• NOOBS ARE COMING (Demo) [Free] [Action] [Windows] [Linux]

    SirCozyCrow5 hours agoThe sound track is PEAK! I loved playing this, and my partner who normally doesn't play games like this one had a good time as well. I enjoyed the learning curve and I can't wait to play the harder difficulties.Here's a video I made, my partner jumped in for a few minutes as well.Replyso funReplyDrew.a.Chain1 day agoVery addictive!ReplyTrashpanda1191 day agolove the playstyle and the art style definitly fun to play plus the music is the cherry on topReplyAhoOppai1 day agoreally fun game cant wait for the full gameReplyDin Xavier coding1 day agoI chose the laser eye. How do I turn the attack around? Can I even do that?Replyoverboy1 day agoHey, the laser eye gets a random direction at the start of each wave, it's one of the specificities of this attack ;)ReplyFort Kenmei1 day agoGameplay and Critique ;)Replyoverboy1 day agoThanks a lot for the awesome video and the feedback! :)ReplyTLGaby2 days agoJust to know browser progress keep getting reset.Replyoverboy1 day agoThanks for the report! Could it be due to some of your browser settings?Unfortunately, browser-based games can't always guarantee reliable local saves due to how browsers handle storage.To avoid this in the future, I recommend trying the downloadable version of the demo,  it provides a more stable environment for saving progress. :)Replyepic.Replyoleekconder2 days agoVery nice. Spent couple hours easy=) UPD: And some moreReplyMaximusR3 days agoes un juego que ya jugue en su momento cuando tenias menos cosas y ahora que esta actualizado quisiera grabarlo otra vezReplyEPIClove the spiders ♥ReplynineGardens3 days agoOkay so.... tried out a few things, and some Dev suggestions to report:
    Bigfoot is such a cool idea, and running around at that speed with like.... all THAT going on just gave me motion sickness.Summoner is hysterical fun. All hail spiders. Tomatoe's are pretty fun too.The Adept is so cool in theory, but... once you have the right build is a bit of a "standing still simulator"  Also, if you have totoms or other turrets, there's very much the question each round of "Will my circle spawn NEAR the totoms , or far from them "   I kind of wonder if the mage circle should like... fizzle out after 20 seconds and appear somewhere else. Just... something to give a bit more dynamism, and to make the original spawn point less critical.Okay: added thoughts:Watering psycotic tomatoes feels great.Being a malevolent spider with 8 arms feels amazing. Feels very good and natural."Orbital" is one of the greatest and most fun abilities in the game.  I would take this even without the damage boost.Lots of fun, but also very silly. Good job.Replydave99993 days agowith some size you can kick the totems around to reposition them towards your circle, it benefits them too, adept can choose the wand at the start and with it you have no sustain problem anyway whatever build you want to set upReplynineGardens3 days agoOh damn- only just found out you can kick the totems!Okay, yeah in this case all is well. Or at least.... I still think a moving circle could be cool, but the fact that you can move your totems over to where the circle is makes things much better.Replyjust get enough amount+size and they hit everything, bounce is overkill ReplyLost track of time 10 hours in and still hooked. Absolutely love it! Can't wait for the full releaseReplyDriftedVoid4 days agoPretty good!
    ReplyIndyot4 days agoIt's a pretty addictive game, congrats! I lowkey missed a bit of satisfaction on the weapons though.ReplyCongrats on the game! I really like the weapons that you interact with which gives it a fun spin.Reply1Soultaken4 days agoAnyone know good combos for the items?Replydave99994 days agolasers plus amount+adept some arcane for basic dmgtotems +amount+ bounce+adept optional size and arcane you can stand still in the endall shovels with crit, strength their extra souls help you snowball hard and easy probably the most straightforward and stable very good build you can beat the game with nearly anything its well balanced but this one is very strong and easy soul flask, more chests are near always must pick, the high luck value ones give you better items the free reroll is a must pick, lightning dagger is somewhat unique as it  can carry you the entire early game even if you do not get enough element damageReplydave99998 days agounderestimated totems Replylimey8 days agoi like how you made like MULTITUDES of updates on this so like as soon as i check my feed its just thisReplydave99998 days agomy best run so far,  there s a hidden mechanic that  makes weapons  you have more likely to drop?Replyoverboy8 days agoLmao, awesome — looks like a really fun build to play! Yeah, Shop RNG uses a lot of hidden tricks to help you find relevant attacks, while still allowing unrelated ones to appear. That way, you can discover unique builds and experiment freely!Replyoverboy8 days agoThank you so much for the incredible reception of the web demo on Itch, and to everyone who wishlisted the game! Many of the changes—along with much more to come in future updates—are directly based on your feedback here and on the game’s Discord.

