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Recent reviews by wolfer

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No one has rated this review as helpful yet
31.6 hrs on record
Most "deck builder" games are rogue-likes but this is actually a normal single player game. Explore, craft new cards, and arrange your deck for the fights ahead of you.

The "soulslike" tag is a little misplaced; this game actually has very forgivable systems. If you lose a fight, you get to re-try that fight again if you want, losing only unspent "death howls" which is an unlimited resource and easy to get back. If a fight is too hard, you can teleport back to a checkpoint to heal and can go somewhere else in the open world instead to get stronger. For a lot of fights, you can explore the map and loop back to the other side of them which may make the fight easier (say there's an annoying ranged enemy, and doing so lets you start next to them instead of across the battle map).

It has really nice pacing. There's four biomes with unique cards mechanics and enemies. Each one has really nice pacing where you start out with a basic deck with core cards and then as you unlock new ones you build into the the theme of the biome. Then at the end you have a crazy deck that can win much harder fights. One biome is all about stacking up block and having enemies come to you then destroying them with big attacks, while another is about running around assassinating enemies and then running to safety between turns. Each biome generally has two ways you can take your deck but there's plenty of cards to make micro-decisions within that.

Art is fantastic which is easy to see from the trailers. Sound design is minimal but immersive. The world has a very creepy spirit world theme which is very well realized. The story is kind of set dressing and didn't do much for me.

This game may be an excellent choice for you if you:
- Like tactics grid style battles
- Enjoy constructed deck building and tweaking
- Are motivated to collect things

Duration: 100% the game in one playthrough after 31 hours.
This game has some replayability since gameplay evolves as you collect more cards and getting to experience early biome decks again may be fun. You can also try different strategies or could look up decks online.
Posted December 29, 2025.
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No one has rated this review as helpful yet
24.2 hrs on record
A cute and irreverent mash-up of a rogue-light and a management sim. Neither side would really stand up on its own, but the whole package works and is pretty addictive.

The replayability is a bit limited. The management part is pretty poorly balanced and takes zero effort after halfway through. The rogue-light part has some good challenge, but lacks the variety and difficulty scaling you would expect from the genre. If the developers continue to expand on the game it could get the replayability factor. Until then, it's more of a 20 hour experience.
Posted August 16, 2022.
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No one has rated this review as helpful yet
55.7 hrs on record (6.6 hrs at review time)
This is a fairly unique game that mixes elements of MOBAs and Hero Shooters. I most like that the combat has a longer TTK and the lack of healers. It creates longer fights that never become stalemates. You can outplay people, but it usually requires making several sustained plays. When you're on the losing side of fights, it generally feels like you had a chance. There's less of a feeling of hopelessness that can creep up, particularly in hero shooters.

I also like the focus on macro elements like map rotations, scouting the enemy team (the awareness mechanic along with crouch scan are great), and deciding what is most important out of multiple objectives.

I also have come to like that the game lacks a sense of directionality present in both MOBAs and hero shooters. You don't have one side of the map that is your base and is safe. You need to be thinking about what could be happening in any direction. As someone who likes being sneaky and creative in games, it helps avoid the repetitiveness that you can feel in other games. In Overwatch for instance, you get to know all the different ways a team can attack on each map and it becomes all about execution after that. Of course, this game is still new so it's hard to know for sure.

Right now, it lacks polish, community, and a sustained reason to play. Individual hunters in the game do have a surprising amount of depth to them, but without a way to really measure up your skills against other people. It's a game without a solidified meta right now, and that's resulting in wildly differing opinions on how to play and what the balance is. I look forward to a ranked mode coming out to improve both of these: a reason to play and a way to measure what actually is good.

For now, it's free to play and I find multiple of the hunters compelling, so it's worth playing.
Posted May 20, 2020. Last edited May 27, 2020.
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Showing 1-3 of 3 entries