Feedback after ~170 hours – Thoughts, Criticism & Suggestions
Introduction
I waited a long time before allowing myself to form an opinion about this game.
After approximately170 hours of playtime, I now want to share my thoughts, criticism, and suggestions .
First of all, I want to emphasize that I am absolutely amazed by this game.
In many ways, it is exactly the RPG I have always wanted:
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Top-down perspective with vertically explorable environments
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A huge amount of attention to detail
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There is always something to discover everywhere
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Precise controls
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Challenging and demanding combat
Overall, this game is a truegem, but one that still needs some refinement.
And that is exactly what I want to focus on belo w.
Gamep lay
Gen eral
Overall, I have very little to complain about regarding gameplay.
Quality of Life
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Item consumption (quick bar):
It would be a big highlight for me if pressingA (Xbox controller)while selecting an item in the quick bar would instantly consume it.
Additionally, it would be great if all items selected with the A button could be consumed consecutively, meaning the selection is temporarily remem bered. -
Resource farming:
When gathering resources, it would feel better if items dropped in stacks.
It makes a noticeable difference whether you have to crouch once or multiple times.
Movement & Controls
Sprint vs. Climbing (old behavior)
I understand why the game currently automatically transitions into climbing when running toward ledges, ladders, bushes, etc.
But:
I would explicitly like to have theold behavi or back.
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Previously:
→ When sprinting toward a ledge, the character would jump -
Currently:
→ The character gets “stuck” and starts climbing a utomatically
My request:
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While sprinting, the character should be able tojump over edges (as it used to be)
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Or ideally, this should be anoptional setting in the options menu
Edge Safety (le dge protection)
An edge safety mechanic would be beneficial in my opinion – but only under specific conditions:
Important:
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Edge safety should only apply whenwalking, not sprinting
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This ensures the mechanic does not interfere with gameplay
Additionally:
- Only avery short activation window, so it does not feel overly sa fe or restrictive
Personal context:
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After many hours, I hardly need it anymore
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But in the first ~100 hours, I would have strongly wished for such a mechanic
Weapon Balance
I have tried almost all weapon types during my playtime
(bows, fists, swords, two-handers, etc. – I intentionally have not tested magic ye t).
Bow (main issue)
The bow stood out negatively in comparison.
Important point:
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Enemies do close distance relatively quickly
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And that is actually a good thing – it contributes to the gameplay feel
Therefore:
- The bow should not be so far behind other we apons in terms ofDPS
Current issues:
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Significantly lower damage (DPS) compared to other weapons
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Only barely viable as a pure glass cannon
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TheLacquered Bowcurrently feels like the only real option
Conclusion:
- Bows need eithermore damage or better scalingto be competitive
Enemies – Echo Knight
I am not sure how much discussion already exists about this, but for me this enemy is currently a major source of frustration.
I have made many attempts and understand most of its attack patterns well, but there are still issu es:
Dash Attack (Phase 1)
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Mostly easy to dodge
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However, it occasionally still hits even when it feels like you dodged correctly
→ feels inconsistent
Triple Teleport AoE Attack (Phase 2)
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Three consecutive area attacks with teleportation to the player
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Extremely difficult to consistently avoid
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If you get hit once:
→ it becomes practically impossible to avoid the following hits
→ which usually results in death shortly after
Additional frustration factor
- After defeating it once in the forge, you regularly encounte r it again in thePe stilence
HUD, U I & Menus
Inventory & overview
- Item descriptions often overlap with selected items in chests
→ makes it harder to keep track
Suggestion:
- Dynamically switch the side wh ere descriptions appear
Runes
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Runes cannot be viewed in sufficient detail in the inventory
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Missing:
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focus costs
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descriptions
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More transparency would also be helpful when interacting with NPCs like Eleanor.
Weight & equipment
- It is currently not clear which weapons are actively equipped
Requests:
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Highlight equipped weapons/shields
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Improve clarity for managing carry weight
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Ideally: allow switching equipped weapon slots directly in the inventory
Material overview
- It would be very helpful to see in trading or inventory menus:
→ how many materials are stored in the house storage
Since refineries already use this information, it should be technically feasible.
Crafting & confirmations (very important for me)
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Currently, there are too many confirmation prompts
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This leads to a kind of “auto-confirm behavior” where you just click through everything
Problem:
- This results in unintentionally losing items
Example:
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Removing gems:
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no loss in normal items
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item destruction in magical/cursed/unique items
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yet the similar confirmation prompt appears in both cases
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Consequence:
- You automatically confirm and lose items you actually intended to keep
Suggestion:
- Only request confirmation when so mething is actual lybeing destroyed
Fast Travel
Problem:
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Frequent exiting of fast travel menus to:
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check the map
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check the Pestilence timer
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Requests:
- Integrate the map directly into fast travel
Problem:
- A lot of switching between fast travel tabs
Request:
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Preselect either:
- current location OR last destina tion
→ for better orientation
- current location OR last destina tion
HUD
Requests:
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Stamina bar in the top left
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Multiple status bars stacked for multiple effects
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Stun/posture bar shoulddeplete grad ually instead of disappearing instantly
Housing
The system has improved significantly with the latest update, but still has some issues.
Object placement
- Still feels a little bit clunky
Request:
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Direct placement control over the object
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Character follows placement instea d of controlling it indirectly
Crafting
Problem:
- Animations interrupt gameplay flow
Request:
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Ability to stay in menu
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Animation plays in the background
Problem:
- Results are not immediately visible
Idea:
- Add an output slot like refineries
→ items can be inspecte d and collected there
Production systems
I personally do not mind timers in games that much.
BUT:
- I understand why timers are controversial
Alternative ideas:
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Remove timers entirely
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Only better refineries can process better materials
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Refineries can be crafted using base/raw materials
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Or automatic material replacement syste ms (e.g. via Lumber Stack)
Space problems
- Houses are quite small (which is fine in principle)
BUT:
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Combination of:
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refineries
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chests
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furniture
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→ leads to needing multiple houses
Additionally:
- Two small chests (20 slots each) take less space than one large chest (40 slots)
→ feels inc onsistent and unintuitive
Furniture system
- Currently very “pack-rat” oriented
Request:
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Limit furniture placement
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Higher quality furniture should provide more com fort
→ focus on quality over quantity
Bugs
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Inventory:
→ items are sometimes not properly highlighted / cannot be interacted with
→ switching selection resolves the issue -
Candlesticks:
→ cannot be crafted -
Bears:
→ often cannot be hit with short weapons
→ feels like a collider blocks access to the hitbox
Closing
Most of my criticism are points where I feel confident I could personally contribute to improving the game.
So if you ever need someone for the “dirty work”:
I would gladly offer my help. ![]()