    I’m also excited to announce that the game will release on Steam on 8 July 2025!
    Demo - Update 35Singleplayer UI: Level Up Upgrade Phase and Chest Pickup Phase UI now display the items and attacks inventoriesSingleplayer Shop: subtle animation while selecting a Buy Button
    Many Balancing tweaks
    Balancing: nerfed Life Steal in various waysBalancing: nerfed Knockback in various waysBalancing: too much items enhancing HP Max were put in the Demo, this means it was easier to get a lot of HP and to survive in the Demo due to higher ratio of items providing HP
    Added a subtle duration during which the player can still pickup Souls even if they’re slurped by the Soul Portal
    Fine tuned the color of some weapons to improve the visibility
    Balancing: Ballista don’t double their projectiles based on amount anymoreIf Player HP is Full and HP Max > 20, the player can’t be one-shot
    Bugfix: in-game achievement pop up could be displayed below other UI elements while it should always be above everything else
    Potential Bugfix for a rare bug happening in Multiplayer shop where player2 Shop sections wasn’t displayed at allRework the save system in preparation for upcoming features
    ReplyxHELLO_WORLDx10 days agocontracts on the gameReplydave999910 days agoelijah_ap10 days agoLove the art style, upgrades, controls, etc. Balance might be the only thing off about this. If you were to add anything, I would want to see more variety in the stages, similar to Vampire Survivor. Otherwise- really great.ReplyThank you so much! I’ll keep working on the balance with each update, and I appreciate the suggestion on stage variety!ReplyNetsmile10 days agoTorch IV has a problem rounding numbers in the stats hover over display. Other levels of torches workReplyoverboy10 days agoThanks, I'll fix this displayed rounding number issue soon!ReplySkeppartorsk10 days agoFor now I'd say it's fun, but lacking a bit in balance. I absolutely suck at brotatolikes. But find this one easy, so it's probably undertuned as far as difficulty is concerned. The power and availability of HP and regen items, makes you just literally not care if you get hit. Then the relatively strong armor on top and you're just too tanky for anything to feasibly ever kill you.Replyoverboy10 days agoThanks for the feedback! Sounds like tanky builds might be a bit too forgiving right now, i'll do some balancing changesReplySkeppartorsk9 days agoLife steal has similar issues too. There's also the standard issue with knockback in these kinds of games. The lack of any enemy resistance/diminishing returns, means it's way too easy to get enough knockback that enemies cannot touch you anymore. Ranged attacks are too few and far between to worry about with the current levels of sustain. Meaning you can just Stand Still and Kill way too realiably.
    Edit: Lategame with 6x Wands I'm getting so much screen shake it's triggering simulation sickness. It was due to having Pierce + Bounce. The screen shake from my projectiles bouncing off the edge of the map.Replyoverboy8 days agothanks for your feedback, it will help for the game balancing!For now I try to avoid diminishing returns by design to make sure each feature and stat is super easy to understand because I dislike when roguelike gets too opaque, I prefer that the player fully and easily undestand each of its choices, but yeah that involves a good balance to find!In future updates, Life Steal will become harder to get, Knockback will be capped at lower maximum applied values.Regarding the overall difficulty, the full version has 3 extra level of difficulties, and based on some feedbacks i have from beta testers, the balance between the 5 difficulty modes seem to be close to what i'm aiming forThere is already an option to disable screenshakes ;)Edit: Would you be interested to join the beta-test of the full game? If so please join the Discord and ping me in DM ;)ReplySkeppartorsk8 days agoI did notice that you could turn off screen shake entirely. But admittedly a lot of the visceral feel of the combat goes away when you fully disable the screen shake. But when you have too many Leeroy/knockback projectiles/bouncing projectiles. It just reaches the point where simulation sickness sets in. Wish there was something like an intensity setting, or a way for it to cap out at how often a screen shake can get triggered.
    I agree on the opaque thing. But I was more thinking something akin to how CC Diminishing Returns works in WoW. Where 1st hit = full value, 2nd hit within 10s = half value, 3rd hit = 1/4 value. Then 10s of immunity before it resets. That way you still get knockback when you pick knockback. But you can't just perma nail enemies against the wall.
    Edit: Also there's a wording issuewith how multiple pentagrams work. If you have adept pentagram and the item pentagram the wording is "when you stand inside a pentagram" But the item one gives the 20% damage ONLY and the adept one gives the adept bonuses ONLY. The wording would mean that both pentagrams should give adept bonus AND 20% damage bonus.Edit2: I'd suggest reformatting Grimorius tooltip so that the -10% armor is above the "on level up"portion. The indentation difference between the +1% speed and -10% armor is small enough that I read it as losing 10% armor on every level up.Replyoverboy8 days agoThanks a lot for the interesting insights!I nerfed HP, Lifesteal and Knockback using various techniques in the last update, along with many other changes.Just tested Pentagram/Adept and it works as expected: the 2 effects stack correctly as the wording impliedI reformatted Grimorius tooltip as you suggested ;)ReplyView more in threadBad Piggy11 days agoVery cool in it's current state. I love how much it really emphasises movement like how some active abilities need to be grabbed from around the arena to do themThat said, I think enemy projectiles could honestly stand out more. I could hardly see them at times in all the chaos.Still, I think this is a pretty solid base right now, and as always, you have a beautiful visual style, though I feel like the game suffers a little from how busy it can get. Great stuff so far thoughReplyThanks Bad Piggy! Really glad you’re enjoying the mechanics. I appreciate the feedback on projectile visibility and how busy things can get. I’ll definitely look into ways to improve those aspects. Really grateful for the kind words and thoughtful feedback!ReplyLeoLohandro11 days agoA copy of the brotato), but still fun.Replyoverboy11 days agoHey thanks a lot! Yes this game is a Brotato-like with many twists and new innovative mechanics, such as:- Equippable Boss Patterns- Minion Summoning- Growing Plant Minions with a watercan- Amount and Size stats - Physics-Based Weapons – like chained spikeballs- Kickable stuff- Playable character merge feature- Dozens and dozens of unique effectsI'm aiming for something like The Binding of Isaac meets Brotato — a deep, replayable experience full of chaotic synergies and wild builds that feel totally unique each run, with all the "being a boss fantasy and humor" deeply included in the mechanics and content :)Reply
    #noobs #are #coming #demo #free
    NOOBS ARE COMING (Demo) [Free] [Action] [Windows] [Linux]
    SirCozyCrow5 hours agoThe sound track is PEAK! I loved playing this, and my partner who normally doesn't play games like this one had a good time as well. I enjoyed the learning curve and I can't wait to play the harder difficulties.Here's a video I made, my partner jumped in for a few minutes as well.Replyso funReplyDrew.a.Chain1 day agoVery addictive!ReplyTrashpanda1191 day agolove the playstyle and the art style definitly fun to play plus the music is the cherry on topReplyAhoOppai1 day agoreally fun game cant wait for the full gameReplyDin Xavier coding1 day agoI chose the laser eye. How do I turn the attack around? Can I even do that?Replyoverboy1 day agoHey, the laser eye gets a random direction at the start of each wave, it's one of the specificities of this attack ;)ReplyFort Kenmei1 day agoGameplay and Critique ;)Replyoverboy1 day agoThanks a lot for the awesome video and the feedback! :)ReplyTLGaby2 days agoJust to know browser progress keep getting reset.Replyoverboy1 day agoThanks for the report! Could it be due to some of your browser settings?Unfortunately, browser-based games can't always guarantee reliable local saves due to how browsers handle storage.To avoid this in the future, I recommend trying the downloadable version of the demo,  it provides a more stable environment for saving progress. :)Replyepic.Replyoleekconder2 days agoVery nice. Spent couple hours easy=) UPD: And some moreReplyMaximusR3 days agoes un juego que ya jugue en su momento cuando tenias menos cosas y ahora que esta actualizado quisiera grabarlo otra vezReplyEPIClove the spiders ♥ReplynineGardens3 days agoOkay so.... tried out a few things, and some Dev suggestions to report: Bigfoot is such a cool idea, and running around at that speed with like.... all THAT going on just gave me motion sickness.Summoner is hysterical fun. All hail spiders. Tomatoe's are pretty fun too.The Adept is so cool in theory, but... once you have the right build is a bit of a "standing still simulator"  Also, if you have totoms or other turrets, there's very much the question each round of "Will my circle spawn NEAR the totoms , or far from them "   I kind of wonder if the mage circle should like... fizzle out after 20 seconds and appear somewhere else. Just... something to give a bit more dynamism, and to make the original spawn point less critical.Okay: added thoughts:Watering psycotic tomatoes feels great.Being a malevolent spider with 8 arms feels amazing. Feels very good and natural."Orbital" is one of the greatest and most fun abilities in the game.  I would take this even without the damage boost.Lots of fun, but also very silly. Good job.Replydave99993 days agowith some size you can kick the totems around to reposition them towards your circle, it benefits them too, adept can choose the wand at the start and with it you have no sustain problem anyway whatever build you want to set upReplynineGardens3 days agoOh damn- only just found out you can kick the totems!Okay, yeah in this case all is well. Or at least.... I still think a moving circle could be cool, but the fact that you can move your totems over to where the circle is makes things much better.Replyjust get enough amount+size and they hit everything, bounce is overkill ReplyLost track of time 10 hours in and still hooked. Absolutely love it! Can't wait for the full releaseReplyDriftedVoid4 days agoPretty good! ReplyIndyot4 days agoIt's a pretty addictive game, congrats! I lowkey missed a bit of satisfaction on the weapons though.ReplyCongrats on the game! I really like the weapons that you interact with which gives it a fun spin.Reply1Soultaken4 days agoAnyone know good combos for the items?Replydave99994 days agolasers plus amount+adept some arcane for basic dmgtotems +amount+ bounce+adept optional size and arcane you can stand still in the endall shovels with crit, strength their extra souls help you snowball hard and easy probably the most straightforward and stable very good build you can beat the game with nearly anything its well balanced but this one is very strong and easy soul flask, more chests are near always must pick, the high luck value ones give you better items the free reroll is a must pick, lightning dagger is somewhat unique as it  can carry you the entire early game even if you do not get enough element damageReplydave99998 days agounderestimated totems Replylimey8 days agoi like how you made like MULTITUDES of updates on this so like as soon as i check my feed its just thisReplydave99998 days agomy best run so far,  there s a hidden mechanic that  makes weapons  you have more likely to drop?Replyoverboy8 days agoLmao, awesome — looks like a really fun build to play! Yeah, Shop RNG uses a lot of hidden tricks to help you find relevant attacks, while still allowing unrelated ones to appear. That way, you can discover unique builds and experiment freely!Replyoverboy8 days agoThank you so much for the incredible reception of the web demo on Itch, and to everyone who wishlisted the game! Many of the changes—along with much more to come in future updates—are directly based on your feedback here and on the game’s Discord. I’m also excited to announce that the game will release on Steam on 8 July 2025! Demo - Update 35Singleplayer UI: Level Up Upgrade Phase and Chest Pickup Phase UI now display the items and attacks inventoriesSingleplayer Shop: subtle animation while selecting a Buy Button Many Balancing tweaks Balancing: nerfed Life Steal in various waysBalancing: nerfed Knockback in various waysBalancing: too much items enhancing HP Max were put in the Demo, this means it was easier to get a lot of HP and to survive in the Demo due to higher ratio of items providing HP Added a subtle duration during which the player can still pickup Souls even if they’re slurped by the Soul Portal Fine tuned the color of some weapons to improve the visibility Balancing: Ballista don’t double their projectiles based on amount anymoreIf Player HP is Full and HP Max > 20, the player can’t be one-shot Bugfix: in-game achievement pop up could be displayed below other UI elements while it should always be above everything else Potential Bugfix for a rare bug happening in Multiplayer shop where player2 Shop sections wasn’t displayed at allRework the save system in preparation for upcoming features ReplyxHELLO_WORLDx10 days agocontracts on the gameReplydave999910 days agoelijah_ap10 days agoLove the art style, upgrades, controls, etc. Balance might be the only thing off about this. If you were to add anything, I would want to see more variety in the stages, similar to Vampire Survivor. Otherwise- really great.ReplyThank you so much! I’ll keep working on the balance with each update, and I appreciate the suggestion on stage variety!ReplyNetsmile10 days agoTorch IV has a problem rounding numbers in the stats hover over display. Other levels of torches workReplyoverboy10 days agoThanks, I'll fix this displayed rounding number issue soon!ReplySkeppartorsk10 days agoFor now I'd say it's fun, but lacking a bit in balance. I absolutely suck at brotatolikes. But find this one easy, so it's probably undertuned as far as difficulty is concerned. The power and availability of HP and regen items, makes you just literally not care if you get hit. Then the relatively strong armor on top and you're just too tanky for anything to feasibly ever kill you.Replyoverboy10 days agoThanks for the feedback! Sounds like tanky builds might be a bit too forgiving right now, i'll do some balancing changesReplySkeppartorsk9 days agoLife steal has similar issues too. There's also the standard issue with knockback in these kinds of games. The lack of any enemy resistance/diminishing returns, means it's way too easy to get enough knockback that enemies cannot touch you anymore. Ranged attacks are too few and far between to worry about with the current levels of sustain. Meaning you can just Stand Still and Kill way too realiably. Edit: Lategame with 6x Wands I'm getting so much screen shake it's triggering simulation sickness. It was due to having Pierce + Bounce. The screen shake from my projectiles bouncing off the edge of the map.Replyoverboy8 days agothanks for your feedback, it will help for the game balancing!For now I try to avoid diminishing returns by design to make sure each feature and stat is super easy to understand because I dislike when roguelike gets too opaque, I prefer that the player fully and easily undestand each of its choices, but yeah that involves a good balance to find!In future updates, Life Steal will become harder to get, Knockback will be capped at lower maximum applied values.Regarding the overall difficulty, the full version has 3 extra level of difficulties, and based on some feedbacks i have from beta testers, the balance between the 5 difficulty modes seem to be close to what i'm aiming forThere is already an option to disable screenshakes ;)Edit: Would you be interested to join the beta-test of the full game? If so please join the Discord and ping me in DM ;)ReplySkeppartorsk8 days agoI did notice that you could turn off screen shake entirely. But admittedly a lot of the visceral feel of the combat goes away when you fully disable the screen shake. But when you have too many Leeroy/knockback projectiles/bouncing projectiles. It just reaches the point where simulation sickness sets in. Wish there was something like an intensity setting, or a way for it to cap out at how often a screen shake can get triggered. I agree on the opaque thing. But I was more thinking something akin to how CC Diminishing Returns works in WoW. Where 1st hit = full value, 2nd hit within 10s = half value, 3rd hit = 1/4 value. Then 10s of immunity before it resets. That way you still get knockback when you pick knockback. But you can't just perma nail enemies against the wall. Edit: Also there's a wording issuewith how multiple pentagrams work. If you have adept pentagram and the item pentagram the wording is "when you stand inside a pentagram" But the item one gives the 20% damage ONLY and the adept one gives the adept bonuses ONLY. The wording would mean that both pentagrams should give adept bonus AND 20% damage bonus.Edit2: I'd suggest reformatting Grimorius tooltip so that the -10% armor is above the "on level up"portion. The indentation difference between the +1% speed and -10% armor is small enough that I read it as losing 10% armor on every level up.Replyoverboy8 days agoThanks a lot for the interesting insights!I nerfed HP, Lifesteal and Knockback using various techniques in the last update, along with many other changes.Just tested Pentagram/Adept and it works as expected: the 2 effects stack correctly as the wording impliedI reformatted Grimorius tooltip as you suggested ;)ReplyView more in threadBad Piggy11 days agoVery cool in it's current state. I love how much it really emphasises movement like how some active abilities need to be grabbed from around the arena to do themThat said, I think enemy projectiles could honestly stand out more. I could hardly see them at times in all the chaos.Still, I think this is a pretty solid base right now, and as always, you have a beautiful visual style, though I feel like the game suffers a little from how busy it can get. Great stuff so far thoughReplyThanks Bad Piggy! Really glad you’re enjoying the mechanics. I appreciate the feedback on projectile visibility and how busy things can get. I’ll definitely look into ways to improve those aspects. Really grateful for the kind words and thoughtful feedback!ReplyLeoLohandro11 days agoA copy of the brotato), but still fun.Replyoverboy11 days agoHey thanks a lot! Yes this game is a Brotato-like with many twists and new innovative mechanics, such as:- Equippable Boss Patterns- Minion Summoning- Growing Plant Minions with a watercan- Amount and Size stats - Physics-Based Weapons – like chained spikeballs- Kickable stuff- Playable character merge feature- Dozens and dozens of unique effectsI'm aiming for something like The Binding of Isaac meets Brotato — a deep, replayable experience full of chaotic synergies and wild builds that feel totally unique each run, with all the "being a boss fantasy and humor" deeply included in the mechanics and content :)Reply #noobs #are #coming #demo #free
    OVERBOY.ITCH.IO
    NOOBS ARE COMING (Demo) [Free] [Action] [Windows] [Linux]
    SirCozyCrow5 hours agoThe sound track is PEAK! I loved playing this, and my partner who normally doesn't play games like this one had a good time as well. I enjoyed the learning curve and I can't wait to play the harder difficulties.Here's a video I made, my partner jumped in for a few minutes as well.Replyso funReplyDrew.a.Chain1 day ago(+1)Very addictive!ReplyTrashpanda1191 day ago(+1)love the playstyle and the art style definitly fun to play plus the music is the cherry on topReplyAhoOppai1 day ago(+1)really fun game cant wait for the full gameReplyDin Xavier coding1 day agoI chose the laser eye. How do I turn the attack around? Can I even do that?Replyoverboy1 day agoHey, the laser eye gets a random direction at the start of each wave, it's one of the specificities of this attack ;)ReplyFort Kenmei1 day agoGameplay and Critique ;)Replyoverboy1 day ago(+1)Thanks a lot for the awesome video and the feedback! :)ReplyTLGaby2 days agoJust to know browser progress keep getting reset.Replyoverboy1 day ago (2 edits) (+1)Thanks for the report! Could it be due to some of your browser settings?Unfortunately, browser-based games can't always guarantee reliable local saves due to how browsers handle storage.To avoid this in the future, I recommend trying the downloadable version of the demo,  it provides a more stable environment for saving progress. :)Replyepic.Replyoleekconder2 days ago (1 edit) (+1)Very nice. Spent couple hours easy=) UPD: And some moreReplyMaximusR3 days agoes un juego que ya jugue en su momento cuando tenias menos cosas y ahora que esta actualizado quisiera grabarlo otra vezReplyEPIClove the spiders ♥ReplynineGardens3 days ago (1 edit) (+2)Okay so.... tried out a few things, and some Dev suggestions to report: Bigfoot is such a cool idea, and running around at that speed with like.... all THAT going on just gave me motion sickness.Summoner is hysterical fun. All hail spiders. Tomatoe's are pretty fun too.The Adept is so cool in theory, but... once you have the right build is a bit of a "standing still simulator"  Also, if you have totoms or other turrets, there's very much the question each round of "Will my circle spawn NEAR the totoms (instant win), or far from them (oh no)"   I kind of wonder if the mage circle should like... fizzle out after 20 seconds and appear somewhere else. Just... something to give a bit more dynamism, and to make the original spawn point less critical.Okay: added thoughts:Watering psycotic tomatoes feels great.Being a malevolent spider with 8 arms feels amazing. Feels very good and natural."Orbital" is one of the greatest and most fun abilities in the game.  I would take this even without the damage boost.Lots of fun, but also very silly. Good job.Replydave99993 days agowith some size you can kick the totems around to reposition them towards your circle, it benefits them too, adept can choose the wand at the start and with it you have no sustain problem anyway whatever build you want to set upReplynineGardens3 days agoOh damn- only just found out you can kick the totems!Okay, yeah in this case all is well. Or at least.... I still think a moving circle could be cool, but the fact that you can move your totems over to where the circle is makes things much better.Replyjust get enough amount+size and they hit everything, bounce is overkill ReplyLost track of time 10 hours in and still hooked. Absolutely love it! Can't wait for the full releaseReplyDriftedVoid4 days agoPretty good! ReplyIndyot4 days agoIt's a pretty addictive game, congrats! I lowkey missed a bit of satisfaction on the weapons though.ReplyCongrats on the game! I really like the weapons that you interact with which gives it a fun spin. (i.e. the spike ball)Reply1Soultaken4 days agoAnyone know good combos for the items? (I just pick randomly.)Replydave99994 days ago (1 edit) (+2)lasers plus amount+adept some arcane for basic dmg (its instable to setup and only overboy starts with one) totems +amount+ bounce+adept optional size and arcane you can stand still in the endall shovels with crit, strength their extra souls help you snowball hard and easy probably the most straightforward and stable very good build you can beat the game with nearly anything its well balanced but this one is very strong and easy (realized in the end that all size was wasted on this) soul flask, more chests are near always must pick, the high luck value ones give you better items the free reroll is a must pick, lightning dagger is somewhat unique as it  can carry you the entire early game even if you do not get enough element damage (I understand that the more gimmicky things like pets and kickables give the game versatility but to min max they are not that competative)Replydave99998 days agounderestimated totems Replylimey8 days agoi like how you made like MULTITUDES of updates on this so like as soon as i check my feed its just thisReplydave99998 days ago (1 edit) (+1)my best run so far,  there s a hidden mechanic that  makes weapons  you have more likely to drop?Replyoverboy8 days ago(+2)Lmao, awesome — looks like a really fun build to play! Yeah, Shop RNG uses a lot of hidden tricks to help you find relevant attacks, while still allowing unrelated ones to appear. That way, you can discover unique builds and experiment freely!Replyoverboy8 days ago (1 edit) Thank you so much for the incredible reception of the web demo on Itch, and to everyone who wishlisted the game! Many of the changes—along with much more to come in future updates—are directly based on your feedback here and on the game’s Discord. I’m also excited to announce that the game will release on Steam on 8 July 2025! Demo - Update 35 (06 June 2025)Singleplayer UI: Level Up Upgrade Phase and Chest Pickup Phase UI now display the items and attacks inventories (useful to check the scaling of current equipped attacks for example) Singleplayer Shop: subtle animation while selecting a Buy Button Many Balancing tweaks Balancing: nerfed Life Steal in various ways (lower values gained from items) Balancing: nerfed Knockback in various ways (lower values gained, higher item rarity, lower max applied value) Balancing: too much items enhancing HP Max were put in the Demo, this means it was easier to get a lot of HP and to survive in the Demo due to higher ratio of items providing HP Added a subtle duration during which the player can still pickup Souls even if they’re slurped by the Soul Portal Fine tuned the color of some weapons to improve the visibility Balancing: Ballista don’t double their projectiles based on amount anymore (only number of ballistas scales with amount) If Player HP is Full and HP Max > 20, the player can’t be one-shot Bugfix: in-game achievement pop up could be displayed below other UI elements while it should always be above everything else Potential Bugfix for a rare bug happening in Multiplayer shop where player2 Shop sections wasn’t displayed at allRework the save system in preparation for upcoming features ReplyxHELLO_WORLDx10 days agocontracts on the gameReplydave999910 days agoelijah_ap10 days agoLove the art style, upgrades, controls, etc. Balance might be the only thing off about this. If you were to add anything, I would want to see more variety in the stages, similar to Vampire Survivor. Otherwise- really great.ReplyThank you so much! I’ll keep working on the balance with each update, and I appreciate the suggestion on stage variety!ReplyNetsmile10 days agoTorch IV has a problem rounding numbers in the stats hover over display. Other levels of torches workReplyoverboy10 days ago (1 edit) Thanks, I'll fix this displayed rounding number issue soon!ReplySkeppartorsk10 days agoFor now I'd say it's fun, but lacking a bit in balance. I absolutely suck at brotatolikes. But find this one easy, so it's probably undertuned as far as difficulty is concerned. The power and availability of HP and regen items, makes you just literally not care if you get hit. Then the relatively strong armor on top and you're just too tanky for anything to feasibly ever kill you.Replyoverboy10 days ago (1 edit) (+1)Thanks for the feedback! Sounds like tanky builds might be a bit too forgiving right now, i'll do some balancing changesReplySkeppartorsk9 days ago (2 edits) Life steal has similar issues too. There's also the standard issue with knockback in these kinds of games. The lack of any enemy resistance/diminishing returns, means it's way too easy to get enough knockback that enemies cannot touch you anymore. Ranged attacks are too few and far between to worry about with the current levels of sustain. Meaning you can just Stand Still and Kill way too realiably. Edit: Lategame with 6x Wands I'm getting so much screen shake it's triggering simulation sickness. It was due to having Pierce + Bounce. The screen shake from my projectiles bouncing off the edge of the map.Replyoverboy8 days ago (2 edits) (+1)thanks for your feedback, it will help for the game balancing!For now I try to avoid diminishing returns by design to make sure each feature and stat is super easy to understand because I dislike when roguelike gets too opaque, I prefer that the player fully and easily undestand each of its choices, but yeah that involves a good balance to find!In future updates, Life Steal will become harder to get, Knockback will be capped at lower maximum applied values.Regarding the overall difficulty, the full version has 3 extra level of difficulties, and based on some feedbacks i have from beta testers, the balance between the 5 difficulty modes seem to be close to what i'm aiming for (minus some issues like you pointed out, and of course some balancing required on specific builds and items)There is already an option to disable screenshakes ;)Edit: Would you be interested to join the beta-test of the full game? If so please join the Discord and ping me in DM ;)ReplySkeppartorsk8 days ago (4 edits) I did notice that you could turn off screen shake entirely. But admittedly a lot of the visceral feel of the combat goes away when you fully disable the screen shake. But when you have too many Leeroy/knockback projectiles/bouncing projectiles. It just reaches the point where simulation sickness sets in. Wish there was something like an intensity setting, or a way for it to cap out at how often a screen shake can get triggered. I agree on the opaque thing. But I was more thinking something akin to how CC Diminishing Returns works in WoW. Where 1st hit = full value, 2nd hit within 10s = half value, 3rd hit = 1/4 value. Then 10s of immunity before it resets. That way you still get knockback when you pick knockback. But you can't just perma nail enemies against the wall. Edit: Also there's a wording issue (or a bug) with how multiple pentagrams work. If you have adept pentagram and the item pentagram the wording is "when you stand inside a pentagram" But the item one gives the 20% damage ONLY and the adept one gives the adept bonuses ONLY. The wording would mean that both pentagrams should give adept bonus AND 20% damage bonus.Edit2: I'd suggest reformatting Grimorius tooltip so that the -10% armor is above the "on level up"portion. The indentation difference between the +1% speed and -10% armor is small enough that I read it as losing 10% armor on every level up.Replyoverboy8 days agoThanks a lot for the interesting insights!I nerfed HP, Lifesteal and Knockback using various techniques in the last update, along with many other changes.Just tested Pentagram/Adept and it works as expected: the 2 effects stack correctly as the wording impliedI reformatted Grimorius tooltip as you suggested ;)ReplyView more in threadBad Piggy11 days agoVery cool in it's current state. I love how much it really emphasises movement like how some active abilities need to be grabbed from around the arena to do themThat said, I think enemy projectiles could honestly stand out more. I could hardly see them at times in all the chaos.Still, I think this is a pretty solid base right now, and as always, you have a beautiful visual style, though I feel like the game suffers a little from how busy it can get. Great stuff so far thoughReplyThanks Bad Piggy! Really glad you’re enjoying the mechanics. I appreciate the feedback on projectile visibility and how busy things can get. I’ll definitely look into ways to improve those aspects. Really grateful for the kind words and thoughtful feedback!ReplyLeoLohandro11 days agoA copy of the brotato), but still fun.Replyoverboy11 days ago (2 edits) (+1)Hey thanks a lot! Yes this game is a Brotato-like with many twists and new innovative mechanics, such as:- Equippable Boss Patterns (active skills you can trigger by picking orbs on the map)- Minion Summoning- Growing Plant Minions with a watercan- Amount and Size stats - Physics-Based Weapons – like chained spikeballs- Kickable stuff (you can even play soccer with your minions or other co-op players)- Playable character merge feature (get the effect of 2 different characters or more at the same time)- Dozens and dozens of unique effects (turning enemies into Sheep, or Golden Statues, or both?)I'm aiming for something like The Binding of Isaac meets Brotato — a deep, replayable experience full of chaotic synergies and wild builds that feel totally unique each run, with all the "being a boss fantasy and humor" deeply included in the mechanics and content :)Reply
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  • New ‘Dungeons & Dragons’ Single-Player Video Game in the Works

