Terra Randoma

Terra Randoma
N/A
Metacritic
83
Steam
55.5
xDR
Our rating is calculated based on the reviews and popularity of the game.
Price
$14.99
Release date
17 December 2020
Developers
Publishers
Steam reviews score
Total
83 (92 votes)

Terra Randoma is a turn-based roguelike RPG in a procedurally generated open world. Travel a world full of curiousity and perilous dungeons. Develop your character however you want with skills, talent stones and randomized items while you discover an ancient secret.

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Terra Randoma system requirements

Minimum:

  • Requires a 64-bit processor and operating system
  • OS: Windows 7 / 8 / 8.1 / 10 x64
  • Processor: Intel Core 2 Duo 2.3 GHz
  • Memory: 4 GB RAM
  • Graphics: VRAM 1024MB
  • Storage: 500 MB available space
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sinisaz79
sinisaz79

Its very simple turn-based roguelike game, but for some reason I am really enjoying it.
Game is making you feel very wear early then slowly getting much much stronger.
All this power makes you feel very strong, but on ironman / very hard, its very very easy to make mistake and die.
Definitely recommend from me for this pricepoint.

Sherlock's ☁(Ѽ)\V/(Ѽ)☁
Sherlock's ☁(Ѽ…

Outdated review (written 2022-09 / to be updated later down the line):

Not bad for early access game! - Seems to be frequently updated as well!

The game is essentially a static main quest across a land composed of 5 villages and 3 strongholds along with procedurally (randomly) generated events.

There is good variety of distinctive random events (some of which I only experienced once) if you intent to do a single run and there is a relatively good assortment of potions - however the variety of spells felt a bit lacking versus the rest.

Something that also needs to be worked on is the ability to read books and use alchemical ingredients to make potions instead of just selling it to the proper type of merchant.

I did a ranged run and found that (which turned into a ranged + one hand with maximum level in both reached) and arrows are definitively something that need to be worked on.

Took me under 20 hours taking my time to get to the current final Boss (with 2-3 initial low level character losses and re-starts to test out and figure things out).

While at times it can be frustrating - imagine rolling 8-10 fails in a row from time to time (but the same can happen to enemies) - the experience was fun overall.

Increasing the probability of randomly encountering potion merchants and hunters would be nice!

Although you can technically abandon a quest (with a penalty) in order to exit a dungeon you did not bring enough healing potions to I felt the game would have been more enjoyable if there were other forms of healing for dungeons (like resting) - there are random events on each dungeon tile you discover so there is healing here and here but being restricted to random events once you run out of healing potions felt frustrating (in particular when getting a lot of bad dice rolls in a row).

A solution could be add potions that have a lesser longer lasting effect rather than instant healing. If no rest is available in dungeons maybe an alternative could be to have a low level health regeneration effect in the form of magic equipment would be nice. But a way to implement a rest system in dungeons could be to randomly uncover 0-2 unexplored tiles in the dungeon if you attempt to take a rest and fail a dice roll.

Since healing potions are healing instantly you could just buy all the healing potions you find before going to a dungeon and cheese all of them so one thing I really disliked was "having" to run around the map from one village to another multiple times to restock on potions and arrows - for the last fight in particular.

BTW encountering a mimic (or simply traps) from time to time when opening chests would have been a nice idea to spice things up.

Otherwise experience was fun - its like a basic random D&D game with lot of random encounter types - although I was underwhelmed by some of them.

P.S.: ~RIP original review~ you were lost to a late and tragic copy/paste failure!

AdmiralTempest
AdmiralTempest

This is a neat random/rogue-like game. It is still being developed and features are still being added.
I think this game is at a good place, and if you like the first 2 hours you'll be able to replay as much as you want with randomly generated loot, dungeons, and world maps.

Dirc
Dirc

Extremely annoying in the random encounter department. Worse than a 90's JRPG. Also very basic by any standard. Even after 20 minutes I already found the random quests tedious. This game just misses really hard for me.

automatonomega
automatonomega

Regardless of what complaints you read in the "not recommended" reviews, this dev is constantly adding new stuff and refining the game. I have 100% confidence that if you like open world roguelikes this game will eventually meet you where you're at.

