Crawling Of The Dead
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Über das Spiel
HIGHLIGHTS
- Masterful swordplay done by people with more that a decade of sword training experience
- Story-based RPG with actual progress. No mindless arena
- Dark atmosphere with intriguing story
- Procedurally generated dungeons
- Crafting done right
- Hardcore death mechanics
- Loot, materials, upgrades and...
- ...soul crushing crawling, crawling and crawling...
Systemanforderungen
- CPU: Intel Core i5-6600K or AMD Ryzen 5
- GFX: Nvidia GeForce GTX 970 or AMD equivalent
- RAM: 8 GB RAM
- Software: Windows 7/8.1/10 (64-bit versions)
- HD: 750 MB verfügbarer Speicherplatz
- LANG: Englisch
- CPU: Intel Core i7-4790 or AMD Ryzen 5
- GFX: Nvidia GeForce GTX 1070 or AMD equivalent
- RAM: 8 GB RAM
- Software: Windows 10 (64-bit)
- HD: 1 GB verfügbarer Speicherplatz
- LANG: Englisch
Steam Nutzer-Reviews
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176 Std. insgesamt
Verfasst: 31.08.19 07:49
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28 Std. insgesamt
Verfasst: 09.12.21 19:49
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28 Std. insgesamt
Verfasst: 12.03.21 14:51
+ Interesting dungeon crawler
+ Visuals aren't bad.
+ Roguelike
- Expensive for Content.
- Not really good.
- Too dark
- Sometimes bad hit detection
2/5
This is a difficult one, because It's not bad, it's just also not great. And with the price what it is along with a few flaws, like how dark it gets, and the hit detection making you get hit by things a lot. I just can't recommend it.
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17 Std. insgesamt
Verfasst: 26.11.20 19:58
Went through some nice narration, and started going through identical rooms with goblins. Goblins that take about 50 swings to kill. I understand the game wants you to figure stuff out for yourself, but unless I was missing something, the combat was just agonizingly slow. Not to mention, once you get into combat, you can no longer walk around. Truly baffling decision. I killed about 4 goblins, finally died to a Goblin Guard with armor (so my hits did basically nothing) and decided to get a refund.
I love roguelikes, and I love VR. I hate bullet (or sword in this case) sponge enemies. Especially in VR, RPG-style you-do-X-damage per swing no matter what mechanics don't really fit, and definitely ruin the immersion for me. I think the damage did vary based on the velocity of your swing, but it was pretty hard to tell. I did the ole sword-wiggle attack at a goblin and ended up flinging him across the room, which was fun, but then he got back up.
Overall, excellent idea, poor execution.
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1883 Std. insgesamt
Verfasst: 14.11.20 01:04
This game has a fairly simple game loop of descending into the dungeons, killing and looting then returning with your loot to level up your character and craft new gear. Its incredibly simple but its super fun and makes me want to go back time and time again to get just one more weapon recipe or one more level of the dungeon. I've played this game far more than many other VR titles that don't seem to hold my attention like this one does.
I played this with Valve Index and a 2080ti card so performance wasn't a problem. The graphics are a little simple so it would be nice if there was a way to bump up the detail for higher end systems. The index controllers mostly worked okay but you can squeeze the controllers to grab or drop items. In the heat of combat I tended to tense up a bit which would trigger the controllers accidentally, resulting in dropping or sheathing my weapons.
Note that to play this game at its best you need a fair bit of space to swing the controllers. The enemy will stay out of range mostly and lunge it for an attack. Having a long reach is definitely an advantage but be careful of punching objects around you in the real world!
The combat is pretty good, that is to say its better than a lot of janky VR combat systems out there. It does its best to detect collisions so you can see the enemies weapon and move to block it, but sometimes they will damage you
One of my big disappointments is with the sound design. The developer could have done a lot more with ambient sounds in the dungeon. The notes you find have voice-overs that are very well done and the music is pretty good but only plays when fighting or crafting.
I played this with free-locomotion mode, with movement set to the slowest. I am susceptible to motion sickness but with these settings the game has hit on the right combination of moving between rooms then being stationary for a fight before moving on again. The one time I went back to the early levels and facerolled through the enemies I got a bit sick because I was moving so much without breaks.