    “Dungeons & Dragons” IP owner Wizards of the Coast is moving on from its “Baldur’s Gate” video game franchise with a new single-player action-adventure game set in the world of the popular tabletop fantasy roleplaying game.

    From game developer Giant Skull, the untitled project based on the “D&D” world is “marks a definitive moment in both companies’ gaming ambitions,” per the Hasbro-owned Wizards of the Coast. The game is currently in development for PC and console as part of a new exclusive publishing agreement Wizards has signed with Giant Skull.

    Related Stories

    The deal comes on the heels of the end of Wizards’ pact with “Baldur’s Gate 3” maker Larian Studios.

    Popular on Variety

    In addition to this new project, Wizards of the Coast’s growing lineup of current and upcoming games includes: “Exodus,” an epic sci-fi RPG that puts players at the center of an emotional story; a game centered on Snake Eyes, the legendary ninja/commando from “G.I. Joe”; another “Dungeons & Dragons” action-adventure game centered around magic; and an untitled project from studio Skeleton Key that the company says “blends suspense, horror and memorable gameplay experiences.” The Wizards of the Coast team also continues to expand ongoing online game “Magic: The Gathering Arena.”

    Founded by CEO Stig Asmussen, who was most recently the game director of “Star Wars Jedi: Survivor” and “Star Wars Jedi: Fallen Order” for Respawn Entertainment and EA, Giant Skull was founded in 2023. Asmussen has also previously worked as the game director on “God of War III” and the art director for “God of War II” at Sony Santa Monica.

    “Stig and the team at Giant Skull are exactly the type of exceptionally talented creators we want to work with, and I’m so happy to be reuniting with him on this new project,” Wizards of the Coast chief and digital gaming president at Hasbro John Hight said. “In our time working together on ‘God of War I’ got to see firsthand Stig’s artistry and expertise, and he and the Giant Skull team are the perfect fit for our new game. Worldbuilding and storytelling is in our DNA, and this collaboration reflects our evolution and commitment to our ‘Playing to Win’ strategy, building a stronger presence in digital play. We look forward to revealing more about this brand-new ‘Dungeons & Dragons’ game in the future.”

    “Our talented and experienced team at Giant Skull is built on creativity and curiosity,” Asmussen said. “Our goal is to craft a rich new ‘Dungeons & Dragons’ universe filled with immersive storytelling, heroic combat and exhilarating traversal that players will fully embrace.”
    #new #dungeons #ampamp #dragons #singleplayer
    New ‘Dungeons & Dragons’ Single-Player Video Game in the Works
    “Dungeons & Dragons” IP owner Wizards of the Coast is moving on from its “Baldur’s Gate” video game franchise with a new single-player action-adventure game set in the world of the popular tabletop fantasy roleplaying game. From game developer Giant Skull, the untitled project based on the “D&D” world is “marks a definitive moment in both companies’ gaming ambitions,” per the Hasbro-owned Wizards of the Coast. The game is currently in development for PC and console as part of a new exclusive publishing agreement Wizards has signed with Giant Skull. Related Stories The deal comes on the heels of the end of Wizards’ pact with “Baldur’s Gate 3” maker Larian Studios. Popular on Variety In addition to this new project, Wizards of the Coast’s growing lineup of current and upcoming games includes: “Exodus,” an epic sci-fi RPG that puts players at the center of an emotional story; a game centered on Snake Eyes, the legendary ninja/commando from “G.I. Joe”; another “Dungeons & Dragons” action-adventure game centered around magic; and an untitled project from studio Skeleton Key that the company says “blends suspense, horror and memorable gameplay experiences.” The Wizards of the Coast team also continues to expand ongoing online game “Magic: The Gathering Arena.” Founded by CEO Stig Asmussen, who was most recently the game director of “Star Wars Jedi: Survivor” and “Star Wars Jedi: Fallen Order” for Respawn Entertainment and EA, Giant Skull was founded in 2023. Asmussen has also previously worked as the game director on “God of War III” and the art director for “God of War II” at Sony Santa Monica. “Stig and the team at Giant Skull are exactly the type of exceptionally talented creators we want to work with, and I’m so happy to be reuniting with him on this new project,” Wizards of the Coast chief and digital gaming president at Hasbro John Hight said. “In our time working together on ‘God of War I’ got to see firsthand Stig’s artistry and expertise, and he and the Giant Skull team are the perfect fit for our new game. Worldbuilding and storytelling is in our DNA, and this collaboration reflects our evolution and commitment to our ‘Playing to Win’ strategy, building a stronger presence in digital play. We look forward to revealing more about this brand-new ‘Dungeons & Dragons’ game in the future.” “Our talented and experienced team at Giant Skull is built on creativity and curiosity,” Asmussen said. “Our goal is to craft a rich new ‘Dungeons & Dragons’ universe filled with immersive storytelling, heroic combat and exhilarating traversal that players will fully embrace.” #new #dungeons #ampamp #dragons #singleplayer
    VARIETY.COM
    New ‘Dungeons & Dragons’ Single-Player Video Game in the Works
    “Dungeons & Dragons” IP owner Wizards of the Coast is moving on from its “Baldur’s Gate” video game franchise with a new single-player action-adventure game set in the world of the popular tabletop fantasy roleplaying game. From game developer Giant Skull, the untitled project based on the “D&D” world is “marks a definitive moment in both companies’ gaming ambitions,” per the Hasbro-owned Wizards of the Coast. The game is currently in development for PC and console as part of a new exclusive publishing agreement Wizards has signed with Giant Skull. Related Stories The deal comes on the heels of the end of Wizards’ pact with “Baldur’s Gate 3” maker Larian Studios. Popular on Variety In addition to this new project, Wizards of the Coast’s growing lineup of current and upcoming games includes: “Exodus,” an epic sci-fi RPG that puts players at the center of an emotional story; a game centered on Snake Eyes, the legendary ninja/commando from “G.I. Joe”; another “Dungeons & Dragons” action-adventure game centered around magic; and an untitled project from studio Skeleton Key that the company says “blends suspense, horror and memorable gameplay experiences.” The Wizards of the Coast team also continues to expand ongoing online game “Magic: The Gathering Arena.” Founded by CEO Stig Asmussen, who was most recently the game director of “Star Wars Jedi: Survivor” and “Star Wars Jedi: Fallen Order” for Respawn Entertainment and EA, Giant Skull was founded in 2023. Asmussen has also previously worked as the game director on “God of War III” and the art director for “God of War II” at Sony Santa Monica. “Stig and the team at Giant Skull are exactly the type of exceptionally talented creators we want to work with, and I’m so happy to be reuniting with him on this new project,” Wizards of the Coast chief and digital gaming president at Hasbro John Hight said. “In our time working together on ‘God of War I’ got to see firsthand Stig’s artistry and expertise, and he and the Giant Skull team are the perfect fit for our new game. Worldbuilding and storytelling is in our DNA, and this collaboration reflects our evolution and commitment to our ‘Playing to Win’ strategy, building a stronger presence in digital play. We look forward to revealing more about this brand-new ‘Dungeons & Dragons’ game in the future.” “Our talented and experienced team at Giant Skull is built on creativity and curiosity,” Asmussen said. “Our goal is to craft a rich new ‘Dungeons & Dragons’ universe filled with immersive storytelling, heroic combat and exhilarating traversal that players will fully embrace.”
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  • Is Nightreign Solo Play Really Impossible?

