A Roguelike gameplay and action system combined dungeon game.
All Reviews:
Very Positive (564) - 86% of the 564 user reviews for this game are positive.
Release Date:
4 Sep, 2017
Developer:

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Buy 红石遗迹 - Red Obsidian Remnant

 

Recent updates View all (38)

18 November

1.0.4.31~1.0.4.33

Fixed: Achievement [Doyen] cannot be unlocked.
Fixed: Nightmare mode cannot be unlocked
2 comments Read more

31 October

1.0.4.30

For a variety of reasons, the new version of Steam hasn't been updated and released (though it's been in beta for a long time), but it's kept you waiting.

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At present, the Steam version of ver 1.0.2.21,
the new version of Ver 1.0.4.30, is mainly updated as follows:

1 increased endless mode (new adventure mechanism, weather and monster enhancement, 10 levels of content).
2 changed some of the weapons.
3 repaired many BUG
4 optimize operation handle and handle delay.
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The following is a detailed version of the change (which can also be viewed in the update log of the game):
1.0.4.30
Change: In Adventure mode, another explorable room will show after you clean up a monster room.
Change: [Perfect Block] will no longer refresh Invincibility time.
Change: [Torrent] crossbow has been weakened but other crossbows strengthened。
Newly Added: The Endless mode and its leaderboard need to be unlocked after you pass the Ultimate difficulty.
Fixed: Some wrongly displayed maps and special effects have been fixed.
Fixed: Be unable to press OK button after PVP mode ends has been fixed.
Fixed: We have fixed abnormal forced closure of game process, reloading stuck and etc.
Fixed: The Talent page can be selected by mouse now.
Fixed: Abnormal archive loading has been fixed.
Fixed: Abnormal click situation of the Talent page has been fixed.
Optimized: The animation playback collision, button delay of the handle as well as occasional monster room cleaning stuck have been optimized.

1.0.2.24
Fix: the achievement is not synchronized due to flash back

1.0.2.23
Fix: Part of the error due to a forced shutdown of the game
Fix: PVP mode no longer shows the difficulty
Fix: Portal changed to cycle triggered

1.0.2.21
Fix: Portal changed to cycle triggered:Abnormality caused by rapid and continuous use of the alchemy Desk

1.0.2.20
Fix: Portal changed to cycle triggered: Fireball explosion will not cause harm
Fix: Portal changed to cycle triggered:Occasional attacks on non-existent objects

1.0.2.16
Repair the WinXp & Win7 execute error

1.0.2.14
Optimization: make the operation smooth
Fix:cannot be return to main panel with mouse clicks at the end of PVP.
Fix:In the online mode, when the teammates leave and the host exit game, the screen that will always be black.
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Thank you!
15 comments Read more

About This Game

Game System Introduction

  • ★ A Roguelike gameplay and action system combined dungeon game.
  • ★ Up to three weapons—used alternately in the battle, forming intricate attacks.
  • ★ Props with many varying results to enrich your decisions in adventure as well as your outfits.
  • ★ Monster differentiation system—the same monster may be affected by various differentiation elements, becoming tough to deal with.
  • ★ With similar event mechanism like TPRG, all kinds events contain a certain choice and randomness.

What are the creative motive, game plot and game mechanism of the Red Obsidian Remnant? Which games do you use for reference in the process of designing?


As our first independent game, we choose the Roguelike dungeon type, because it is relatively well controlled. All the game experience is concentrated in a single hour of the game time, so that we can be more focused to make it rich and harmonious. Faced with the emerging of more and more roguelike dungeon games, what we can think of is to combine our game with ACT in order to make a difference. We hope the finally added plot can make the game more complete though the story is not the main part of the game.

Speaking of reference, we’ve seen a lot of good works and I think that encourages us to make our own. So, you may feel intimacy while playing the game. Since we all have been more or less influenced by Falcom, I think our game style is somewhat similar to that. In the aspect of Roguelike elements, we borrow a lot from The Binding of Isaac. I am an old player of the retro arcade games. I played a lot of SNK’s classical fighting games and the Last Blade is my favorite. I like to play on the arcade fighting platform occasionally, to recall the past.

What elements of the Red Obsidian Remnant do you think are interesting and innovative? In your opinion, what’s the core of the dungeon exploration roguelike game?


It’s our first time to make a Roguelike game, but we played a lot and we learn from others. The Roguelike game is the concentration of the long-term RPG, in which players have to experience a time to develop, and to develop changing routines in order to maintain freshness in each play.
The Red Obsidian Remnant is an action game and its fighting routine changes reflect more in moves. Besides, the equipment in the Red Obsidian Remnant is the key to influencing the development of the role. So we let the roles carry more weapons. The moves of each weapon can be used alternately and the combination of different weapons can directly form a fighting style. This can be counted as a solution, which just solved problems in the design. I think rules are born under various restrictions.

What are the characteristics of the monster system in the game? How to keep the balance of the monster system and the difficulty of the game?


As the action game, its basic part is to design monsters with different moves, based on which we add monster differentiation system. The differentiated monster will be attached around with spinning balls and each kind of the balls carries various effects, which may cause the monster explode or parasitize, split after death. You can simply do the math. Besides, there exist no monsters with pure armors since the armor will lead to the invalidity of the ACT basic system after the attack, and the failure to attack consistently, which will make you feel suck. Therefore, the characteristic of armors here is only adopted as part of the monster’s moves.
As for the difficulty and the relationships among monsters, we will enhance the AI initiative of the monsters, times of differentiation and the probability of the emergence of dangerous houses in the high difficulty mode. The premise is to maintain the basic value of monsters.

Sina Weibo

http://weibo.com/ROStudio

System Requirements

    Minimum:
    • OS: Windows XP/7/8/10
    • Processor: 2GHz
    • Memory: 2 GB RAM
    • Graphics: GeForce 8800
    • DirectX: Version 11
    • Storage: 300 MB available space
    • Sound Card: Any
    Recommended:
    • OS: Windows XP/7/8/10
    • Processor: 2.8GHz
    • Memory: 4 GB RAM
    • Graphics: GeForce GTX650
    • DirectX: Version 11
    • Storage: 500 MB available space
    • Sound Card: Any

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