This game has many, many technical glitches. Sadly I found myself winning most of the harder fights by glitching out the enemy. They will occaisionally glitch out on the environment by themselves and even lose their weapons.
I found the belt to be too high and too many times I accidentally sheathed my weapon while fighting due to the attachment points. Picking up items can be difficult because your belt is in the way.
At one point I had too many shields and there is no way to drop them or destroy them. I exited the game and when I restarted one of the shields was on a wall hook in the armory. I had been in that room many times without noticing wall hooks! Its things like this that could use a bit more explaining.
Overall, a surprisingly good game from a relatively unknown developer. I'm not sure if it is worth the full price given the amount of bugs and lack of polish, but if you can pick it up cheap it may well give you a few good hours in VR.
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1273 Std. insgesamt
Verfasst: 07.06.20 14:18
Very literally, after going down a number of floors the game just stops, throwing you into a jarring black void with a text scroll and voice over telling you the remainder of the story. On the game's official discord, the dev noted it was meant to have several more floors and two more bosses, but the game didn't get enough following or interest so they just.... didn't.
The gameplay that IS there is enjoyable, definitely. Took me 21 hours to complete, and I could still yet go back and try the hardcore mode. The fighting, while finicky, is enjoyable, the gear smithing is unique and a nice touch (although material drop rate is a bit annoying), and the bosses are all unique and many quite difficult. There's very little information in the form of guides or wikis or anything out right now about the game which forces the player to actually solve the puzzles and figure things out themselves. Which can be frustrating when, say, the game bugs out and generates a floor without a boss on it (happened several times in my playing), or when a boss clips through a wall never to be seen again and you have to leave and run that floor again.
It's fun, essentially. Unfinished, but fun. I'd say worth the money.
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60 Std. insgesamt
Verfasst: 10.05.20 18:49
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51 Std. insgesamt
Verfasst: 25.04.20 16:13
The review might be updated if significant changes happen and I'll give it another try.
Precursor
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Unlike some other negative reviews I did not have any performance issues nor problems playing with a Rift S. My Hardware looks like this, if you have similar specs then you shouldn't have any issues with performance.
Ryzen 3800X
GTX 1080
Rift S
There's a setting room - no real menu in the main game itself - that allows you to change keybindings such as grip buttons and so on that some oculus users seem to have problems with
Graphics / Atmosphere / World Building
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Don't be fooled by the store page, the game looks a lot worse. Especially in the first basement dungeon tileset.
Most textures are really low resolution and non creature models for props are really boxy. The basement suffers from flat brick wall textures that make it really jarring to look at.
You can also just walk through some world props (i.e. sacks of grain) as they seem to have no collision which doesn't help with immersion.
Loot system
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One of the deal breakers for me, the main game loop seems to consists of explore, find recipe, craft weapon, continue.
Enemies drop generic tiered resources like steal bars that are used for crafting. Weapons enemies drop can't be wielded but instead convert to this generic resource.
Crafting might sound neat at first but It's useless fluff, there's no impact from the player, fill progress bar and you are done.
Nothing to do with your old weapons, no kind of reward or failure for how you handle the metal while crafting. The weapons themselves seem generic beatstick upgrades with no major difference between weapons - granted I've only got to craft swords so far.
There's also no interaction with the world at large, no throwing objects at your enemies, no breaking pots or bottles, can't hit enemies with the torch and so on.
Combat
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There's no possibility to sneak attack enemies, if you get within a certain range they'll just rotate and engage you.
While in combat enemies will move at their regular pace but the movement of the player is severly hampered, it's possible that multiple enemies engage at the same time.
I get that this is a design choice so the player can't retreat, but it raises a slew of other problems.
In general enemies will continue their attack animation even if you block - this allows them to go through their whole combo attack which forces you to block through it. Often enemies will then take a step back, the perfect opportunity to strike - but no, in fact you are slowed down so much you can't follow up at all.
So what's the next logical choice? Stabbing! But no, the damage calculation seems to rely greatly on how far your controllers travel, poking ends up with 0 dmg most of the times.