    Elden Ring Nightreign is a tough-as-nails game that blends the beloved roguelike and soulslike genres into something fans of both should find appealing. However, unlike most games in either genre, this one’s inherently designed around working together in a group of three. So, you may be wondering if you can strike out on your own in Elden Ring Nightreign. While the game is about to get easier for folks who choose to go it alone, right now such a style proves an exceptionally difficult challenge.Suggested ReadingThe Most Sought After Elden Ring Sword Has A Storied History

    Share SubtitlesOffEnglishview videoSuggested ReadingThe Most Sought After Elden Ring Sword Has A Storied History

    Share SubtitlesOffEnglish Elden Ring Nightreign solo?Let’s get this out of the way first: Yes, Elden Ring Nightreign offers the option for solo play. To do so, you’ll need to open the expedition menu at Roundtable Hold, then switch over to the matchmaking settings tab. At the bottom of the menu, set the Expedition Type to “Singleplayer.”The real question is whether Elden Ring Nightreign’s single-player experience is manageable or fun, and that really depends on your skill level, class choice, and patience more so than in any other similar game I can remember playing. If you really want to go at it by yourself,Ironeye or Wylder.Elden Ring Nightreign is already pretty damn challenging when running with a group of three other folks. The game’s sense of randomness adds a lot of unknowns to an expedition, and things can go wrong very quickly. But with a team, you can be revived, have someone else available to take some aggro from you when things get hairy, and use your character’s abilities to complement one another in difficult showdowns. It’s often still hard as hell, but victory usually feels possible even when things don’t go quite as planned.However, when you’re alone…Well, you’re all alone. If you die on a solo expedition, that’s it. You’re done. Back to the Roundable Hold with you, loser.With this in mind, some folks may find the anxiety-inducing pacing and chaotic showdowns enjoyable even while solo; but those who struggle to succeed without a group may find it demoralizing to watch hours go by without making any meaningful progress. And since some classes are much better for solo play than others, it can be even more frustrating to go it alone for someone who prefers to play one of the support-focused classes.If you really want to go at it by yourself, I’d recommend taking a look at Ironeye or Wylder.Ironeye’s ranged playstyle is the safest in the game, giving you a lot of freedom to tackle enemies your own way. For instance, you can take the high ground against some foes to avoid their attacks altogether, or use his sliding ability to dodge an attack and get behind an enemy for better positioning.Wylder, meanwhile, is a jack-of-all-trades character with a solid health pool and balanced stats that make him great at adapting to whatever type of loot a run provides. Simply grab any melee weapon and you’ll probably be doing alright with this fella. Plus, he has some of the coolest skins in the game. That doesn’t help you in battle, but like…come on. He looks rad.In conclusion, while things can certainly go poorly even with a team, I’d argue playing by your lonesome leaves too little room for error for a game that requires such a hefty time investment and minimal payoff for failure. Elden Ring Nightreign is designed from the ground up to be played with others, after all. Your mileage may vary, though, so play however you have fun with it! You can pick up Nightreign now on PS5, Xbox Series X/S, and Windows PCs. You’ll have to look elsewhere to pick up two other friends to play with, though.
    #nightreign #solo #play #really #impossible
    Is Nightreign Solo Play Really Impossible?
    Elden Ring Nightreign is a tough-as-nails game that blends the beloved roguelike and soulslike genres into something fans of both should find appealing. However, unlike most games in either genre, this one’s inherently designed around working together in a group of three. So, you may be wondering if you can strike out on your own in Elden Ring Nightreign. While the game is about to get easier for folks who choose to go it alone, right now such a style proves an exceptionally difficult challenge.Suggested ReadingThe Most Sought After Elden Ring Sword Has A Storied History Share SubtitlesOffEnglishview videoSuggested ReadingThe Most Sought After Elden Ring Sword Has A Storied History Share SubtitlesOffEnglish Elden Ring Nightreign solo?Let’s get this out of the way first: Yes, Elden Ring Nightreign offers the option for solo play. To do so, you’ll need to open the expedition menu at Roundtable Hold, then switch over to the matchmaking settings tab. At the bottom of the menu, set the Expedition Type to “Singleplayer.”The real question is whether Elden Ring Nightreign’s single-player experience is manageable or fun, and that really depends on your skill level, class choice, and patience more so than in any other similar game I can remember playing. If you really want to go at it by yourself,Ironeye or Wylder.Elden Ring Nightreign is already pretty damn challenging when running with a group of three other folks. The game’s sense of randomness adds a lot of unknowns to an expedition, and things can go wrong very quickly. But with a team, you can be revived, have someone else available to take some aggro from you when things get hairy, and use your character’s abilities to complement one another in difficult showdowns. It’s often still hard as hell, but victory usually feels possible even when things don’t go quite as planned.However, when you’re alone…Well, you’re all alone. If you die on a solo expedition, that’s it. You’re done. Back to the Roundable Hold with you, loser.With this in mind, some folks may find the anxiety-inducing pacing and chaotic showdowns enjoyable even while solo; but those who struggle to succeed without a group may find it demoralizing to watch hours go by without making any meaningful progress. And since some classes are much better for solo play than others, it can be even more frustrating to go it alone for someone who prefers to play one of the support-focused classes.If you really want to go at it by yourself, I’d recommend taking a look at Ironeye or Wylder.Ironeye’s ranged playstyle is the safest in the game, giving you a lot of freedom to tackle enemies your own way. For instance, you can take the high ground against some foes to avoid their attacks altogether, or use his sliding ability to dodge an attack and get behind an enemy for better positioning.Wylder, meanwhile, is a jack-of-all-trades character with a solid health pool and balanced stats that make him great at adapting to whatever type of loot a run provides. Simply grab any melee weapon and you’ll probably be doing alright with this fella. Plus, he has some of the coolest skins in the game. That doesn’t help you in battle, but like…come on. He looks rad.In conclusion, while things can certainly go poorly even with a team, I’d argue playing by your lonesome leaves too little room for error for a game that requires such a hefty time investment and minimal payoff for failure. Elden Ring Nightreign is designed from the ground up to be played with others, after all. Your mileage may vary, though, so play however you have fun with it! You can pick up Nightreign now on PS5, Xbox Series X/S, and Windows PCs. You’ll have to look elsewhere to pick up two other friends to play with, though. #nightreign #solo #play #really #impossible
    KOTAKU.COM
    Is Nightreign Solo Play Really Impossible?
    Elden Ring Nightreign is a tough-as-nails game that blends the beloved roguelike and soulslike genres into something fans of both should find appealing. However, unlike most games in either genre, this one’s inherently designed around working together in a group of three. So, you may be wondering if you can strike out on your own in Elden Ring Nightreign. While the game is about to get easier for folks who choose to go it alone, right now such a style proves an exceptionally difficult challenge.Suggested ReadingThe Most Sought After Elden Ring Sword Has A Storied History Share SubtitlesOffEnglishview videoSuggested ReadingThe Most Sought After Elden Ring Sword Has A Storied History Share SubtitlesOffEnglish Elden Ring Nightreign solo?Let’s get this out of the way first: Yes, Elden Ring Nightreign offers the option for solo play. To do so, you’ll need to open the expedition menu at Roundtable Hold, then switch over to the matchmaking settings tab. At the bottom of the menu, set the Expedition Type to “Singleplayer.”The real question is whether Elden Ring Nightreign’s single-player experience is manageable or fun, and that really depends on your skill level, class choice, and patience more so than in any other similar game I can remember playing. If you really want to go at it by yourself, [play as] Ironeye or Wylder.Elden Ring Nightreign is already pretty damn challenging when running with a group of three other folks. The game’s sense of randomness adds a lot of unknowns to an expedition, and things can go wrong very quickly. But with a team, you can be revived, have someone else available to take some aggro from you when things get hairy, and use your character’s abilities to complement one another in difficult showdowns. It’s often still hard as hell, but victory usually feels possible even when things don’t go quite as planned.However, when you’re alone…Well, you’re all alone. If you die on a solo expedition, that’s it. You’re done. Back to the Roundable Hold with you, loser.With this in mind, some folks may find the anxiety-inducing pacing and chaotic showdowns enjoyable even while solo; but those who struggle to succeed without a group may find it demoralizing to watch hours go by without making any meaningful progress. And since some classes are much better for solo play than others, it can be even more frustrating to go it alone for someone who prefers to play one of the support-focused classes.If you really want to go at it by yourself, I’d recommend taking a look at Ironeye or Wylder.Ironeye’s ranged playstyle is the safest in the game, giving you a lot of freedom to tackle enemies your own way. For instance, you can take the high ground against some foes to avoid their attacks altogether, or use his sliding ability to dodge an attack and get behind an enemy for better positioning.Wylder, meanwhile, is a jack-of-all-trades character with a solid health pool and balanced stats that make him great at adapting to whatever type of loot a run provides. Simply grab any melee weapon and you’ll probably be doing alright with this fella. Plus, he has some of the coolest skins in the game. That doesn’t help you in battle, but like…come on. He looks rad.In conclusion, while things can certainly go poorly even with a team, I’d argue playing by your lonesome leaves too little room for error for a game that requires such a hefty time investment and minimal payoff for failure. Elden Ring Nightreign is designed from the ground up to be played with others, after all. Your mileage may vary, though, so play however you have fun with it! You can pick up Nightreign now on PS5, Xbox Series X/S, and Windows PCs. You’ll have to look elsewhere to pick up two other friends to play with, though.
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  • Why GTA 6 Singleplayer Fans Will Want to Watch GTA Online Very Closely

    Next year will finally bring Grand Theft Auto 6 to gamers, and its impending launch is bound to take up much of the gaming space in 2026. The wait for GTA 6 has been a long one, but with a release date finally locked in and a more in-depth sneak peek from Rockstar, the game is finally starting to feel like a reality.
    #why #gta #singleplayer #fans #will
    Why GTA 6 Singleplayer Fans Will Want to Watch GTA Online Very Closely
    Next year will finally bring Grand Theft Auto 6 to gamers, and its impending launch is bound to take up much of the gaming space in 2026. The wait for GTA 6 has been a long one, but with a release date finally locked in and a more in-depth sneak peek from Rockstar, the game is finally starting to feel like a reality. #why #gta #singleplayer #fans #will
    GAMERANT.COM
    Why GTA 6 Singleplayer Fans Will Want to Watch GTA Online Very Closely
    Next year will finally bring Grand Theft Auto 6 to gamers, and its impending launch is bound to take up much of the gaming space in 2026. The wait for GTA 6 has been a long one, but with a release date finally locked in and a more in-depth sneak peek from Rockstar, the game is finally starting to feel like a reality.
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  • Painkiller RTX is a path-traced upgrade to a classic but almost forgotten shooter

    Nvidia's RTX Remix is a remarkable tool that allows game modders to bring state-of-the-art path traced visuals to classic PC games. We've seen Portal RTX from Nvidia already, along with the development of a full-on remaster of Half-Life 2 - but I was excited to see a community of modders take on 2004's Painkiller, enhanced now to become Painkiller RTX. It's still a work-in-progress project as of version 0.1.6, but what I've seen so far is still highly impressive - and if you have the means, I recommend checking it out.
    The whole reason RTX Remix works with the original Painkiller is due to its custom rendering technology, known as the PainEngine. This 2004 release from People Can Fly Studios was built around Direct X 8.1, which gave it stellar visuals at the time, including bloom effects – specular lighting with limited bump mapping and full framebuffer distortion effects. Those visuals dazzled top-end GPU owners of the time, but like a great number of PC releases from that era, it had a DX7 fallback which culled the fancier shading effects and could even run on GPUs like the original GeForce.
    RTX Remix uses the fixed function DX7 path and replaces the core rendering with the path tracer - and that is how I have been playing the game these last few days, taking in the sights and sounds of Painkiller with a new lick of paint. It's an upgrade that has made me appreciate it all the more now in 2025 as it is quite a special game that history has mostly forgotten.

    To fully enjoy the modders' work on the path-traced upgrade to Painkiller, we highly recommend this video.Watch on YouTube
    Painkiller is primarily a singleplayer first-person shooter that bucked the trends of the time period. After Half-Life and Halo: Combat Evolved, many first person shooters trended towards a more grounded and storytelling-based design. The classic FPS franchises like Quake or Unreal had gone on to become wholly focused on multiplayer, or else transitioned to the storytelling route - like Doom 3, for example. Painkiller took all of those 'modern' trappings and threw them in the garbage. A narrative only exists in a loose sense with pre-rendered video that bookends the game’s chapters, acting only as a flimsy excuse to send the player to visually distinct levels that have no thematic linking beyond pointing you towards enemies that you should dispatch with a variety of weapons.
    The basic gameplay sounds familiar if you ever played Doom Eternal or Doom 2016. It is simple on paper, but thanks to the enemy and level variety and the brilliant weaponry, it does not get tiring. The game enhanced its traditional FPS gameplay with an extensive use of Havok physics – where a great deal of the game’s environmental objects could be broken up into tiny pieces with rigid body movement on all the little fragments, or environmental objects could be manipulated with ragdoll or rope physics. Sometimes it is there for purely visual entertainment but other times it has a gameplay purpose with destructible objects often containing valuable resources or being useful as a physics weapon against the game's enemies.
    So, what's the score with Painkiller RTX? Well, the original's baked lighting featured hardly any moving lights and no real-time perspective-correct shadows - so all of that is added as part and parcel of the path-traced visuals. The RTX renderer also takes advantage of ray-traced fog volumes, showing shadows in the fog in the areas where light is obscured. Another aspect you might notice is that the game’s various pickups have been now made to be light-emissive. In the original game, emissives textures are used to keep things full bright even in darkness, but they themselves emit no light. Since the path tracer fully supports emissive lighting from any arbitrary surface, they all now cast light, making them stand out even more in the environment.

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    The original game extensively used physics objects, which tended to lead to a clash in lighting and shading for any moving objects, which were incongruous then with the static baked lighting. Turn on the path tracer and these moving objects are grounded into the environment with shadows of their own, while receiving and casting light themselves. Boss battles are transformed as those enemies are also fully grounded in the surrounding environments, perfectly integrated into the path-traced visuals - and even if the titanic enemies are off-screen, their shadows are not.
    The main difference in many scenes is just down to the new lighting - it's more physicalised now as dynamic objects are properly integrated, no longer floating or glowing strangely. One reason for this is due to lighting resolution. The original lighting was limited by trying to fit in 256MB of VRAM, competing for space with the game’s high resolution textures. Painkiller RTX's lighting and shadowing is achieved at a per-pixel level in the path tracer, which by necessity means that you tend to see more nuance, along with more bounce lighting as it is no longer erased away by bilinear filtering on chunky light map textures.
    Alongside more dynamism and detail, there are a few new effects too. Lit fog is heavily used now in many levels - perhaps at its best in the asylum level where the moonlight and rain are now illuminated, giving the level more ambience than it had before. There is also some occasional usage of glass lighting effects like the stain glass windows in the game now filtering light through them properly, colouring the light on the ground in the pattern of the individual mosaic patterns found on their surface.