Even when there's no update there are weekly blog posts with screenshots about what he's working on, but wisely with no estimate on when the updates will come. Really setting the bar for communication.

Berker
Berker

An exceptional roguelike RPG game with randomized worlds, quests, and loot. It features a unique aesthetic that immerses you in the feeling of playing a tabletop game. This is a passion project that receives regular updates and is certainly worth supporting!

Zanegreenleaf
Zanegreenleaf

I really enjoyed the game for awhile but with all the new skills and clogging your inventory for potions and food its a pain, since you added the new skills there should be more skill points per level now. So you at least know what all the junk in your inventory is actually for.

You need to be a strength character with the sheer amount of junk that clogs your inventory and makes you unable to fight from being overburdoned 90% of every dungeon which means instantly dead.

CTRLhasESCaped
CTRLhasESCaped

This game isn't "bad," I just feel it's unbalanced and has some horrible design choices. Also, I normally play RLs keyboard only. I can't seem to play this fully with the keyboard (unless there are some additional keybinds I haven't found yet.) The RNG is rough, and the weird slowing down on the certain parts of the overworld is... infuriating. Also, the reputation system is shit. I love going to a town and seeing this item is worth 1500, but "I'll sell that for 2500." God dammit! WTF?!

I would recommend it, because I want the dev to have the money and motivation to make it better, but I'm hard pressed to say buy it at full price, at least right now.

logophil
logophil

An amazing and underrated game. An RPG where everything - including the world and the quests - is procedurally generated is a great concept for fans of turn-based combat, as there will always be fresh challenges and each game will be different. And the devs have really exploited this with really diverse character customisation and map generation options at the start, and a wide range of skills to be learned, and loads of equipment and other loot to be found.

Having played the game on the hardest difficulty levels I can confirm the game is very well balanced even for veterans of the genre looking for a challenge. And there is a helpful overall summary of your progress available, that makes sure you do not start feeling lost amid the randomness and gives an overall feeling of direction.

Even better, almost two year after the Early Access launch, the devs are still adding great new features to the game. I expect to be playing this game for a long time!

gaspra
gaspra

Game is a fun throwback to very early turn based games and is great fun! Has massive amounts of content with fun combat with potions/weapons/armor/accessories!! Retro map/towns/enemy spawns give multiple battle choices. I love it so far! RANDOMA is a fitting name for all that happens as you play and level up trying not to die. I give it three thumbs up!

Penguin
Penguin

Terra Randoma is a turn-based dungeon crawler (and also a wilderness crawler) that can be played as a roguelike (with permanent death) or as an RPG (with no punishment or almost no punishment for dying), and it’s clearly a labor of love that deserves your attention if you’re into these genres.

The first thing that stands out in this game is that the whole world is procedurally generated, not just the dungeons. When starting a game you can even choose the kind of map you want (think Sid Meier’s Civilization), which adds to the replayability. The permadeath setting (called Ironman in the game) is also separate from the game’s difficulty, which is a nice touch. During the character creation process, you can mix several classes with different starting perks, leading to dozens of combinations.

As you might have noticed, the game’s graphics resemble tabletop games, and are very beautiful in my opinion. What’s not beautiful (yet, I hope) are the sound effects and soundtrack, which can be easily muted, thankfully. You can play using only the mouse (with optional keyboard commands) and the interface is very big (for better or worse), which makes Terra Randoma a great choice for playing on laptops.

The gameplay feels very strategic and tactical, constantly demanding from the player their full attention while dealing with the character’s resources, life, stamina and hunger. There’s also cooking and crafting, which usually are things I dismiss on roguelikes and RPGs, but in Terra Randoma they’re super handy and will literally save your life, especially since buying potions (already crafted) is super expensive and there are buffs you get from cooked food that you can’t buy anywhere, even if you have a lot of spare money, so it’s handy to invest some points (and time) in cooking and crafting.

I have beaten the game with permadeath and on Normal difficulty, and it was mostly a breeze (it took me about 16 hours, more or less). Now I’m playing on hard and permadeath, and suddenly Terra Randoma became a tough as hell roguelike, which is something I really appreciate. There are also difficulties that are easier than Normal, so I believe this is a game that can appeal to all kinds of players.

