EDIT for 26/01/23 : Given the radio silence on translation since the last update and the fact that the advertised english support has now been removed from the store page, I can't say I can still recommend the game. Hopefully a translation patch comes out at some point from those with the expertise, since it doesn't seem like the development team is interested in working on the english patch any longer. Puts a bit of a bad taste in the mouth, but while I can't recommend it for english audiences, the below still all holds true to my opinion. I think it's a fascinating game, and hopefully it becomes accessible in future again. Fun. EDIT for 28/07/22 : Since I last played, there's been a whole lot of updates, and the main menu is pretty much unrecognisable. It's pretty cool, but, unfortunately, the english translation has falling further into decay and does not seem to be being properly maintained, and as such I have absolutely no clue what I'm looking at here. They've estimated that the english translation would be completed in one or two months as of 22/06/22 so, keep an eye I suppose? I'd like to give some more in depth reviews now I've had more time to play and give more than just a first impression; However, my original review can be found here: https://pastebin.com/KuB2XzGz ==== So, some important facts first that you should know going into buying this game: The translation to english in this game is playable, though overall, incomplete and leaves much to be desired. Whilst the help menu is mostly translated, and most of the hero, item and dialogue texts are translated, there's still missing pieces here and there. The translation itself is also somewhat machine-like, and can be somewhat confusing to understand in places or grammatically incorrect. Despite an update recently claiming that events translation was updated, I still seem to be getting events in chinese, which makes it very hard to understand random event RNG which often gives items in exchange for gold. Mixed with some complaints I have later on, I feel like this incomplete translation makes it hard to engage with some of the mechanics in the game. Even with this caveat, I'm still enjoying the game quite a bit, and I'm quite excited to see the translation improved on and being able to play and enjoy the game fully, because this game has quite a lot to offer you; it's an odd experience in places, and has a lot of weird mechanics and systems that seem to interplay with one another, making it a rather unique experience built upon a familiar gameplay loop. To explain what you'll be doing in the game; The game is played mostly upon a tile based overworld, flipping over and exploring hidden tiles similar to you might experience from a traditional board game. You'll have a tile-based grid on the right, with various cards with different backs that indicate the type of event you will find by moving there. Each movement seems to have a chance to trigger a random event, which can be your party members interacting and talking, finding items and food, etc - in addition to the event that you flip over by moving on to that tile. Most of your events will be combat, in which it's a turn based system where your grid of 3x3 with party members will fight a random array of enemies on an opposing grid. What makes this interesting is the dynamism and various effects your party members can have interacting with the enemies, which have their own effects. I'll try and elaborate. In one run, I had a rather basic set of starting heroes - but ran across a vampire who started out at low damage and one hp. But he had an effect upon killing people ; he'd get stronger, heal himself, do more damage, and once I killed a few, an event popped up (which I could not read, but I chose an option.). From there, I read his description, which'd changed - He'd become "The Vampire", which meant he got most of what he had before, but he was at full strength, and would randomly start turning my members into vampires. My members being vampires meant they would lose health whenever they moved, but healed upon killing enemies. I also had a "Slime Girl", who couldn't heal themselves, but would gain max health whenever something else healed them. I didn't get far enough in the run to get them transformed, since that slime girl married another character, became pregnant, and when they're pregnant they take double damage - but I assume it'll eventually borne a character built from the traits of those two characters? In addition, the way you level up your characters is by feeding them a food - which will have random effects. You can also combine foods to make higher tier food, and this can result in a LOT of stacked effects and bonuses, in combination with positional traits, character combos, etc. I hope that conveys just how much there is to play off of in combat, because honestly, it's enough to be a bit overwhelming, especially when there's a language barrier. There's characters that have traits based on character deaths, there's abilities and spells, and it all leads to a lot of run and build variety. In addition, in the overworld there's also... Minigame tiles? It really does beckon back to board games in a way, in that you can move onto the tile and have to play a little physics based basketball minigame, or a fishing one where you use your tools as bait to get more food. It's all just very charming to play through, and I very much adore the strange style and vibe they've cultivated. But, complaints. With the exploration system, you expend a torch to explore each tile - I assume this is to encourage you to move through floors quickly, and plan your route efficiently, but often times I've been finding myself running low on torches through no obvious fault of my own. Torches are expensive, I can very rarely get free torches (maybe random events would help, but I can't read them!), so I keep running out and start taking damage even when I'm trying to be quick or targeting the rare camps so I can get some free torches. It makes exploration confusing and frustrating, but I can only assume I'm missing some mechanic here. Speaking of, mechanics. The game, with all its interlocking mechanics, doesn't have any in-built gameplay tutorial. It doesn't really teach you any of the interface or the core concepts, it simply gives you a help menu with some seemingly machine translated explanations, and then leaves you to it. This lead to some issues getting adjusted (initially, I couldn't figure out how to end my turn, because while the lever is a really cute and immersive idea, it really blends into the interface and isn't obvious that you should interact with it, given all the various objects on the map that aren't interactable!) and still, I don't understand a lot of things because the help menu neglects to explain various things, like what each tile type does. Or, with combining food, I initially didn't know because it's hidden in the "Composite" menu. Which, isn't necessarily a wrong translation, (combining food technically is making it a composite of multiple items) but nobody would feasibly use that word to describe that mechanic ordinarily. Such is the issue of the seemingly machine translation they've gone with. In summary, while I really love this game as a very curious combination of bits of autochess, roguelikes and board games - and ordinarily, I'd love to recommend it! It's got such charm and obvious love and creativity within it, that is so obvious to see - I struggle to recommend it at this stage unless you're willing to work with the frustration of poor localisation. I dearly hope they keep working on the english translation (and it looks like they are from the most recent update!), because it'll be so much easier to recommend with the localisation issues ironed out.
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