    Half-Life 2 RTX - built on RTX Remix - recently received a demo release. It's the flagship project for the technology, but modders have delivered path traced versions of many modern games.Watch on YouTube
    New textures and materials interact with the path tracer in ways that transform the game. For some objects, I believe the modders used Quixel megascan assets to give the materials parallax along with a high resolution that is artistically similar to the original game. A stoney ground in the graveyard now actually looks stoney, thanks to a different texture: a rocky material with craggy bits and crevices that obscure light and cast micro shadows, for example. Ceramic tiles on the floor now show varying levels of depth and cracks that pick up a very dull level of reflectivity from the moon-lit sky.
    Some textures are also updated by running them through generative tools which interpret dark areas of the baked textures as recesses and lighter areas as raised edges and assigns them a heightmap. This automated process works quite well for textures whose baked features are easily interpreted, but for textures that had a lot of noise added into them to simulate detail, the automated process can be less successful.
    That is the main issue I would say with the RTX version so far: some of these automated textures have a few too many bumps in them, making them appear unnatural. But that is just the heightmap data as the added in material values to give the textures sheen tend to look universally impressive. The original game barely has any reflectivity, and now a number of select surfaces show reflections in full effect, like the marble floors at the end of the game's second level. For the most part though, the remix of textures from this mod is subtle, with many textures still being as diffuse as found in the original game: rocky and dirty areas in particular look much the same as before, just with more accurately rendered shadows and bounce lighting - but without the plasticy sheen you might typically find in a seventh generation game.

    Whether maxed on an RTX 5090 or running on optimised settings on an RTX 4060, the current work-in-progress version of Painkiller RTX can certainly challenge hardware. | Image credit: Digital Foundry

    Make no mistake though: path tracing doesn't come cheap and to play this game at decent frame-rates, you either need to invest in high performance hardware or else accept some compromises to settings. Being a user mod that's still in development, I imagine this could improve in later versions but at the moment, Painkiller RTX maxed out is very heavy - even heavier than Portal RTX. So if you want to play it on a lower-end GPU, I recommend my optimised settings for Portal RTX, which basically amounts to turning down the amount of possible light bounces to save on performance and skimping a bit in other areas.
    Even with that, an RTX 4060 was really struggling to run the game well. With frame generation on and DLSS set to 1080p balanced with the transformer model, 80fps to 90fps was the best I could achieve in the general combat zones, with the heaviest stages dipping into the 70s - and even into the 60s with frame generation.
    The mod is still work-in-progress, but even now, Painkiller RTX is still a lot of fun and it can look stunning if your hardware is up to it. But even if you can't run it, I do hope this piece and its accompanying video pique your interest in checking out Painkiller in some form. Even without the path-traced upgrade, this is a classic first-person shooter that's often overlooked and more than holds its own against some of the period's better known games.
    #painkiller #rtx #pathtraced #upgrade #classic
    Painkiller RTX is a path-traced upgrade to a classic but almost forgotten shooter
    Nvidia's RTX Remix is a remarkable tool that allows game modders to bring state-of-the-art path traced visuals to classic PC games. We've seen Portal RTX from Nvidia already, along with the development of a full-on remaster of Half-Life 2 - but I was excited to see a community of modders take on 2004's Painkiller, enhanced now to become Painkiller RTX. It's still a work-in-progress project as of version 0.1.6, but what I've seen so far is still highly impressive - and if you have the means, I recommend checking it out. The whole reason RTX Remix works with the original Painkiller is due to its custom rendering technology, known as the PainEngine. This 2004 release from People Can Fly Studios was built around Direct X 8.1, which gave it stellar visuals at the time, including bloom effects – specular lighting with limited bump mapping and full framebuffer distortion effects. Those visuals dazzled top-end GPU owners of the time, but like a great number of PC releases from that era, it had a DX7 fallback which culled the fancier shading effects and could even run on GPUs like the original GeForce. RTX Remix uses the fixed function DX7 path and replaces the core rendering with the path tracer - and that is how I have been playing the game these last few days, taking in the sights and sounds of Painkiller with a new lick of paint. It's an upgrade that has made me appreciate it all the more now in 2025 as it is quite a special game that history has mostly forgotten. To fully enjoy the modders' work on the path-traced upgrade to Painkiller, we highly recommend this video.Watch on YouTube Painkiller is primarily a singleplayer first-person shooter that bucked the trends of the time period. After Half-Life and Halo: Combat Evolved, many first person shooters trended towards a more grounded and storytelling-based design. The classic FPS franchises like Quake or Unreal had gone on to become wholly focused on multiplayer, or else transitioned to the storytelling route - like Doom 3, for example. Painkiller took all of those 'modern' trappings and threw them in the garbage. A narrative only exists in a loose sense with pre-rendered video that bookends the game’s chapters, acting only as a flimsy excuse to send the player to visually distinct levels that have no thematic linking beyond pointing you towards enemies that you should dispatch with a variety of weapons. The basic gameplay sounds familiar if you ever played Doom Eternal or Doom 2016. It is simple on paper, but thanks to the enemy and level variety and the brilliant weaponry, it does not get tiring. The game enhanced its traditional FPS gameplay with an extensive use of Havok physics – where a great deal of the game’s environmental objects could be broken up into tiny pieces with rigid body movement on all the little fragments, or environmental objects could be manipulated with ragdoll or rope physics. Sometimes it is there for purely visual entertainment but other times it has a gameplay purpose with destructible objects often containing valuable resources or being useful as a physics weapon against the game's enemies. So, what's the score with Painkiller RTX? Well, the original's baked lighting featured hardly any moving lights and no real-time perspective-correct shadows - so all of that is added as part and parcel of the path-traced visuals. The RTX renderer also takes advantage of ray-traced fog volumes, showing shadows in the fog in the areas where light is obscured. Another aspect you might notice is that the game’s various pickups have been now made to be light-emissive. In the original game, emissives textures are used to keep things full bright even in darkness, but they themselves emit no light. Since the path tracer fully supports emissive lighting from any arbitrary surface, they all now cast light, making them stand out even more in the environment. To see this content please enable targeting cookies. The original game extensively used physics objects, which tended to lead to a clash in lighting and shading for any moving objects, which were incongruous then with the static baked lighting. Turn on the path tracer and these moving objects are grounded into the environment with shadows of their own, while receiving and casting light themselves. Boss battles are transformed as those enemies are also fully grounded in the surrounding environments, perfectly integrated into the path-traced visuals - and even if the titanic enemies are off-screen, their shadows are not. The main difference in many scenes is just down to the new lighting - it's more physicalised now as dynamic objects are properly integrated, no longer floating or glowing strangely. One reason for this is due to lighting resolution. The original lighting was limited by trying to fit in 256MB of VRAM, competing for space with the game’s high resolution textures. Painkiller RTX's lighting and shadowing is achieved at a per-pixel level in the path tracer, which by necessity means that you tend to see more nuance, along with more bounce lighting as it is no longer erased away by bilinear filtering on chunky light map textures. Alongside more dynamism and detail, there are a few new effects too. Lit fog is heavily used now in many levels - perhaps at its best in the asylum level where the moonlight and rain are now illuminated, giving the level more ambience than it had before. There is also some occasional usage of glass lighting effects like the stain glass windows in the game now filtering light through them properly, colouring the light on the ground in the pattern of the individual mosaic patterns found on their surface. Half-Life 2 RTX - built on RTX Remix - recently received a demo release. It's the flagship project for the technology, but modders have delivered path traced versions of many modern games.Watch on YouTube New textures and materials interact with the path tracer in ways that transform the game. For some objects, I believe the modders used Quixel megascan assets to give the materials parallax along with a high resolution that is artistically similar to the original game. A stoney ground in the graveyard now actually looks stoney, thanks to a different texture: a rocky material with craggy bits and crevices that obscure light and cast micro shadows, for example. Ceramic tiles on the floor now show varying levels of depth and cracks that pick up a very dull level of reflectivity from the moon-lit sky. Some textures are also updated by running them through generative tools which interpret dark areas of the baked textures as recesses and lighter areas as raised edges and assigns them a heightmap. This automated process works quite well for textures whose baked features are easily interpreted, but for textures that had a lot of noise added into them to simulate detail, the automated process can be less successful. That is the main issue I would say with the RTX version so far: some of these automated textures have a few too many bumps in them, making them appear unnatural. But that is just the heightmap data as the added in material values to give the textures sheen tend to look universally impressive. The original game barely has any reflectivity, and now a number of select surfaces show reflections in full effect, like the marble floors at the end of the game's second level. For the most part though, the remix of textures from this mod is subtle, with many textures still being as diffuse as found in the original game: rocky and dirty areas in particular look much the same as before, just with more accurately rendered shadows and bounce lighting - but without the plasticy sheen you might typically find in a seventh generation game. Whether maxed on an RTX 5090 or running on optimised settings on an RTX 4060, the current work-in-progress version of Painkiller RTX can certainly challenge hardware. | Image credit: Digital Foundry Make no mistake though: path tracing doesn't come cheap and to play this game at decent frame-rates, you either need to invest in high performance hardware or else accept some compromises to settings. Being a user mod that's still in development, I imagine this could improve in later versions but at the moment, Painkiller RTX maxed out is very heavy - even heavier than Portal RTX. So if you want to play it on a lower-end GPU, I recommend my optimised settings for Portal RTX, which basically amounts to turning down the amount of possible light bounces to save on performance and skimping a bit in other areas. Even with that, an RTX 4060 was really struggling to run the game well. With frame generation on and DLSS set to 1080p balanced with the transformer model, 80fps to 90fps was the best I could achieve in the general combat zones, with the heaviest stages dipping into the 70s - and even into the 60s with frame generation. The mod is still work-in-progress, but even now, Painkiller RTX is still a lot of fun and it can look stunning if your hardware is up to it. But even if you can't run it, I do hope this piece and its accompanying video pique your interest in checking out Painkiller in some form. Even without the path-traced upgrade, this is a classic first-person shooter that's often overlooked and more than holds its own against some of the period's better known games. #painkiller #rtx #pathtraced #upgrade #classic
    WWW.EUROGAMER.NET
    Painkiller RTX is a path-traced upgrade to a classic but almost forgotten shooter
    Nvidia's RTX Remix is a remarkable tool that allows game modders to bring state-of-the-art path traced visuals to classic PC games. We've seen Portal RTX from Nvidia already, along with the development of a full-on remaster of Half-Life 2 - but I was excited to see a community of modders take on 2004's Painkiller, enhanced now to become Painkiller RTX. It's still a work-in-progress project as of version 0.1.6, but what I've seen so far is still highly impressive - and if you have the means, I recommend checking it out. The whole reason RTX Remix works with the original Painkiller is due to its custom rendering technology, known as the PainEngine. This 2004 release from People Can Fly Studios was built around Direct X 8.1, which gave it stellar visuals at the time, including bloom effects – specular lighting with limited bump mapping and full framebuffer distortion effects. Those visuals dazzled top-end GPU owners of the time, but like a great number of PC releases from that era, it had a DX7 fallback which culled the fancier shading effects and could even run on GPUs like the original GeForce. RTX Remix uses the fixed function DX7 path and replaces the core rendering with the path tracer - and that is how I have been playing the game these last few days, taking in the sights and sounds of Painkiller with a new lick of paint. It's an upgrade that has made me appreciate it all the more now in 2025 as it is quite a special game that history has mostly forgotten. To fully enjoy the modders' work on the path-traced upgrade to Painkiller, we highly recommend this video.Watch on YouTube Painkiller is primarily a singleplayer first-person shooter that bucked the trends of the time period. After Half-Life and Halo: Combat Evolved, many first person shooters trended towards a more grounded and storytelling-based design. The classic FPS franchises like Quake or Unreal had gone on to become wholly focused on multiplayer, or else transitioned to the storytelling route - like Doom 3, for example. Painkiller took all of those 'modern' trappings and threw them in the garbage. A narrative only exists in a loose sense with pre-rendered video that bookends the game’s chapters, acting only as a flimsy excuse to send the player to visually distinct levels that have no thematic linking beyond pointing you towards enemies that you should dispatch with a variety of weapons. The basic gameplay sounds familiar if you ever played Doom Eternal or Doom 2016. It is simple on paper, but thanks to the enemy and level variety and the brilliant weaponry, it does not get tiring. The game enhanced its traditional FPS gameplay with an extensive use of Havok physics – where a great deal of the game’s environmental objects could be broken up into tiny pieces with rigid body movement on all the little fragments, or environmental objects could be manipulated with ragdoll or rope physics. Sometimes it is there for purely visual entertainment but other times it has a gameplay purpose with destructible objects often containing valuable resources or being useful as a physics weapon against the game's enemies. So, what's the score with Painkiller RTX? Well, the original's baked lighting featured hardly any moving lights and no real-time perspective-correct shadows - so all of that is added as part and parcel of the path-traced visuals. The RTX renderer also takes advantage of ray-traced fog volumes, showing shadows in the fog in the areas where light is obscured. Another aspect you might notice is that the game’s various pickups have been now made to be light-emissive. In the original game, emissives textures are used to keep things full bright even in darkness, but they themselves emit no light. Since the path tracer fully supports emissive lighting from any arbitrary surface, they all now cast light, making them stand out even more in the environment. To see this content please enable targeting cookies. The original game extensively used physics objects, which tended to lead to a clash in lighting and shading for any moving objects, which were incongruous then with the static baked lighting. Turn on the path tracer and these moving objects are grounded into the environment with shadows of their own, while receiving and casting light themselves. Boss battles are transformed as those enemies are also fully grounded in the surrounding environments, perfectly integrated into the path-traced visuals - and even if the titanic enemies are off-screen, their shadows are not. The main difference in many scenes is just down to the new lighting - it's more physicalised now as dynamic objects are properly integrated, no longer floating or glowing strangely. One reason for this is due to lighting resolution. The original lighting was limited by trying to fit in 256MB of VRAM, competing for space with the game’s high resolution textures. Painkiller RTX's lighting and shadowing is achieved at a per-pixel level in the path tracer, which by necessity means that you tend to see more nuance, along with more bounce lighting as it is no longer erased away by bilinear filtering on chunky light map textures. Alongside more dynamism and detail, there are a few new effects too. Lit fog is heavily used now in many levels - perhaps at its best in the asylum level where the moonlight and rain are now illuminated, giving the level more ambience than it had before. There is also some occasional usage of glass lighting effects like the stain glass windows in the game now filtering light through them properly, colouring the light on the ground in the pattern of the individual mosaic patterns found on their surface. Half-Life 2 RTX - built on RTX Remix - recently received a demo release. It's the flagship project for the technology, but modders have delivered path traced versions of many modern games.Watch on YouTube New textures and materials interact with the path tracer in ways that transform the game. For some objects, I believe the modders used Quixel megascan assets to give the materials parallax along with a high resolution that is artistically similar to the original game. A stoney ground in the graveyard now actually looks stoney, thanks to a different texture: a rocky material with craggy bits and crevices that obscure light and cast micro shadows, for example. Ceramic tiles on the floor now show varying levels of depth and cracks that pick up a very dull level of reflectivity from the moon-lit sky. Some textures are also updated by running them through generative tools which interpret dark areas of the baked textures as recesses and lighter areas as raised edges and assigns them a heightmap. This automated process works quite well for textures whose baked features are easily interpreted, but for textures that had a lot of noise added into them to simulate detail, the automated process can be less successful. That is the main issue I would say with the RTX version so far: some of these automated textures have a few too many bumps in them, making them appear unnatural. But that is just the heightmap data as the added in material values to give the textures sheen tend to look universally impressive. The original game barely has any reflectivity, and now a number of select surfaces show reflections in full effect, like the marble floors at the end of the game's second level. For the most part though, the remix of textures from this mod is subtle, with many textures still being as diffuse as found in the original game: rocky and dirty areas in particular look much the same as before, just with more accurately rendered shadows and bounce lighting - but without the plasticy sheen you might typically find in a seventh generation game. Whether maxed on an RTX 5090 or running on optimised settings on an RTX 4060, the current work-in-progress version of Painkiller RTX can certainly challenge hardware. | Image credit: Digital Foundry Make no mistake though: path tracing doesn't come cheap and to play this game at decent frame-rates, you either need to invest in high performance hardware or else accept some compromises to settings. Being a user mod that's still in development, I imagine this could improve in later versions but at the moment, Painkiller RTX maxed out is very heavy - even heavier than Portal RTX. So if you want to play it on a lower-end GPU, I recommend my optimised settings for Portal RTX, which basically amounts to turning down the amount of possible light bounces to save on performance and skimping a bit in other areas. Even with that, an RTX 4060 was really struggling to run the game well. With frame generation on and DLSS set to 1080p balanced with the transformer model, 80fps to 90fps was the best I could achieve in the general combat zones, with the heaviest stages dipping into the 70s - and even into the 60s with frame generation. The mod is still work-in-progress, but even now, Painkiller RTX is still a lot of fun and it can look stunning if your hardware is up to it. But even if you can't run it, I do hope this piece and its accompanying video pique your interest in checking out Painkiller in some form. Even without the path-traced upgrade, this is a classic first-person shooter that's often overlooked and more than holds its own against some of the period's better known games.
    0 Комментарии 0 Поделились
  • Single-player sickos rejoice, PlayStation 5 gets another non live-service game in the form of a Stellar Blade sequel, dropping “before 2027”

