transdisplacer device. In Earth Realm you might have to re-materialized behind the rock to discover new tunnels, etc. In Fire you have constant Inferno effect damaging you with every move and lots of other surprises.

I love games with Steam Achievements, and it is possible to get all 20/20 steam achievements in a single playthrough. I spend about 70 hours in a single playthrough. This game especially reward grinding and have monsters that repopulate so that you can grind till your heart content. You also get decent drops and experienes through grinding too.

Overall, I loved this game and would highly recommend it to any old school RPG gamers. Its definitely worth the money spent.
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18 of 22 people (82%) found this review helpful
Recommended
15.7 hrs on record
Posted: December 17, 2015
If you played and liked the old Might and Magic or Wizardry games get this game.

I played this game before it came to Steam. This is an old school grid based RPG with an improved interface. I still enjoy the style of these type of RPG but was unable to go back and enjoy the originals because of the clunky interface. This game with an easy interface is exactly what I wanted, I really enjoyed it and am looking forward to the next game the developer is creating with a similar engine.

Some will find the game very unfair, and especially starting out you will die easy and it seems unfairly. It’s not nearly as punishing as the original M&M I and Bards Tale I. I actually like starting so weak because it makes the progression that much more visible. Also the combat and exploration have a certain puzzle flavor to them. There are certain challenge humps that are hard to get past but I am glad they are there. I remember particularly a room in the catacombs and some of the lower levels which seemed particularly unfair. It just means you have to be very careful, and also understand how you can use the order of turned based combat, and maybe change some characters speed so they go before others. The thief is very important for some of the special attacks it has.

This has about 100hrs worth of content if you like to explore every square and it may be hard for an adult to find the time to finish; but since it is save anywhere out of combat and combat is short it is actually very friendly to being played in small chunks.
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12 of 14 people (86%) found this review helpful
2 people found this review funny
Recommended
42.7 hrs on record
Posted: January 1
And complete! :) First up, it was very enjoyable, I played the game a couple of years ago and didn't quite finish it, this time though I did with 40 hours on the clock. The game has been enhanced since then, and now looks nicer than I recall.

WARNING - This contains many spoilers.

Party/Levels

Human Paladin - 15
Dwarf Knight - 15
Elf Archer - 15
Gnome Rogue - 15
Dwarf Priest - 14
Human Sorceress - 14

Difficulty - The game was much easier than I recalled from 2013, and I while I did recall a little bit tactic wise. (mostly equip all luck bonuses etc and save before leveling up, as the HP/SP can vary massively) I did this last time too. The game really was easier than it used to be, last time I recall the mummies were really tough, this time I killed them all first time every time. Very little was that much of a challenge this time through. I didn't bother with using the cross in the final combat. (I forgot it to be honest) The big bad guy was very easy, only getting to act once, the rest of the time he was imprisoned.

The Prison spell made combats very easy once I got it, with that and abilities such as Arrowstorm and Godsend especially. Now had been willing to accept random level ups the game would have been more challenging earlier but irrelevant later as my enemies were typically Imprisoned or Stunned.

My typical end game fight was Archer - Arrowstorm, Sorc - Prison three, Rogue - stun one, once enemies turns have passed, Priest and Paladin - Godsend/heal if needed etc. Finally Knight - Attack/Berserk. By waiting when needed very few enemies would get to act if any.

Personally I would love to see a difficulty option, for those who like more challenge, increasing enemy stats etc. (speed especially, after a certain point my key members went first against every enemy bar the end boss, and my Archer was still faster!)

NOTE - While I found the game relatively easy, I have played a lot of similar games over the years, I notice others saying this game was way too hard for them so I guess everyone has a different perspective!

Playability - Great, the game plays very well all the way up to around level 10 or so the game was varied it was only once I learnt the level 5 spells the game became somewhat repetitious. All on that after level 10 or so, you don't unlock anything new, I think the Paladin getting level 5 spells being the last exception, it would have been nice to get a little more late game, for variety if nothing else.

Class/Race Thoughts

Paladin - Other than Astrid there isn't really a decent magic weapon for her, her Godsend was nice enough but it would have been nice to find a Paladin only magic sword. (Unless I missed this?) The best I found was The Blades of Wrath which were obviously designed for the Rogue.

Archer - Most powerful damage dealer by far once I got Burst then Arrowstorm, there is only one super bow of course, so two probably wouldn't be ideal. Mind you 5 Arrowstorms would be amusing. :p

Knight - Solid takes damage and deal it quite well, never deals as much as the Archer/Sorc or Priest though, and even the Paladin can be more damaging once she has Godsend.

Rogue - Pretty essential for lockpicking, assassinating and later stunning. Wouldn't take two.

Priest - Probably my favourite, by the mid game. Turns into the highest damage dealer once level 5 spells are reached. I'd suggest two of these instead of a Paladin. Only one gets the cross of course, still would be decent.

Sorceress - Great character, and two of these would be amazing, again instead of the Paladin. Two lots of Prison spells would be insane, amazing damage dealing too.

