Checked the game during free time on Steam and purchased it after.
First of all I would like to say that I enjoy the game so far and I love its art style and story, it looks and feels really unique.
I understand that the game is fresh and will have more updates in future, and may change multiple times. What I want to say here are more like my observations and wishes.
I decided to put it all in 1 post just to not create a mess on the forum.
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Controls - I don’t have a gamepad and don’t know how controls are working there but the game lacks features where WASD and mouse have separate controls.
Basically like in any 3rd person rpg where the character can move forward, backward and sideways while the mouse controls the direction where he looks.
Currently to move I can use either WASD and direction will be locked to where I move or push button to follow the mouse which is more comfortable but not precise enough.
It would be great if such an option appeared as an alternative setting. -
Parry attack - I’m a casual player and prefer easy mode where I don’t need to struggle much and most of the time can relax, but the option to parry attacks feels way too punishing.
I don’t know if it’s a keyboard/mouse lag (don’t have this in other games) or the parry window is just 1 millisecond, but in 8 out of 10 attacks I will miss to parry the attack.
Maybe it can be revised? -
House item placement - love housing system but can we just have a move/rotate gizmo (rotation with smoother step) to place items by mouse unbound to character?
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Storage - two medium chests together can carry 60 slots while big chest have only 40 while taking as much space as two mediums. Maybe a big chest should be 70-80 slots?
Also would be great if chests had additional filtering options, like item type or rarity to place similar items together. For example, a chest full of various armor looks randomly organized. -
Runes - currently there are over 100 runes, and if players want to collect them all, it would take a lot of chests which results in cluttering house space. There is no point in making a mess in the house isn’t it?

It would be great if there was a rune library or a single storage unit that can be placed in house and could accommodate all the runes filtering them into sections by categories, showing which ones are missing from the collection (greyed out icons) and how many of each are available.
Also it would be amazing if by hovering on the rune there was an animation showing what it does. Understanding how runes will perform only by description and icon is impossible. -
Icons - when during gameplay I try to hover mouse on an icon, it doesn’t show the description of what it is and what it does. I think a small window describing the icon could help new players to understand what they see. What are applied buffs and runes?
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Consumables - there are 4 categories of consumables, health, self buffs, weapon buffs and throwables.
It would be nice to have a hot key for each of the categories. For example, F - heal, R - self buff, T - weapon buff, G - throwable. I think this can be adapted to gamepad as well.
And also would be great if by holding 1 of each key it would show all available items for the selected category as a grid or a wheel instead of a carousel. -
Enchanting and rerolling - enchanting any item is like a jump into a void. I know it’s rng but when rerolling there should be at least a list of enchantments that may be used for reroll.
Also would be nice to see min-max values of enchantments when they are already applied to the item so players can understand if they should keep/extract it or not. Maybe just grey numbers at the end of enchantment description?
Going back and forth to yt tutorials or spreadsheets to compare values is not a great way to play the game. -
Voice acting - all or almost all of the npcs are voice acted and I love that. Why not the main character though?
Since the story is linear, I think it would be nice if the main character could talk back during story questline, cinematics or casually interact with npcs during gameplay. Doable? -
Rune attack interruption - enemies can interrupt rune attacks at the very beginning when even animation haven’t started yet, and it will drain full focus cost of the rune attack.
I think it should be reworked in such way that if rune attack haven’t completed over 50% and got interrupted, then it will cost only 50% of rune attack focus cost.
For example, attack lasts 1 second, if it gets interrupted at 0.4 second before properly executing and dealing damage then it will cost only 50% of focus cost.
This is just my personal opinion and anyone is welcome to disagree.