    According to a recent Shift Up investor relations presentation, Stellar Blade will be getting a sequel "before 2027". One assumes that probably means 2026. Regardless of how it's framed, it's wonderful news, as it means the best action game released in 2024 is getting some more love.
    #singleplayer #sickos #rejoice #playstation #gets
    Single-player sickos rejoice, PlayStation 5 gets another non live-service game in the form of a Stellar Blade sequel, dropping “before 2027”
    According to a recent Shift Up investor relations presentation, Stellar Blade will be getting a sequel "before 2027". One assumes that probably means 2026. Regardless of how it's framed, it's wonderful news, as it means the best action game released in 2024 is getting some more love. #singleplayer #sickos #rejoice #playstation #gets
    WWW.VG247.COM
    Single-player sickos rejoice, PlayStation 5 gets another non live-service game in the form of a Stellar Blade sequel, dropping “before 2027”
    According to a recent Shift Up investor relations presentation, Stellar Blade will be getting a sequel "before 2027". One assumes that probably means 2026. Regardless of how it's framed, it's wonderful news, as it means the best action game released in 2024 is getting some more love (yeah I said it). Read more
    0 Комментарии 0 Поделились
  • Anyone else thinking of skipping Elden Ring Nightreign?

    XrossExam
    Member

    Nov 1, 2017

    2,171

    I'm a big FromSoftware fan, I pretty much buy any new release from them. I've been keeping my eye on Nightreign since its announcementbut I'm finding it hard to justify getting it. I'm still on the fence but I'm leaning towards skipping it entirely.

    There are many factors for me as to why I think I'll be skipping it, one major reason is that I was able to secure a Switch 2 pre-order and given that the Switch 2 comes out a mere 6 days after Nightreign's release I find that if I bought Nightreign, that I would play it until the Switch 2 comes out and then completely forget about it.

    Another reason for me is that I feel like the game will get boring and doing runs will just become repetitive after a while. I do think it's hard to know for sure but something about the multiplayer focused aspect of it is a turn off for me compared to a traditional FromSoft game.

    The other aspect of this related to my previous point is the fact that FromSoftware are also currently developing The Duskbloods, which seems to be the true/fleshed out vision of Nightreign but in a different world. I'd almost rather just wait for The Duskbloodsthan sinking time into Nightreign which I feel like may be dropped by most players after a few months.

    I'm not trying to be negative about the game's release as it doesn't look like a bad game by any stretch, it looks quite good for what it is. I was just curious what others thought and if others are feeling the same way or are instead super hyped about the game? I would love to hear what people think, especially diehard FromSoftware fans. 

    carlsojo
    Shinra Employee
    Member

    Oct 28, 2017

    37,429

    San Francisco

    Honestly I am so burned out on the game I can't imagine going back again.
     

    PlanetSmasher
    The Abominable Showman
    Member

    Oct 25, 2017

    132,494

    The network test really didn't do anything for me and I don't really think the core structure of the game as a multiplayer-only title holds any long-term appeal. So yeah, I'm probably skipping it unless something changes markedly between now and launch.
     

    super-famicom
    Avenger

    Oct 26, 2017

    30,385

    I love Elden Ring, but don't want to play a MP only game mode. Yes, I know I can just go in solo, but how far is that gonna get me? Plus, the game is designed around MP anyways.
     

    Bigmac
    Member

    Oct 27, 2017

    521

    I am for sure. The multiplayer aspect just isn't really my thing, I'll wait patiently for their next single player epic.
     

    Coyote Starrk
    The Fallen

    Oct 30, 2017

    62,907

    Diehard fan here.

    I will be there day 0 and play on dumping a LOT of time into the game if it's as fun as it seems in the trailers. 

    Lukar
    Unshakable Resolve - Prophet of Truth
    Member

    Oct 27, 2017

    28,088

    Really depends on how well it's received closer to launch. I'm not fully sold on it yet, and I'm disappointed I won't be able to play with just one other person.
     

    Tagyhag
    Member

    Oct 27, 2017

    15,093

    Yeah, it's the same as with Duskbloods, I'm more interested in watching streamers play them than playing them myself.

    Will just wait for the next "Main" game. 

    Nameless Hero
    Member

    Oct 25, 2017

    23,320

    I have zero interest in a multiplayer run based Souls game so unless my friends all get this I will definitely skip it
     

    Killyoh
    Member

    Oct 28, 2017

    1,782

    Paris, France

    I'm waiting for the reviews. I enjoyed the beta but I'm not sure I would play more than five hours.
     

    Zeal543
    Next Level Seer
    Member

    May 15, 2020

    7,155

    I'm burned out on the souls formula with ER/SotE so on top of this being pvpve iit's an easy skip for me 

    Gavalanche
    Prophet of Regret
    Member

    Oct 21, 2021

    25,713

    Yeah for sure. Elden Ring is great, I got enough of it without playing a weird rogue-like multiplayer mode.
     

    SnipeyMcGee
    Member

    Jul 1, 2020

    321

    Zero interest in it, I'm not a fan of their current direction.
     

    J_ToSaveTheDay
    "This guy are sick" and Corrupted by Vengeance
    Avenger

    Oct 25, 2017

    22,494

    USA

    I'm planning to skip it, but there's one friend who could put in a good word about it that I'd end up picking the game up to play coop with.

    That friend is the only person that's going to convince me to play it, though. 

    Bulgowski
    Member

    Apr 8, 2022

    665

    I'm in for Duskbloods but skipping this one.
     

    Barrel Cannon
    It's Pronounced "Aerith"
    The Fallen

    Oct 25, 2017

    11,096

    I won't at launch but if m23 gets it I will
     

    skeezx
    Member

    Oct 27, 2017

    23,674

    looks fun but not really my thing

    if it still has a playerbase in a few years and it's on sale, maybe 

    Noisepurge
    Corrupted by Vengeance
    Member

    Oct 25, 2017

    9,740

    Skipping indeed. It seems antithetical toElden Ring. Where you get to wonder the world, make your character and go on adventures.

    Here you choose a premade hero class, and gotta HAUL ASS all the time because there isn't any time to take in the scenery!  

    teed
    Member

    Aug 25, 2023

    1,039

    I thought I'd give it a go when it was announced but a month or so later, I thought nah no point. I'd be playing solo so there are much more suitable games I haven't got around to yet.

    I not interested in Duskbloods either and didn't like AC6 very much, so I don't really think of it as skipping, as, even though they're probably my favourite dev, I've lost the expectation that I will be into everything they put out. 

    RoboPlato
    Member

    Oct 25, 2017

    8,322

    I wanted to play it but no crossplay kind of kills it for me. Most people I'd play with are on Xbox or

    PC while PS5 is my main console. No two-player option, only 1 or 3, is frustrating too. I think the game looks pretty cool but those are huge missteps. 

    Citizen Rizer
    Member

    Oct 27, 2017

    292

    Skipping both Nightreign and Duskbloods. Multiplayer-focused From is hopefully just a phase.
     

    Musubi
    Unshakable Resolve - Prophet of Truth
    Member

    Oct 25, 2017

    27,419

    Too much else coming out this year for me to spend time on a mid-ass multiplayer game
     

    harinezumi
    Member

    Oct 27, 2017

    20,485

    Buenos Aires, Argentina

    I'd totally buy it if my friends bought it too, but since it looks like they won't I probably won't either. Zero interest in playing with randoms.
     

    modernkicks
    Member

    Apr 7, 2020

    393

    I'm glad I got to play the network test because it confirmed it's probably not going to be my thing even though I did have a little bit of fun in it. It just seemed like it would get old pretty fast to me but obviously the full game could be a different story. Going to wait and see what some of my friends who are getting it day 1 think and then I might join in but as of now I'm going to hold off.
     

    Cruxist
    Avenger

    Oct 27, 2017

    4,735

    Nope. I love the combat and the speed from the beta was super fun. I also love the idea of crafting a build on the fly.

    Can't wait! 

    Dyno
    AVALANCHE
    The Fallen

    Oct 25, 2017

    16,729

    Easy pass on this and Duskbloods. Tbh I'm kinda growing tired of the formula in general for their games so ER may have been the end of the line for me in general
     

    BigHatSean
    Member

    Apr 21, 2025

    12

    Nope because it was cheap enough, ended up getting it for about £22? I like ER even if the boss fights are the worst thing about it, but the 40ish minute length makes for a nice session on an exercise bike or something while playing.
     

    Sire Red
    Member

    Feb 11, 2025

    123

    France

    Liked the beta when it worked well, but given how packed the week after will be + the nature of the game, I'm good with not playing more of it.
     

    Nimby
    Member

    Oct 27, 2017

    4,429

    Zeal543 said:

    I'm burned out on the souls formula with ER/SotE so on top of this being pvpve iit's an easy skip for meClick to expand...
    Click to shrink...

    Nightreign is just PvE isn't it?

    I'm still on the fence and all my time is dedicated to playing The Hundred Line right now. If my friends are interested I might try it. Regardless, I'm okay waiting for the next main Souls game. 

    Retrosmith
    Member

    Mar 2, 2020

    1,019

    If the main bosses are manageable to beat solo, for sure I will buy it.

    If they are just damage sponges, nah. Not going to rely on strangers online for a chance to have fun. 

    DontHateTheBacon
    Unshakable Resolve
    Member

    Oct 27, 2017

    14,409

    I don't really play co-op games often so yeah, I'll just wait for the next single player joint from them.
     

    makman3x
    Member

    Apr 18, 2025

    280

    I have no friends so I'll probably pass unless reviews indicate the solo experience is fine.
     

    DNAbro
    Member

    Oct 25, 2017

    29,980

    My friends are all going getting it, so not skipping.
     

    CupOfDoom
    Member

    Dec 17, 2017

    5,134

    No two player, no buy.
     

    Crankafoo
    Member

    Dec 3, 2018

    162

    Canada

    I almost never play multiplayer solo and don't have anyone in my group getting it, so big skip for me. Next singleplayer game they do I'm day 1, though.
     

    Gots
    Member

    Feb 20, 2019

    1,882

    Canada

    I'll skip this for now, will probably grab Duskbloods though.
     

    Slick Butter
    Member

    Oct 25, 2017

    3,655

    It looks fun as hell and it seems like an interesting smaller arcade-y title for people who just want more reason to play a FROM souls with friends. Also will be cool to experience what kind of experiments they are doing to shake up their combat for their Souls games further.

    Hopefully wherever they take Souls next will take a lot of what they learn from making this and The Duskbloods to make the combat more interesting and online functionality better.

    Zeal543 said:

    I'm burned out on the souls formula with ER/SotE so on top of this being pvpve iit's an easy skip for meClick to expand...
    Click to shrink...

    This literally is breaking the Souls formula and doing something different with its core gameplay. Also, it's only PvE. 

    StarPhlox
    Member

    Oct 25, 2017

    5,512

    Wisconsin

    I was so excited at the reveal and I am definitely still very much open to it but lack of cross play and not having friends on PS5 that are big Souls peoplemakes it a tough proposition.
     

    closer
    Member

    Oct 25, 2017

    5,519

    Im pretty excited to play it
     

    Drachen
    Member

    May 3, 2021

    8,471

    Yeah, I personally am skipping it. The thing with From Soft's Souls games is that the total package is what draws me in. The roleplaying, the combat and bosses, the exploration, the lore and worldbuilding, the characters and quests, and so on. Plucking out just the combat and building an entire roguelike game around that doesn't really do anything for me when the rest of the formula is missing.
     