It's posible to stagger or even ragdoll enemies in combat, which is great but again often the in-combat movespeed won't let you take advantage of this:
I really hope the dev will change how this system works, less movement speed loss and restricted to an area around the enemy or higher scaling (slower while near / higher while further away) would really imrpove things in my opinion.
All in all the combat system felt very inconsistent, often enemies will strike at you and there's no clear indication (animation wise, physical, audio) that the enemy missed you. There is an indication when you get hit, as you can set bloody screen edges in the option - but the combat just feels very off in it's current state.
What I did like in combat with armored enemies that you can actually destroy the individual pieces of armor as well as the shield the enemy is wielding.
I hope the dev doesn't abandon the project and polishes and tweaks the hell out of it, but in it's current state I just can't recommend buying and I can't help to feel that this should've stayed in early access.
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25 Std. insgesamt
Verfasst: 24.04.20 21:37
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My left hand was my right hand, and my actual left hand was hanging on the ground.
Reset controllers and re-sync'd the entire system. which resulted in nothing new.
(Friend tried the same thing with his set, and we attempted this on another gaming computer in my household) No change in the results.
Refunding and will buy again in the future.... maybe.
Was really excited to play this, but was left very disappointed.
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31 Std. insgesamt
Verfasst: 23.04.20 17:14
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545 Std. insgesamt
Verfasst: 08.04.20 13:53
Only downside I can give the game is moving while in combat/having aggro, you move very slow, I understand fully this is to stop the game from being easy with hit and run, but it takes some getting use to when coming from any other VR game.
Game has regular updates and is always getting better, there is a hardcore mode for people who really want a challenge, and the normal mode is partly rogue like already so you'll want to avoid pushing past what you can do.
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344 Std. insgesamt
Verfasst: 17.11.19 13:44
Aside from that this game is a solid buy if you want an interesting RPG VR combat game. The main driver I am recomending this game by is the devs. They are listening to feedback and adding very heavy improvements to the game with each update.
At the time of writing of this review the game went from unplayable on Valve Index to one of the smoothest experiences for that device, they added convience allowing you to reduce time spent tediously changing stuff from your backpack, to putting stuff simply on the belt and exploring, improving the game flow.
Looking forward to playing this game more, and seeing what the devs cook up ;)
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362 Std. insgesamt
Verfasst: 28.09.19 23:43
HMD:Valve Index w/controllers
SteamVRBeta:1.8.6
Proton:4.11-6
Distro:Linux Mint 19.1 Tessa
Kernel:5.2.11-steamvr-generic
RAM:16 GB
GPU Driver:4.5 Mesa 19.2.0-devel - padoka PPA
GPU:Radeon RX 580
CPU:AMD Ryzen 7 2700X Eight-Core
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12 Std. insgesamt
Verfasst: 05.09.19 00:43
I’ll admit I didn’t make it far enough into the dungeon to reach the next tileset, it was all cellar, but I’ll get to why that is. Despite that, within a couple floors I was running into some pretty obvious repetition in rooms, even on the same floor, which made navigating a bit of a tossup. Not that there’s much to navigate, the rooms are all pretty empty with the exception of an enemy here and there.
So the dungeon generation is pretty bad and repetitive, but at least you have the combat right? Well unfortunately it’s… well… A lot of people would argue they should use something similar to Blade and Sorcery/Gorn with their physics based combat, and while I can appreciate that, it does mean that you lose out on a lot of traditional gameplay mechanics and generally it’s hard to make high quality AI that put up a proper fight in that situation. That said, this combat doesn’t deliver. Generally the enemy will sit at exactly the range you can’t hit them, than do a prescripted attack routine (the same ones in the same orders) and when they are recovering after the routine you can hit them. It’s boring.
So the combat is boring, but I said I didn’t make it that far; so clearly there is an issue here, right? So I got to floor… 4 I think? And sure enough the enemies spiked in level. Their combat was still boring but now they had a ton of armor pieces to knock off, did more damage and had more health. Clearly the developers intention here is that now I die, level up, and start all over again.
I get that you want to entice replayability but just putting a stat wall is uninspired. Making the game genuinely difficult would have been really enjoyable but dealing with big bags of health that I can only attack when it’s “my turn” due to the combat system is really unpleasant. I feel bad reviewing it with such short time played, but given the low quality of the experience it was pretty necessary.