Gnome - Once you've hit level 15/16 all your stats are maxed bar Intelligence/Spirit which are a waste of points. I would probably not use a Gnome again especially if there's any chance of importing characters into Sovereign.

The other races didn't really stand out, so pick the ones you like.

Runes - Early game these were plentiful, then mid game they got low, late game I got crazy amounts, ending with about 2k spare!

Holy Water - I mentioned this last time I played but it's still too micromangery to me, having to remember to cast holy water before resting and such, I'd prefer them to regain to full when resting in the inn at least. Could the Priest get an expanded limit later in the game perhaps? 40 is pretty miserly when the Sorceress can carry 2k+ worth of runes! :shock:

Bugs - I came across several bugs as I went along all of which I reported on the forums and they were fixed usually within days or even hours of reporting! Charles is really on the ball!

Improvements

The aforementioned difficulty setting would be nice for veterans, the game really is much easier than it used to be.

Space out the abilities slightly more, having little after level 10 was disappointing. or consider adding the odd extra thing in. Maybe a Paladin can eventually hold a 2 handed weapon and shield? The Priest can have more Holy Water etc.

Strafing - Please add this, would be nice!

Final Thoughts - All in all I really enjoyed playing through the game again even if it was a little easy this time, and will definitely play Sovereign once it's released, and in fact I'd be more than happy to help playtest Sovereign if you like Charles? I'm good at spotting bugs. ;) If you like playing classic RPG's then give this a go! :)

Cheers!

Daniel.
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9 of 12 people (75%) found this review helpful
Recommended
30.4 hrs on record
Posted: December 18, 2015
Great game if you are a gridder fan. Great brutal combat, There is some grinding here, but doesn't detract from the overall gameplay. Great job on the developers' part on getting some quick fixes out there on some minor bug fixes.

Having fun and taking me back in time. Love it.
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6 of 8 people (75%) found this review helpful
Recommended
18.9 hrs on record
Posted: December 16, 2015
This game has been a long time in the making. A sort of tribute to the early Might and Magic series and similar games. I've quite enjoyed it throughout different releases and it's true that this newest one is more difficult than earlier versions. But it's still manageable, just like the older games were. Early on, you'll have to be more cautious and should err on the side of saving often since it's not an easy game, but once you have a level or two under your belt, things become a lot more manageable.

If you aren't familiar with it, this is a turn-based RPG with a six member party that can be created (or you can use the pre-generated party) from choices of six classes and four races. Character creation is fairly straightforward with class abilities and spells being learned at pre-determined levels, though at each level up and during creation, you allocate a few points between your various attributes (e.g. strength, intelligence, etc.). The spells are a mixture between combat oriented magic and more utility oriented magic (such as casting a spell to escape a dungeon quickly).

You also have to manage your resources such as food, water and magical runes, so you can't rest indefinitely without returning to town to resupply and you need to be at least somewhat aware of how many magical resources you have for spellcasting. In practice, magical runes are mostly a limitation in the early game, but I suppose if your playstyle is more magic intensive than mine, it might be something you have to monitor more actively. Similarly, like in many older games, your gear starts out quite meager and you have to build up to equipment that is decent and eventually, great.

If you enjoy exploration based games and miss the sort of experience from older, more challenging games (or find the games you play these days too easy), you should give Swords and Sorcery: Underworld a try. I bought it at nearly double the Steam price a few years ago and thought it was well worth it then, it's a steal now. There's also a sequel in the works to look out for if you find this style of game appealing.
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8 of 12 people (67%) found this review helpful
1 person found this review funny
Recommended
3.5 hrs on record
Posted: December 16, 2015
Great old school crpg experience, quite tough,but really satisfying and rewarding when you make some progress and become more skilled with your party management.
I could write a wall of text about this game but there are others who can do that much more eloquently than I.
Developers like these guys deserve our support, its obvious that they care about their game and are activlely engaged with their community. There are alot of people that will probably just not get what this type of game is all about, but for those that do they are in for a rewarding and addictive experience.

Highly recommended !
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10 of 16 people (63%) found this review helpful
1 person found this review funny
Recommended
17.0 hrs on record
Posted: December 15, 2015
I love ol style CRPGS but beginning with 2-6 hitpoints and losing a character in one hit is not my idea of fun. I will return to this game when there is less luck involved.
---EDIT---
Just got to level 2. Needed some new party members. Found some secrets. Enemies still hit hard. Afraid of the catacombs. Doing better. Stream of consciousness reviews!
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3 of 3 people (100%) found this review helpful
Recommended
22.7 hrs on record
Posted: December 17, 2015
Really good old school 'blobber'. It's a little rough around the edges sometimes, don't expect AAA dungeon textures, but it's got charm and that crucial feel of exploring a dangerous area where every step counts. If you played any of the recent crop of grid-based dungeon romps like the Grimrocks and wished they had turn based combat, get this game. If you like the Etrian Odyssey series or Dark Spire on the DS, get this game. If you liked the more recent Elminage Gothic or M&MX, get this game.