    Naha-
    Member

    Feb 6, 2019

    1,515

    After Shadow of the Erdtree, I'm pretty much done with anything Elden Ring related.

    Duskbloods will also be a skip if it's main feature is being a MP game too. Maybe I should finally get Sekiro instead. 

    Rainer516
    Member

    Oct 29, 2017

    1,478

    Really looking forward to playing it.
     

    MangoUltz
    "This guy are sick"
    Member

    Mar 24, 2019

    4,074

    Ya I'm skipping it. Loved Elden Ring but I'm not into the multiplayer/online aspect of this. I'll have a good time watching some streams of it though
     

    Deranged Hermit
    Member

    Oct 25, 2017

    5,426

    I'll probably try it but it's not really in my lane and that's okay. Let From do what they want, they've earned it.
     

    hog
    Member

    Mar 9, 2021

    1,127

    Not sure how much I'll like it but I love Elden Ring too much to skip out on any new Elden Ring stuff. Plus this kind of thing is best to get in on while it's fresh.
     

    SirKai
    Member

    Dec 28, 2017

    10,118

    Washington

    Nah, I'm still pretty excited for it, especially since it's budget-priced.
     

    blainethemono
    Member

    Oct 27, 2017

    650

    Since the release of Demons Souls i've enjoyed every game From Software has released but Im very closed off with experimenting with different weapons and builds on a single character. I generally just stick with 1 or 2 weapons my first time through one of these games and never really experienced other playstyles other than the ones I fell into as a result of whatever choices I made in the early game. I always enjoyed seeing other people's builds and all the stuff you could do that I never interacted with, especially in Elden Ring

    Then I played the Nightreign test and it kind of opened my eyes to the type of experimentation i've never done before. You get dropped on the map with your squad, there's random loot everywhere and you have to throw something together. One of the people in the squad keeps running off by themselves and you feel like you can't sit there thinking about it for an hour, you just have to make a choice and keep going. There are comparatively fewer choices to be made but it's still fun messing around with unfamiliar weapon types

    That's a different mode of playing these games than i'm used to and after experiencing it I now want to install a randomizer for Dark Souls 1 lol. Also was inspired enough by the network test to play sorcery builds in DS1 and Elden Ring over the last few months since i've never actually done that. It brought me back to replaying the series. Been trying to get a few friends together to play Seamless

    Really excited to play the full game with some friends now 

    Last edited: Monday at 2:50 PM

    Optional Objectives
    Member

    Oct 27, 2017

    3,516

    It looks fun - I really liked the details in the recent preview video - and I love multiplayer in From's games. But I also look around and think that I won't have much of a squad to play it with. I was barely able to connect with what used to be a really active group for Monster Hunter. If we couldn't get it together for that, I doubt we will for Nightreign. And without a crew to play it with, I might as well play one of From's single-player games, instead. I still have a few, including Elden Ring, left unfinished.
     

    ghibli99
    Member

    Oct 27, 2017

    20,459

    I was, but after that last video I'm in. Hopefully I'm making the right choice. LOL
     

    KingFrost92
    Member

    Oct 26, 2017

    1,124

    Oregon

    I've got friends who I played the Elden Ring co-op mod with and loved it. But even with that experience, I'm waiting on reviews and player feedback for this one. It could be great, but I'm not curious enough to pre-order or anything like that. I'd love to hear that it's actually amazing and dive in with some friends though.
     