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941 Std. insgesamt
Verfasst: 24.08.19 21:25
There are consequences for dying.
I'm 5ish hours in and I just got handled pretty easily by the boss of floor 6. I'm usually ok until my shield breaks then I dual wield as long as I can.
It's a bit pricey considering the market.
Things can get repetitive.
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160 Std. insgesamt
Verfasst: 21.08.19 09:34
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4078 Std. insgesamt
Verfasst: 17.08.19 18:34
Now to the Reveiw:
This is a great approach on the dungeon crawler topic. Sword Fighting is adopted very realistic.Consider that the game is in early state but even now a nice experience. The level desing is simple but well enough. Crafting and training your skills is quite fun. I hope that there is more depth added in the future.
Give it a try, it is worth it.
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1084 Std. insgesamt
Verfasst: 17.08.19 17:25
https://youtu.be/hq8tHCSslRI
IGNORE COMMENTS ABOUT FREE LOCOMOTION. GAME NOW HAS FREE LOCO!! :D
There's a lot of VR games out there that are short lived and you manage to finish in a couple hours. At the time of this review, I'm 13.5 hours in and I'm not even close to finishing.
This game is definitely a challenge. Took me 5 hours to pass the 3rd floor, through no fault of the game, I just didn't figure to grind exp to level up and GIT GUD!
I don't like Dark Souls. I hate Dark Souls. But I love this. Similar to DS but still different.
Has that original Diabo feel to it too.
FORGET ALL OTHER VR DUNGEON CRAWLERS. This is the most realistic gameplay out of them all. It requires you to think realistically.
This game is swordplay focused. You can't really move during a fight because you need to focus your energy on a REAListic swordfight.
Very early stages of development, so keep in mind.
This is built by one dude and he's done a great job so far.
Dungeons get dark and you value your torch light. Nice.
Size Scaling is great.
Story is told through picking up pages and are voice acted. And done well.
Crafting is great and unique.
Weapons don't have collusion but it works to provide more challenge to blocking combos and let's you parry. You block attacks with your weapon and look for an opening. Or you try beat him to it.
AI is superb. Unlike Blade and Sorcery, the enemies don't walk towards you like someone paid a homeless guy to fight you and he'd rather be sniffing paint. These enemies respond to your movements and they'll change theirs if you're blocking successfully.
Some mechanics are intuitive and not seen in other VR games which is great.
Love the back pack feature, though a little fiddly but hey. Early Access.
Love the procedurally generated levels. Goblins freak me out and skeles are tough lol.
A little bit of hand holding (at first) but enough that you have to be a real RPG fan and figure it out. Appreciated.
Love the sleep in bed to heal feature.
Game is very pumishing; for every death you lose points to you max HP, and any accrued EXP you're carrying before using it.
Love the discord. All bug reports are quickly responded to.
Creepy eerie dungeons is a nice atmosphere. When low on health I found myself checking round corners before moving ahead. LOL.
Few minor issues, but it's early days and will be fixed. Nothing game breaking at all.
This title has a passionate and caring Dev who will turn this game into something truly amazing. Buy it. It's worth your money and you're supporting the one man who's doing all this great work. Looking forward to seeing this diamond in the rough shine brighter as time goes on. ????
Big thumbs up from me.
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65 Std. insgesamt
Verfasst: 16.08.19 20:50
The combat is very enjoyable and feels really tactical. Not being able to teleport while engaged is a nice touch that discourages cheese and makes you focus on the duel, though depending on your play area it does force you to be on the defensive most of the time.
Perhaps you later have to fight multiple enemies at once but I actually enjoy having to focus on one enemy at a time. The enemies' weapons passing through yours does detract a little from the physicality of the fights, but there is other feedback to let you know you've successfully parried.
I also like how the damage you inflict seems to be based on the distance of the strike? So you can't just put the tip of your sword in the enemy and spaz out and expect to do any damage.
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Release:23.04.2020
Genre:
Rollenspiel
Entwickler:keine Infos
Vertrieb:keine Infos
Engine:keine Infos
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