Overall, I’m having a great time, the developer is super active and communicative, and the gameplay feels very polished and satisfying. Yes, Terra Randoma it’s still tagged as Early Access, but it already feels like a complete game that will only get better from now on.

May the tides bring you triumph!

MudCrab
MudCrab

Not bad. Finally beat it on Iron Man (161 hours... ya... go me!)

Pretty straight forward but with just the right about of reward to keep you playing until the next town.

Some weird balance. The dungeons (2 to 4 skulls) are actually easier to clear then the 1 skull 'single map' missions as you can get ganked and trapped against the edge of the map. In the dungeons you can unlock the map at your own pace and kite.

On all previous Iron Man runs I have been killed by suddenly getting stunned or frozen during a random encounters. Dungeons and Boss Fights? Piece of cake.

No regrets.

dross1223
dross1223

Hoping the devs see this. The game is actually fantastically balanced, highly replayable, and has just the right amount of resource scarcity to never feel like you get over the hump (on normal hardcore at least). BUT, the "frozen" effect is game breaking. It is far and away the number one thing that has killed my runs. No amount of elemental resist matters; once you're frozen, you're literally a sitting duck for 4 turns (you can't even access inventory for potions). That is a game ruining mechanic when you're in a boss fight, which is what this game is based around.

I will change my review to a strong recommend once that issue is resolved.

EDIT: freeze plays as intended, so maybe I'm just underleveled. Changed my review to recommended. Every other aspect of this game is seriously fun and has a lot of potential.

kyo.shinda
kyo.shinda

I love the simplicity and randomness of this game. It has similar vibes to Chocobo Dungeon. I went into a dungeon with only one health potion and managed to tactically fight off many enemies while using the resources in there to overcome it.

HulkaMania
HulkaMania

Positives++

++Character Build: You can develop your character unconstrained by class. Want a fighter that uses magic? A fast assassin that knows spells? A mage that uses heavy armor and a bow? Yup you can totally be those things. Not many games allow this kind of play and I love it.

++Balanced Skills: It was really awesome learning all the skills and how to build my character. For just a tiny team (I believe this game is made by 1 person, but I could be wrong) It is really well balanced.

++Procedurally Generated Items: All kinds of cool items can be found or bought with unique stats, which add more customization of how to make a badass character.

++Gameplay: Fun cycle of gameplay which is based on random events. You can travel to towns, trade, pick up quests, fight, etc. Some unique events happen that make things interesting. You have ultimate freedom to go where you want.

++Difficulty: Settings can allow for a permanent death mode so when you die your character is deleted. Obviously not everyone wants this setting, but for people like me who enjoy that this game has it.

Negatives--

--Only 1 save slot, which is a bummer. But hey it's early access.

--If you drop an item it is gone and deleted.

Tips:

**Weight is VERY important. The lighter you are the faster you regenerate stamina (your main stat to use talent stones).

**Lighter characters require less food and have more moves in combat. If you can avoid being hit, light armor is actually really good.

**While in a dungeon DO NOT pick up loot until the whole dungeon is cleared. The reason is you will be carrying useless weight and regenerate your stamina slower because of it. Only pick up items once all the monsters have been defeated (that is unless the item is crucial or needed at the moment like a health/stamina potion, food, etc).

**Your critical hit is capped at 60%. You cannot go higher than this no matter what skills/items you have. I could not find anywhere online that mentioned this.

**In the beginning you want to buy new talent stones. Don't wait. There's some really good ones out there.

**Keep extra food in your inventory for towns that have famine. You can sell them food for more than its worth.

**Keep extra health, cure poison, and lotus potions in your inventory for towns infested with plague. When a town has the plague you can sell these potions at a much higher cost for extra money and gain extra favor with the town.

Unethical Tip Below:

**Instead of waiting for a town to get the plague you can give them the plague yourself by eating poisoned rat meat, getting sick from it, and visiting the town. Yeah yeah it's unethical but I need money for better equipment. To obtain poisoned rat meat accept the mission that clears vermin from a far away cabin. Sometimes these missions produce insect vermin, sometimes rats. I forget if they are the same mission or two different ones.

All in all great game! I had a lot of fun playing! Thank you for making it Deniz!

Fif7y_Caliber
Fif7y_Caliber

Only played a little bit, trying out all the different classes. So far they are each pretty fun. There is a story line so you do not feel like you are pointlessly going through for no reason. I would suggest this game to any RPG fan.