    #anyone #else #thinking #skipping #elden
    Anyone else thinking of skipping Elden Ring Nightreign?
    XrossExam Member Nov 1, 2017 2,171 I'm a big FromSoftware fan, I pretty much buy any new release from them. I've been keeping my eye on Nightreign since its announcementbut I'm finding it hard to justify getting it. I'm still on the fence but I'm leaning towards skipping it entirely. There are many factors for me as to why I think I'll be skipping it, one major reason is that I was able to secure a Switch 2 pre-order and given that the Switch 2 comes out a mere 6 days after Nightreign's release I find that if I bought Nightreign, that I would play it until the Switch 2 comes out and then completely forget about it. Another reason for me is that I feel like the game will get boring and doing runs will just become repetitive after a while. I do think it's hard to know for sure but something about the multiplayer focused aspect of it is a turn off for me compared to a traditional FromSoft game. The other aspect of this related to my previous point is the fact that FromSoftware are also currently developing The Duskbloods, which seems to be the true/fleshed out vision of Nightreign but in a different world. I'd almost rather just wait for The Duskbloodsthan sinking time into Nightreign which I feel like may be dropped by most players after a few months. I'm not trying to be negative about the game's release as it doesn't look like a bad game by any stretch, it looks quite good for what it is. I was just curious what others thought and if others are feeling the same way or are instead super hyped about the game? I would love to hear what people think, especially diehard FromSoftware fans.  carlsojo Shinra Employee Member Oct 28, 2017 37,429 San Francisco Honestly I am so burned out on the game I can't imagine going back again.   PlanetSmasher The Abominable Showman Member Oct 25, 2017 132,494 The network test really didn't do anything for me and I don't really think the core structure of the game as a multiplayer-only title holds any long-term appeal. So yeah, I'm probably skipping it unless something changes markedly between now and launch.   super-famicom Avenger Oct 26, 2017 30,385 I love Elden Ring, but don't want to play a MP only game mode. Yes, I know I can just go in solo, but how far is that gonna get me? Plus, the game is designed around MP anyways.   Bigmac Member Oct 27, 2017 521 I am for sure. The multiplayer aspect just isn't really my thing, I'll wait patiently for their next single player epic.   Coyote Starrk The Fallen Oct 30, 2017 62,907 Diehard fan here. I will be there day 0 and play on dumping a LOT of time into the game if it's as fun as it seems in the trailers.  Lukar Unshakable Resolve - Prophet of Truth Member Oct 27, 2017 28,088 Really depends on how well it's received closer to launch. I'm not fully sold on it yet, and I'm disappointed I won't be able to play with just one other person.   Tagyhag Member Oct 27, 2017 15,093 Yeah, it's the same as with Duskbloods, I'm more interested in watching streamers play them than playing them myself. Will just wait for the next "Main" game.  Nameless Hero Member Oct 25, 2017 23,320 I have zero interest in a multiplayer run based Souls game so unless my friends all get this I will definitely skip it   Killyoh Member Oct 28, 2017 1,782 Paris, France I'm waiting for the reviews. I enjoyed the beta but I'm not sure I would play more than five hours.   Zeal543 Next Level Seer Member May 15, 2020 7,155 I'm burned out on the souls formula with ER/SotE so on top of this being pvpve iit's an easy skip for me  Gavalanche Prophet of Regret Member Oct 21, 2021 25,713 Yeah for sure. Elden Ring is great, I got enough of it without playing a weird rogue-like multiplayer mode.   SnipeyMcGee Member Jul 1, 2020 321 Zero interest in it, I'm not a fan of their current direction.   J_ToSaveTheDay "This guy are sick" and Corrupted by Vengeance Avenger Oct 25, 2017 22,494 USA I'm planning to skip it, but there's one friend who could put in a good word about it that I'd end up picking the game up to play coop with. That friend is the only person that's going to convince me to play it, though.  Bulgowski Member Apr 8, 2022 665 I'm in for Duskbloods but skipping this one.   Barrel Cannon It's Pronounced "Aerith" The Fallen Oct 25, 2017 11,096 I won't at launch but if m23 gets it I will   skeezx Member Oct 27, 2017 23,674 looks fun but not really my thing if it still has a playerbase in a few years and it's on sale, maybe  Noisepurge Corrupted by Vengeance Member Oct 25, 2017 9,740 Skipping indeed. It seems antithetical toElden Ring. Where you get to wonder the world, make your character and go on adventures. Here you choose a premade hero class, and gotta HAUL ASS all the time because there isn't any time to take in the scenery! 😂  teed Member Aug 25, 2023 1,039 I thought I'd give it a go when it was announced but a month or so later, I thought nah no point. I'd be playing solo so there are much more suitable games I haven't got around to yet. I not interested in Duskbloods either and didn't like AC6 very much, so I don't really think of it as skipping, as, even though they're probably my favourite dev, I've lost the expectation that I will be into everything they put out.  RoboPlato Member Oct 25, 2017 8,322 I wanted to play it but no crossplay kind of kills it for me. Most people I'd play with are on Xbox or PC while PS5 is my main console. No two-player option, only 1 or 3, is frustrating too. I think the game looks pretty cool but those are huge missteps.  Citizen Rizer Member Oct 27, 2017 292 Skipping both Nightreign and Duskbloods. Multiplayer-focused From is hopefully just a phase.   Musubi Unshakable Resolve - Prophet of Truth Member Oct 25, 2017 27,419 Too much else coming out this year for me to spend time on a mid-ass multiplayer game   harinezumi Member Oct 27, 2017 20,485 Buenos Aires, Argentina I'd totally buy it if my friends bought it too, but since it looks like they won't I probably won't either. Zero interest in playing with randoms.   modernkicks Member Apr 7, 2020 393 I'm glad I got to play the network test because it confirmed it's probably not going to be my thing even though I did have a little bit of fun in it. It just seemed like it would get old pretty fast to me but obviously the full game could be a different story. Going to wait and see what some of my friends who are getting it day 1 think and then I might join in but as of now I'm going to hold off.   Cruxist Avenger Oct 27, 2017 4,735 Nope. I love the combat and the speed from the beta was super fun. I also love the idea of crafting a build on the fly. Can't wait!  Dyno AVALANCHE The Fallen Oct 25, 2017 16,729 Easy pass on this and Duskbloods. Tbh I'm kinda growing tired of the formula in general for their games so ER may have been the end of the line for me in general   BigHatSean Member Apr 21, 2025 12 Nope because it was cheap enough, ended up getting it for about £22? I like ER even if the boss fights are the worst thing about it, but the 40ish minute length makes for a nice session on an exercise bike or something while playing.   Sire Red Member Feb 11, 2025 123 France Liked the beta when it worked well, but given how packed the week after will be + the nature of the game, I'm good with not playing more of it.   Nimby Member Oct 27, 2017 4,429 Zeal543 said: I'm burned out on the souls formula with ER/SotE so on top of this being pvpve iit's an easy skip for meClick to expand... Click to shrink... Nightreign is just PvE isn't it? I'm still on the fence and all my time is dedicated to playing The Hundred Line right now. If my friends are interested I might try it. Regardless, I'm okay waiting for the next main Souls game.  Retrosmith Member Mar 2, 2020 1,019 If the main bosses are manageable to beat solo, for sure I will buy it. If they are just damage sponges, nah. Not going to rely on strangers online for a chance to have fun.  DontHateTheBacon Unshakable Resolve Member Oct 27, 2017 14,409 I don't really play co-op games often so yeah, I'll just wait for the next single player joint from them.   makman3x Member Apr 18, 2025 280 I have no friends so I'll probably pass unless reviews indicate the solo experience is fine.   DNAbro Member Oct 25, 2017 29,980 My friends are all going getting it, so not skipping.   CupOfDoom Member Dec 17, 2017 5,134 No two player, no buy.   Crankafoo Member Dec 3, 2018 162 Canada I almost never play multiplayer solo and don't have anyone in my group getting it, so big skip for me. Next singleplayer game they do I'm day 1, though.   Gots Member Feb 20, 2019 1,882 Canada I'll skip this for now, will probably grab Duskbloods though.   Slick Butter Member Oct 25, 2017 3,655 It looks fun as hell and it seems like an interesting smaller arcade-y title for people who just want more reason to play a FROM souls with friends. Also will be cool to experience what kind of experiments they are doing to shake up their combat for their Souls games further. Hopefully wherever they take Souls next will take a lot of what they learn from making this and The Duskbloods to make the combat more interesting and online functionality better. Zeal543 said: I'm burned out on the souls formula with ER/SotE so on top of this being pvpve iit's an easy skip for meClick to expand... Click to shrink... This literally is breaking the Souls formula and doing something different with its core gameplay. Also, it's only PvE.  StarPhlox Member Oct 25, 2017 5,512 Wisconsin I was so excited at the reveal and I am definitely still very much open to it but lack of cross play and not having friends on PS5 that are big Souls peoplemakes it a tough proposition.   closer Member Oct 25, 2017 5,519 Im pretty excited to play it   Drachen Member May 3, 2021 8,471 Yeah, I personally am skipping it. The thing with From Soft's Souls games is that the total package is what draws me in. The roleplaying, the combat and bosses, the exploration, the lore and worldbuilding, the characters and quests, and so on. Plucking out just the combat and building an entire roguelike game around that doesn't really do anything for me when the rest of the formula is missing.   Naha- Member Feb 6, 2019 1,515 After Shadow of the Erdtree, I'm pretty much done with anything Elden Ring related. Duskbloods will also be a skip if it's main feature is being a MP game too. Maybe I should finally get Sekiro instead.  Rainer516 Member Oct 29, 2017 1,478 Really looking forward to playing it.   MangoUltz "This guy are sick" Member Mar 24, 2019 4,074 Ya I'm skipping it. Loved Elden Ring but I'm not into the multiplayer/online aspect of this. I'll have a good time watching some streams of it though   Deranged Hermit Member Oct 25, 2017 5,426 I'll probably try it but it's not really in my lane and that's okay. Let From do what they want, they've earned it.   hog Member Mar 9, 2021 1,127 Not sure how much I'll like it but I love Elden Ring too much to skip out on any new Elden Ring stuff. Plus this kind of thing is best to get in on while it's fresh.   SirKai Member Dec 28, 2017 10,118 Washington Nah, I'm still pretty excited for it, especially since it's budget-priced.   blainethemono Member Oct 27, 2017 650 Since the release of Demons Souls i've enjoyed every game From Software has released but Im very closed off with experimenting with different weapons and builds on a single character. I generally just stick with 1 or 2 weapons my first time through one of these games and never really experienced other playstyles other than the ones I fell into as a result of whatever choices I made in the early game. I always enjoyed seeing other people's builds and all the stuff you could do that I never interacted with, especially in Elden Ring Then I played the Nightreign test and it kind of opened my eyes to the type of experimentation i've never done before. You get dropped on the map with your squad, there's random loot everywhere and you have to throw something together. One of the people in the squad keeps running off by themselves and you feel like you can't sit there thinking about it for an hour, you just have to make a choice and keep going. There are comparatively fewer choices to be made but it's still fun messing around with unfamiliar weapon types That's a different mode of playing these games than i'm used to and after experiencing it I now want to install a randomizer for Dark Souls 1 lol. Also was inspired enough by the network test to play sorcery builds in DS1 and Elden Ring over the last few months since i've never actually done that. It brought me back to replaying the series. Been trying to get a few friends together to play Seamless Really excited to play the full game with some friends now  Last edited: Monday at 2:50 PM Optional Objectives Member Oct 27, 2017 3,516 It looks fun - I really liked the details in the recent preview video - and I love multiplayer in From's games. But I also look around and think that I won't have much of a squad to play it with. I was barely able to connect with what used to be a really active group for Monster Hunter. If we couldn't get it together for that, I doubt we will for Nightreign. And without a crew to play it with, I might as well play one of From's single-player games, instead. I still have a few, including Elden Ring, left unfinished.   ghibli99 Member Oct 27, 2017 20,459 I was, but after that last video I'm in. Hopefully I'm making the right choice. LOL   KingFrost92 Member Oct 26, 2017 1,124 Oregon I've got friends who I played the Elden Ring co-op mod with and loved it. But even with that experience, I'm waiting on reviews and player feedback for this one. It could be great, but I'm not curious enough to pre-order or anything like that. I'd love to hear that it's actually amazing and dive in with some friends though.   #anyone #else #thinking #skipping #elden
    WWW.RESETERA.COM
    Anyone else thinking of skipping Elden Ring Nightreign?
    XrossExam Member Nov 1, 2017 2,171 I'm a big FromSoftware fan, I pretty much buy any new release from them. I've been keeping my eye on Nightreign since its announcement (didn't get into the beta to try it though) but I'm finding it hard to justify getting it. I'm still on the fence but I'm leaning towards skipping it entirely. There are many factors for me as to why I think I'll be skipping it, one major reason is that I was able to secure a Switch 2 pre-order and given that the Switch 2 comes out a mere 6 days after Nightreign's release I find that if I bought Nightreign, that I would play it until the Switch 2 comes out and then completely forget about it. Another reason for me is that I feel like the game will get boring and doing runs will just become repetitive after a while. I do think it's hard to know for sure but something about the multiplayer focused aspect of it is a turn off for me compared to a traditional FromSoft game. The other aspect of this related to my previous point is the fact that FromSoftware are also currently developing The Duskbloods, which seems to be the true/fleshed out vision of Nightreign but in a different world. I'd almost rather just wait for The Duskbloods (which is being directed by the GOAT (Hidetaka Miyazaki) than sinking time into Nightreign which I feel like may be dropped by most players after a few months. I'm not trying to be negative about the game's release as it doesn't look like a bad game by any stretch, it looks quite good for what it is. I was just curious what others thought and if others are feeling the same way or are instead super hyped about the game? I would love to hear what people think, especially diehard FromSoftware fans.  carlsojo Shinra Employee Member Oct 28, 2017 37,429 San Francisco Honestly I am so burned out on the game I can't imagine going back again.   PlanetSmasher The Abominable Showman Member Oct 25, 2017 132,494 The network test really didn't do anything for me and I don't really think the core structure of the game as a multiplayer-only title holds any long-term appeal. So yeah, I'm probably skipping it unless something changes markedly between now and launch.   super-famicom Avenger Oct 26, 2017 30,385 I love Elden Ring, but don't want to play a MP only game mode. Yes, I know I can just go in solo, but how far is that gonna get me? Plus, the game is designed around MP anyways.   Bigmac Member Oct 27, 2017 521 I am for sure. The multiplayer aspect just isn't really my thing, I'll wait patiently for their next single player epic.   Coyote Starrk The Fallen Oct 30, 2017 62,907 Diehard fan here. I will be there day 0 and play on dumping a LOT of time into the game if it's as fun as it seems in the trailers.  Lukar Unshakable Resolve - Prophet of Truth Member Oct 27, 2017 28,088 Really depends on how well it's received closer to launch. I'm not fully sold on it yet, and I'm disappointed I won't be able to play with just one other person.   Tagyhag Member Oct 27, 2017 15,093 Yeah, it's the same as with Duskbloods, I'm more interested in watching streamers play them than playing them myself. Will just wait for the next "Main" game.  Nameless Hero Member Oct 25, 2017 23,320 I have zero interest in a multiplayer run based Souls game so unless my friends all get this I will definitely skip it   Killyoh Member Oct 28, 2017 1,782 Paris, France I'm waiting for the reviews. I enjoyed the beta but I'm not sure I would play more than five hours.   Zeal543 Next Level Seer Member May 15, 2020 7,155 I'm burned out on the souls formula with ER/SotE so on top of this being pvpve iit's an easy skip for me (same with duskbloods)   Gavalanche Prophet of Regret Member Oct 21, 2021 25,713 Yeah for sure. Elden Ring is great, I got enough of it without playing a weird rogue-like multiplayer mode.   SnipeyMcGee Member Jul 1, 2020 321 Zero interest in it, I'm not a fan of their current direction.   J_ToSaveTheDay "This guy are sick" and Corrupted by Vengeance Avenger Oct 25, 2017 22,494 USA I'm planning to skip it, but there's one friend who could put in a good word about it that I'd end up picking the game up to play coop with. That friend is the only person that's going to convince me to play it, though.  Bulgowski Member Apr 8, 2022 665 I'm in for Duskbloods but skipping this one.   Barrel Cannon It's Pronounced "Aerith" The Fallen Oct 25, 2017 11,096 I won't at launch but if m23 gets it I will   skeezx Member Oct 27, 2017 23,674 looks fun but not really my thing if it still has a playerbase in a few years and it's on sale, maybe  Noisepurge Corrupted by Vengeance Member Oct 25, 2017 9,740 Skipping indeed. It seems antithetical to (at least my) Elden Ring. Where you get to wonder the world, make your character and go on adventures. Here you choose a premade hero class, and gotta HAUL ASS all the time because there isn't any time to take in the scenery! 😂  teed Member Aug 25, 2023 1,039 I thought I'd give it a go when it was announced but a month or so later, I thought nah no point. I'd be playing solo so there are much more suitable games I haven't got around to yet (like Nioh 2). I not interested in Duskbloods either and didn't like AC6 very much, so I don't really think of it as skipping, as, even though they're probably my favourite dev, I've lost the expectation that I will be into everything they put out.  RoboPlato Member Oct 25, 2017 8,322 I wanted to play it but no crossplay kind of kills it for me. Most people I'd play with are on Xbox or PC while PS5 is my main console. No two-player option, only 1 or 3, is frustrating too. I think the game looks pretty cool but those are huge missteps.  Citizen Rizer Member Oct 27, 2017 292 Skipping both Nightreign and Duskbloods. Multiplayer-focused From is hopefully just a phase.   Musubi Unshakable Resolve - Prophet of Truth Member Oct 25, 2017 27,419 Too much else coming out this year for me to spend time on a mid-ass multiplayer game   harinezumi Member Oct 27, 2017 20,485 Buenos Aires, Argentina I'd totally buy it if my friends bought it too, but since it looks like they won't I probably won't either. Zero interest in playing with randoms.   modernkicks Member Apr 7, 2020 393 I'm glad I got to play the network test because it confirmed it's probably not going to be my thing even though I did have a little bit of fun in it. It just seemed like it would get old pretty fast to me but obviously the full game could be a different story. Going to wait and see what some of my friends who are getting it day 1 think and then I might join in but as of now I'm going to hold off.   Cruxist Avenger Oct 27, 2017 4,735 Nope. I love the combat and the speed from the beta was super fun. I also love the idea of crafting a build on the fly. Can't wait!  Dyno AVALANCHE The Fallen Oct 25, 2017 16,729 Easy pass on this and Duskbloods. Tbh I'm kinda growing tired of the formula in general for their games so ER may have been the end of the line for me in general   BigHatSean Member Apr 21, 2025 12 Nope because it was cheap enough, ended up getting it for about £22? I like ER even if the boss fights are the worst thing about it, but the 40ish minute length makes for a nice session on an exercise bike or something while playing.   Sire Red Member Feb 11, 2025 123 France Liked the beta when it worked well, but given how packed the week after will be + the nature of the game, I'm good with not playing more of it.   Nimby Member Oct 27, 2017 4,429 Zeal543 said: I'm burned out on the souls formula with ER/SotE so on top of this being pvpve iit's an easy skip for me (same with duskbloods) Click to expand... Click to shrink... Nightreign is just PvE isn't it? I'm still on the fence and all my time is dedicated to playing The Hundred Line right now. If my friends are interested I might try it. Regardless, I'm okay waiting for the next main Souls game.  Retrosmith Member Mar 2, 2020 1,019 If the main bosses are manageable to beat solo, for sure I will buy it. If they are just damage sponges, nah. Not going to rely on strangers online for a chance to have fun.  DontHateTheBacon Unshakable Resolve Member Oct 27, 2017 14,409 I don't really play co-op games often so yeah, I'll just wait for the next single player joint from them.   makman3x Member Apr 18, 2025 280 I have no friends so I'll probably pass unless reviews indicate the solo experience is fine.   DNAbro Member Oct 25, 2017 29,980 My friends are all going getting it, so not skipping.   CupOfDoom Member Dec 17, 2017 5,134 No two player, no buy.   Crankafoo Member Dec 3, 2018 162 Canada I almost never play multiplayer solo and don't have anyone in my group getting it, so big skip for me. Next singleplayer game they do I'm day 1, though.   Gots Member Feb 20, 2019 1,882 Canada I'll skip this for now, will probably grab Duskbloods though.   Slick Butter Member Oct 25, 2017 3,655 It looks fun as hell and it seems like an interesting smaller arcade-y title for people who just want more reason to play a FROM souls with friends. Also will be cool to experience what kind of experiments they are doing to shake up their combat for their Souls games further. Hopefully wherever they take Souls next will take a lot of what they learn from making this and The Duskbloods to make the combat more interesting and online functionality better. Zeal543 said: I'm burned out on the souls formula with ER/SotE so on top of this being pvpve iit's an easy skip for me (same with duskbloods) Click to expand... Click to shrink... This literally is breaking the Souls formula and doing something different with its core gameplay (though I understand it also is using mostly existing Elden Ring assets). Also, it's only PvE.  StarPhlox Member Oct 25, 2017 5,512 Wisconsin I was so excited at the reveal and I am definitely still very much open to it but lack of cross play and not having friends on PS5 that are big Souls people (they all play on PC) makes it a tough proposition.   closer Member Oct 25, 2017 5,519 Im pretty excited to play it   Drachen Member May 3, 2021 8,471 Yeah, I personally am skipping it. The thing with From Soft's Souls games is that the total package is what draws me in. The roleplaying, the combat and bosses, the exploration, the lore and worldbuilding, the characters and quests, and so on. Plucking out just the combat and building an entire roguelike game around that doesn't really do anything for me when the rest of the formula is missing.   Naha- Member Feb 6, 2019 1,515 After Shadow of the Erdtree, I'm pretty much done with anything Elden Ring related. Duskbloods will also be a skip if it's main feature is being a MP game too. Maybe I should finally get Sekiro instead.  Rainer516 Member Oct 29, 2017 1,478 Really looking forward to playing it.   MangoUltz "This guy are sick" Member Mar 24, 2019 4,074 Ya I'm skipping it. Loved Elden Ring but I'm not into the multiplayer/online aspect of this. I'll have a good time watching some streams of it though   Deranged Hermit Member Oct 25, 2017 5,426 I'll probably try it but it's not really in my lane and that's okay. Let From do what they want, they've earned it.   hog Member Mar 9, 2021 1,127 Not sure how much I'll like it but I love Elden Ring too much to skip out on any new Elden Ring stuff. Plus this kind of thing is best to get in on while it's fresh.   SirKai Member Dec 28, 2017 10,118 Washington Nah, I'm still pretty excited for it, especially since it's budget-priced.   blainethemono Member Oct 27, 2017 650 Since the release of Demons Souls i've enjoyed every game From Software has released but Im very closed off with experimenting with different weapons and builds on a single character. I generally just stick with 1 or 2 weapons my first time through one of these games and never really experienced other playstyles other than the ones I fell into as a result of whatever choices I made in the early game. I always enjoyed seeing other people's builds and all the stuff you could do that I never interacted with, especially in Elden Ring Then I played the Nightreign test and it kind of opened my eyes to the type of experimentation i've never done before. You get dropped on the map with your squad, there's random loot everywhere and you have to throw something together. One of the people in the squad keeps running off by themselves and you feel like you can't sit there thinking about it for an hour, you just have to make a choice and keep going. There are comparatively fewer choices to be made but it's still fun messing around with unfamiliar weapon types That's a different mode of playing these games than i'm used to and after experiencing it I now want to install a randomizer for Dark Souls 1 lol. Also was inspired enough by the network test to play sorcery builds in DS1 and Elden Ring over the last few months since i've never actually done that. It brought me back to replaying the series. Been trying to get a few friends together to play Seamless Really excited to play the full game with some friends now  Last edited: Monday at 2:50 PM Optional Objectives Member Oct 27, 2017 3,516 It looks fun - I really liked the details in the recent preview video - and I love multiplayer in From's games. But I also look around and think that I won't have much of a squad to play it with. I was barely able to connect with what used to be a really active group for Monster Hunter. If we couldn't get it together for that, I doubt we will for Nightreign. And without a crew to play it with, I might as well play one of From's single-player games, instead. I still have a few, including Elden Ring, left unfinished.   ghibli99 Member Oct 27, 2017 20,459 I was, but after that last video I'm in. Hopefully I'm making the right choice. LOL   KingFrost92 Member Oct 26, 2017 1,124 Oregon I've got friends who I played the Elden Ring co-op mod with and loved it. But even with that experience, I'm waiting on reviews and player feedback for this one. It could be great, but I'm not curious enough to pre-order or anything like that. I'd love to hear that it's actually amazing and dive in with some friends though.  
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