Indie action RPG. There are monsters, lots of loot, skill tree and stat system as well as many damage numbers on screen!

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Observação: jogos em acesso antecipado não estão completos e podem ou não sofrer alterações no futuro. Caso não esteja com vontade de jogá-lo no estado atual, aconselhamos esperar até que o desenvolvimento esteja mais adiantado. Saiba mais

O que os desenvolvedores têm a dizer:

Por que acesso antecipado?

"I have a list of things and systems I wish to add to the game to make it a more fun experience.
I want to expand existing loot, monsters, skills, crafting etc.
I want to collect feedback and do changes which people will like.
RPG games have a lot of complexity and Glaivestorm is my first RPG game. I'm a solo developer who wants to make it right - that will require time and feedback."

Por quanto tempo aproximadamente este jogo estará em acesso antecipado?

"With the current plan early access will last for a few months until I add all the things I want. It may be expanded based on the player feedback."

Como a versão completa será diferente da versão de acesso antecipado?

"I plan to add more variety to loot, monsters, skills, locations.
Feedback from players may add additional goals and systems to the TODO list."

Qual é o estado atual da versão de acesso antecipado?

"Core systems are in the game: leveling, combat, stat system, skill system, buffs/debuffs, gear with improvement system. It is a playable game, but more content is needed for a better experience."

O preço do jogo será alterado após o fim do acesso antecipado?

"I'm not planning to increase price."

Como vocês planejam envolver a comunidade durante o processo de desenvolvimento?

"Steam community hub will be used to collect feedback and discuss changes with players.
Discord server link is also available in socials of game page"
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Sobre este jogo

Glaivestorm is an isometric ARPG with combat, loot, stats, spells and sprinkle of crafting.

Game is focused on combat with 4 different playstyles which you can mix in any way you like:

1. Melee    /    2. Ranged

 

3. Defensive    /    4. Spellcaster

 

Melee and Ranged mode can be switched at any time and can be used with any weapons - they just have different ranges and projectile mechanics.

Defensive style requires at least one shield equipped, gives you ability to block attacks are reflect damage.

Spellcaster focuses on magic with different elements.

I'm trying to make the stat system as transparent as possible to not hide how things are calculated. The big part of the desire to create this game was frustration from a lot of games forcing players to guess or straight up lying to the players.

As an example, in Glaivestorm if you see an item giving "+10% strength" you can be sure that it adds 10% to whatever strength you already have, not to some base value. Plus, when you have three such items, they don't just add up to 30% bonus, but multiply with each other to give a proper 33.1% increase.

Equipment has different rarity, which affects stats and how many effects items can have.

There is an upgrade system to improve main stats (such as damage and armor).

You can atomize gear to get materials and swap the majority of the bonus effects.

Accessory slots are heavily limited in many games. Glaivestorm allows players to wear up to ten rings and two amulets at the same time (although not all gear slots are available from level zero).

You have access to both active and passive skills. Some of them benefit not just their respective path, so you're free to combine and find what's best for you.

Just like with stats I'm trying to make all the calculations as transparent as possible.

Most locations where you fight monsters are procedurally generated, but there's also boss arenas.

There are complete conditions, finishing which will unlock new locations and give bonuses for future revisiting.

Locations are not level restricted. If you can gain access to them earlier than the recommended level - good for you!

And, of course, you can find treasures!

 

Both Xbox and PS gamepads are now supported, game displays correct icons and hints in UI. Other gamepads should be supported as well, although they might not have specific set of icons for them.

Steam Deck resolution support was also added in recent patch. If you face issues please leave feedback in Steam Discussions or in Discord (link can be found in page socials).

Requisitos de sistema

    Mínimos:
    • Requer um processador e sistema operacional de 64 bits
    • SO: Windows 10+
    • Processador: Potato can probably run it
    • Memória: 2 GB de RAM
    • Placa de vídeo: Anything
    • Armazenamento: 300 MB de espaço disponível
    • Placa de som: Anything
    • Outras observações: 1280x800 display (Steam Deck resolution) or better
    Recomendados:
    • Requer um processador e sistema operacional de 64 bits
    • SO: Windows 10+
    • Processador: Potato can probably run it
    • Memória: 2 GB de RAM
    • Placa de vídeo: Anything
    • Armazenamento: 300 MB de espaço disponível
    • Placa de som: Anything
    • Outras observações: 1920x1080 display (FullHD) or better is recommended

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