Ularis Badler
Ularis Badler

Despite Terra Randoma’s simplistic appearance and easy to follow mechanics, it’s not a game you master in just a couple of hours; there is a more under the hood here then just bumping into enemies like your average roguelike game.

There’s a stamina system that is crucial for regulating your hero’s efficiency when battling foes and then you really have know how to manage your inventory. Make sure you are stocked with potions and food before venturing out, something that can be easier said than done since everything is costly. You need to weight in how much gold you are willing to spend on survivability at the cost of not expanding your character’s efficiency with new abilities. I’m not particular fond of potion driven mechanics but here it works well since everything is generally expensive, forcing you to make critical decisions.

Like traditional roguelikes, the word is procedurally generated for unlimited replay value, and you get to decide if permadeath is something you wish to cope with. On top of this, I had the opportunity to chat with the dev team to report some minor issues - sweetest couple you will ever meet. They are highly active on this game so, any issues that you may experience can be reported to them. They've got your back.

Yes, I highly recommend this gem of a game and I’m not that easily pleased. Good job dev team!

kalamayin
kalamayin

Easy to get time in it. Very understandble mechanics. Only thing bother is me that there is no sort button in inventory

Bumbum
Bumbum

Do you enjoy controlling a character who can not do anything and then gets killed? You'll enjoy this game. If an enemy can stun you, it WILL stun you. Forever. And there is nothing the player can do about it except restart. Over and over and over.

thebodynutritious
thebodynutritious

MISSMISSMISSMISSMISSMISSMISSMISS

Love it! Would love it even more if it had a bit of metaprogression. Great so far, though, excited to see this fleshed out. Could probably have used a little more time in the oven before coming to EA, feels like it doesn't have a whole lot of content right now and the balance also feels wonky. Also $15 seems a little steep, especially at this point in the game's lifespan.

I DO recommend it though, I think this game is going to be awesome!

Burak Tezateser
Burak Tezateser

I was waiting for this game to be released and it didn't surprise. Well made roguelike RPG. Heavy focus on mechanics, without any unnecessary story for you to skip. Balanced, neat, easy to understand.

I'm expecting the UI to be improved a bit and more content during Early Access. Keep up the good work guys!

Mr Watts
Mr Watts

Looking good , Lovely RL. I love RLs but the controls on some ..phew .These on the otherhand are all mouse based and super intuitive, Noice

misterfed
misterfed

Terra Randoma is unusually well-polished for an Early Access game. It's a roguelike, and you've seen this before -- doing quests and slaying beasts and upgrading equipment -- but all of the components are unusually well-executed, and all wrapped in an extremely graphically pleasing look-and-feel that's almost like moving miniatures around a tabletop. Fun, perfect for brief play sessions, and challenging. Looking forward to future updates adding some more depth and options and things to do.

Spear Deer
Spear Deer

Its got some major potential for sure. The biggest problem right now is that there doesn't seem to be much in the way of goals. You're mostly doing procedural quests that get gradually harder, getting gradually better loot, and leveling up as you do so. It wasn't clear what my long term goal was. If I could give the developer advice, it would be to give the players a bit more agency in terms of self established goals. It felt very much like the only strategic agency I had was in placing my skill points. It'd be nice if there were larger strategic goals I could pursue to differentiate my characters/strategy. I imagine as content as added, the game will continue to be good, and continue to grow. As it stands, it was a fun romp for 10 hours or so, and I will definitely come back. Worth the price, worth keeping an eye on.

Jaduggar
Jaduggar

I like roguelikes, ironman games, procedural generation, and turn based combat. All the things that this game offered me. But, this is one of the most bare-bones games I have seen in awhile. What you see in the first thirty minutes is about all that you can expect from this.

It's... fine. But it isn't 15-dollars fine. It might be worth five bucks, but not more.

Rabid Urko
Rabid Urko

Great artstyle and well designed procedurally generated turn based RPG.
A lot of thought has gone into this game.

Anonymous
Anonymous

I'm playing on perma death mode and enjoying striving to level up my character a fun game and worth the few dollars I spent. Needs a couple of more cities but the random events make up for it so far. Still playing and still having fun so Thanks!

