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Recommended
0.0 hrs last two weeks / 23.8 hrs on record (8.1 hrs at review time)
Posted: 16 Dec, 2025 @ 1:44pm
Updated: 18 Dec, 2025 @ 7:11am

Early Access Review
I played the demo for over 20 hours—which is something I almost never do. That alone should speak to how much potential this game has. The core formula is excellent.

The full release is an improvement, particularly in terms of content, which was sorely lacking in the demo. That said, there are still significant issues that risk undermining long-term retention. This game is a gem, but if key systemic problems aren’t addressed, player drop-off could create a negative domino effect.

I’m a systems game designer who has both played and worked on games in this space extensively, so the feedback below is meant to be constructive and actionable.

1) Game Balance & Progression

At the moment, balance issues cause the gameplay loop to become stale far sooner than it should.

I was able to fully kit myself in legendaries within ~3 hours. Legendary items should not drop on the first difficulty tier, as they trivialize early challenge and flatten progression.

Legendaries should unlock on later difficulties.

Mythics should be true chase items: extremely rare, endgame-focused, and tied to both high difficulty and crafting investment.

Loot scaling needs work.
Loot drops should scale more aggressively with alarm level and endless mode to encourage long runs. Currently, there’s little incentive to push deeper.

“God runs” lack impact.
Compared to Hades (an obvious inspiration), god runs here don’t feel nearly as meaningful.

The game should be harder by default.

Legendary/Mythic perks should be significantly more powerful and build-defining and have higher odds of appearing if you don't have any active.
Combined with better rarity distribution, this would greatly improve overall balance and satisfaction.

Unlock pacing is too fast.
Recipes and medallions unlock too quickly and don’t feel impactful enough to justify their existence. Progression feels front-loaded rather than earned.

Give players agency over unlockables.
Unlockables like Megabonk should be toggleable, allowing players to target specific builds. If difficulty increases, this agency lets players offset it intelligently rather than through raw power creep.

Extraction is too forgiving.
Consider the following:

Fewer extraction slots

Smuggler appearing less often

Removing extraction slots from inventory entirely
Risk should be meaningfully tied to reward.

Oh, and add currency exchange via NPC interaction and endless currency sinks that grant really minor bonuses to stats (like 0.1%).

Overall, the systems themselves are strong and well-integrated—the issue isn’t design quality, but tuning. Right now, the parameters undermine the loop.

2) Multiplayer Experience

This game is clearly designed with co-op in mind. I won’t touch on technical issues since I’m sure you’re already aware of them.

Add matchmaking to the main menu.
An instant, easy queue option is a UX no-brainer. This game will live or die by its community, and right now player friction is far too high.

Solo vs co-op balance (future-facing).
Ideally, solo play should be harder, and co-op—especially with randoms—should be encouraged. However, this should wait until multiplayer stability improves.

3) Content Variety & Systemic Depth

The demo lacked content, and while the full release improves on this, the issue still remains.

I understand resource limitations, but content volume isn’t the real problem—systemic depth is. Hades has relatively limited content as well, yet its systems support ~100 hours before true endgame. In Raiders, players can reach that point in ~5 hours.

This again comes back to progression pacing, difficulty scaling, and meaningful build variance.

4) Enemy Scaling & Counterplay

Currently, enemy difficulty appears to scale largely through numbers rather than behavior, which contributes significantly to the feeling of repetition.

Most enemy AI operates in very similar ways via telegraph spamming resulting in combat that doesn’t meaningfully test different player skills or builds over time.

Look at Hades and analyze their AI design in depth. Introducing more distinct enemy archetypes that function in a rock–paper–scissors relationship with player perks, classes, and loot would greatly improve systemic depth.

Certain enemies should explicitly pressure positioning, others resource management, burst damage, sustain, or crowd control, forcing players to adapt their builds and moment-to-moment decisions rather than relying on universally strong setups. Its very binary at the moment with little skill and agency impact, either you dominate or get stomped on.

Difficulty would then emerge from counterplay and adaptation, not just inflated stats, making late-game encounters feel more engaging and earned.

Final Thoughts

This game has tremendous potential. The foundation is solid, the systems are smart, and the experience is already fun—but the tuning is holding it back from greatness.

I genuinely hope the team recognizes what they have here and pushes it to its full potential. Despite the issues, if you’re looking for a fun looter experience, I still recommend it—with the hope that future updates fully realize what this game can become.
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