Look past the textures and the lack of flashy animations and there's a great game with challenging and varied turn based combat here. Very glad I bought it and I've already got more enjoyment out of it than a lot of AAA games released recently.

A couple of tips- save OFTEN early on and make sure to (D)rop your squishies out of melee range if they start combat in it.

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2 of 2 people (100%) found this review helpful
Recommended
13.4 hrs on record
Posted: December 23, 2015
Short: Recommendation bonus if you enjoy 80's style grid-based RPGs such as the early Wizardry and Might and Magic series or if you enjoy games with that retro feel such as Dark Spire or Class of Heroes 2G. If this is unfamiliar, then read on to see if this game may be a good fit for you.

Warning: The game is untraditionally balanced and is not for everyone. If you go in with modern RPG expectations and are unwilling or unable to adapt, you will be disappointed and/or frustrated with this game. This game will slap this expectation in the face in the first couple encounters. You can reduce the probability of luck playing a role in your victories by grinding some, but this game presents many tools in combat and many encounters are like tactical puzzles that you'll need to solve before you can survive consistently.

I'm still playing through this game and am deeply appreciative of the developer's responsiveness and taking into consideration suggestions and tweaks. I look forward to future products that they produce.

Noting points, whether they are pluses for some, minuses for others or neutrals.

Controls:
* Use a full-sized keyboard and mouse to control the game with nearly every option accessible by a key alone
* Keybindings cannot be reassigned at this time, so a mouse is strongly recommended if you do not have a full-sized keyboard with number pad for the NumPad Plus or NumPad Minus to adjust attributes at creation and level ups
* If you're using a gamepad emulator such as Pinnacle Game Profiler or Xpadder, I would recommend assigning to WASD (or QZSD) for movement and mouse controls at a minimum ~ other options such as Escape, Enter, as well as the letters A through D may be convenient as well
* There does not seem to be a strafe option at this time, but can get through without it

Gameplay:
* Create up to twelve adventurers, deploy six party members at a time including one that looks kind of like an Arnold-style Conan
* Choose from one of six classes (knight, paladin, archer, thief, priest, sorceror) with one of four races (human, elf, dwarf, gnome), one of four face portraits per race and gender combo and assign attribute points among seven attributes
* Level ups have random health and spell point gains based on influencing stat, allow for three attribute points to be assigned, and award new skills or spells depending on the class
* Options to quick save and load in most locations on most screens
* Navigate first-person through dungeons, moving one square on the map grid a time, engaging in combat and dialogue, managing party and inventory
* Combat options allow for moving party members into or out of melee range individually or all at once, waiting or protecting allies, using melee or ranged attacks, using spells, fleeing, using other abilities and possible others that I'm forgetting - to succeed in this game, it is strongly recommend to take advantage of as many of these options as possible while adapting to enemy tactics
* Combat is turn-based with each character taking a turn per round with the ability to postpone their turn toward the end of the round
* At least 50 save slots in-game, if not more
* Sound effects match most actions
* The music has been intermittent in my game, such as a discovery scene, quest reward scene or the sound of a battle that just turned grim
* Occasional game crashes and bugs, but the developer has been communicating regularly with the community and addressing these issues

Aspects that I enjoyed/opinionated in addition to the above points:
* Enjoyable art style with realistic art for most portraits and strong contrast on most other aspects that may have a comic-book feel for some

Untraditional Balance and Modern RPG Expectations Expounded:
* The beginning area is a tutorial area with shockingly high damage values, however, once you adapt to the mechanics, you may be able to easily run through this beginning area without any deaths or the need to save (though saving is recommended in case of an unexpected crash) -- armor does make a difference, but most importantly, positioning can prevent enemies from attacking altogether
* Dipping your toes into the next area can lead to brutal defeats and force you to scrounge for all your options to counter fear, counter silence on your casters, denying archers clean shots to your healer, changing your leader to a faster character to order people into a safer position or sometimes going as far as leveling a new party member to counter situations in those areas
* Sorcerors in most fantasy games have easy access to ranged attack spells - this is not initially true and sorcerors may fare better in melee range until you have more runes or until you're a higher level where you do have those rune-free ranged attack spells
* Initial combat positioning is not static and misreading a situation can and will get you killed - do not assume that your character in the bottom portraits is out of melee range, double check their movement choices and portrait for cues

ESRBish/Content Advisory:
* Mostly nude outline of a spirit woman with no nipples and some enemies in busty garments
* Some art with female cleavage - do not recall if there are any bare chested men or man nipples
* Random chance of fighting some violent leopards and you may need to kill them or reload if you do not like hurting animals, even virtual ones
* Lots of brawling in the streets and in different establishments
* Ability to break into a woman's home where she sits up in bed startled... just before returning somethings precious to her
* Well drawn undead and some scenes depicting villagers being terrorized may instill images of unrest in some
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