Anonymous
Anonymous

not into rogue-like games at all but this is so easy 2 get into and fun. sum ruff edges albeit ea: map needs better zoom; should be able to plot route or prioritise objectives/quests sum how; should be able 2 designate sections of the backpack 4 categories of items e.g. top lh corner keep potions, bottom lh corner keep food otherwise i have to do regular house-keeping in the backpack; a way of keeping lists of priority items to buy, esp potions; have a variety of music when visiting tavern - that damn repeating fiddle is driving me crazy; needs clearer way of id ur location (yes, u can c it but it should b more obvious like a flashing light or something); differentiate between trading prices of shops in different villages and noting /tracking the differences (apart from better prices from sorcerer) so u can decide to go to village x instead of village y to get a better price 4 stuff as trading in food, potions, weapons/armour is critical to survival; combat needs 2 b more sophisticated otherwise it is just running away to build up stamina then turning to attack or just full-on attacking and take the damage if u have sufficient health/stamina. appreciate simplicity is key in rogue-like games but needs a bit more sophisitication otherwise it is repetitive, but looking fwd to improvements, already gr8 value. edit: deff need an arrow inventory so i know homw many arrows i have left - makes a diff to tactics, and, chests/barrels/weapons racks already opened need to be shown as plundered as there is a lot of going over old grnd to maake sure all the map is explored. the zoom needs to be able to ne zoomed out more.

Ace Uranus
Ace Uranus

Imagine the most bare-bones traditional roguelike you can, that's this game. There's bump attacks, range attacks and probably some generic spells or something idk. You level up and put points into the usual spread of attributes and uninspired talents for +1 damage with pointy sticks or whatever. That appears to be it as far as character building goes. The setting is vanilla high fantasy and you're on a quest to kill cthulhu or something and save the world. Generic NPCs give you generic quests to clear generic dungeons.

Maybe there's more to it than meets the eye, I did only manage 35 minutes before quitting out of boredom, but it is extremely apparent that this game is in very very early access and has nothing to distinguish it from any other roguelike out there, other than the random world, which I'm not convinced is even a plus. There's a reason roguelikes like ADOM, TOME, and Caves of Qud have static quests, overworlds, and locations, it's so you can give them some real flavour and soul and differentiate them from one another. When everything is randomly generated by a computer you preclude all that. Random elements in roguelikes are there to add replayability to your game by not having identical level layout and monster/loot placement every run, but personally I don't find visiting a new random town full of identical shops and randomly generated quests alters the experience in any meaningful or interesting way that makes me want to play again.

I'm sure Terra Randoma will improve as development continues, and gets some actual features and mechanics beyond the skeleton of a world and game, but for now I don't recommend spending money on it unless you're really into the full RNG thing and are okay with basically crowdfunding that concept into a more fleshed out game.

Freed
Freed

Updated per Jan 2 2021 update.

pros:

    • I really enjoyed tabletop D&D combat, so this also.
    • Early game is definitely challenging (& not at all properly balanced), but it felt good to overcome it finally.
    • I really like the aesthetic.
    • It is possible to have enough arrows now.
    • I'm definitely enjoying the game a lot more having made it out of the early game struggle.
    • Seems to be a dedicated, communicative developer here on Steam.

cons:

    • The risk of encountering monsters during overworld travel is not clearly communicated to players by the system of exclamation points. "!!" is anywhere from ~30 to ~40% encounter chance? I'm not even sure.
    • Unintuitively, the system of exclamation points is NOT telling you what level of monsters you might encounter.
    • Enemies have infinite stamina, you don't.
    • It's an unenjoyable struggle to make money in the early game: shopkeepers absolutely gouge you on prices as a baseline (sell prices < 1/3, buy prices almost double).
    • Early game is far, far too dependent on constantly chugging potions to barely survive at a point where you are already struggling to make any money.
    • Baseline stamina regen is drastically too low in the early game, especially with any build not focused on STR. You will constantly need to chug stamina potions you can't really afford to chug.
    • In the early game, rain makes ranged attacks almost useless - it reduces your chance to hit with ranged attacks by an unbearably massive 50%! It's outrageous. Compare to D&D where rain typically reduced your d20 by 2- significant without rendering ranged attacks almost impossible against near-your-level hostiles.
    • If you are out of combat, but in a dungeon, it takes like 10 in-game hours to recover stamina (which you need to do anything). There has to be a way to rest and recover stamina out of combat, inside a dungeon...This design oversight also negatively contributes to the problem of having to constantly chug potions (you can't really afford to buy) in the early game.
    • There isn't much content yet, but be fair: it's still very early.

Colonel Mustard
Colonel Mustard

An excellent table-top inspired rogue-like with some new twists.
This is all the work of one man, and is currently in development.

Sgt.H
Sgt.H

This is a delicious little indie game with a huge potential when it comes out of Early Access.
My first run was brutal, I was dead after 3 days of game, meaning 3-4 minutes max. Hell of a start! But the visuals are so nice and the overall feeling so pleasant, that i decided to go for more.
My second run already started making sense. Being a bit more cautious, and making use of the map, was the key to survive a lot longer.

Combat is delicious, simple but yet very pleasant with its time system that lets enemies act in real time only when you are acting in real time and actively pausing the game otherwise.
It definitely needs some more depth and some more variety, but it's all written there in the EA map, and if you look at the first weekly updates, they are all sound, solid and precisely described.
Worth mentioning too that it's an Early Access game, but I didn't find a single bug so far. Great work, keep on doing so guys!

crpgnut
crpgnut

Even though I refunded the game, I think it'll be fun for melee and ranged fighters. I prefer to throw fireballs and the game doesn't seem to have a mage class yet. I may pick it up again later.

YourHistoryTeacher
YourHistoryTeacher

So, I never write these things, but this game is one of my favorite fantasy Rogue-likes ever. It's easy to learn, intuitive, and each play through feels different.

It does get a bit grindy at times, but that is what a Rogue like is. Definitely worth the price.

dgobohnke
dgobohnke

Short but really nice game
I believe it'll get more content to the late game really soon.
Definitely worth every penny

Cassidy
Cassidy

I recommend this game to roguelike fans and old school rpg lovers. If you are one of them(if not both), you should definately give it a try. You won't be disappointed.

Mahotion
Mahotion

I have entered just to see the game for a couple of mins, it hooked me at least half an hour. I was gonna play even more if i didnt get really sleepy.

I like that there are true rpg elements in the game. Character classes and the signs are good. Leveling doesnt seem too fast like most rpgs. Thats a good thing. Im not too sure whether its a good idea to be able to use Thievery on anyone we see... Those actions could be made more specific or if we fail to steal from someone,there could be dire some consequences - so that we dont try our chance every time we encounter someone. I like the fact that if you cut down trees there is a chance to encounter a wood golem. Player should be forced to such similar choices in the "paperwork" actions too, not only combat.

Visuals could have been better. I see it has its own artstyle and surely hard to create a game with great visuals when you just have limited resources and you are a solo dev, but i think some refinings could be done on some enemies. Hyenas could look more like hyenas for examples. Snakes have their snake nature. Would prefer to have that same feeling on other enemies too. (Another reason to support the dev, to help create resources)

I see great potential in the game. It is designed nicely. If you are into old school turn based rpgs dont miss. (It is like a might and magic 6 with a single hero on a mount and blade like map) I played too little to give sharper comments. But definitely a thumbs up. Will dig this deeper hoping it will get even better until full release.

P.S. that -10 gold for in an outs near the coastline is so annoying

xsvenom
xsvenom

Great little D&D game! Well worth the price. Some bugs, had an outside encounter, the game glitched and I was alone on a encounter tile with no exit. Lost all my progress. I understand its early access, uninstalled for now. Looking forward to more content for sure and when the game is completed before I reinstall it. I recommend adding this one to your Steam collection. I normally will try the games on Steam, under the two hour mark and return them. This one is a keeper.

AlterEgo45
AlterEgo45

Terra Randoma is just too simplistic. There's no strategy in the combat, there's nothing to really differentiate one town from another. Nothing about it is deep enough to draw you in. I like procedurally generated games and understand this a common problem with them, but you can still overcome that to some degree and add some atmosphere.

Overall this is sort of in the mold of Mount and Blade, except combat has no modifiers or high or low ground, ranged weapons can only fire 2 hexes, and of course you don't have any group members.

I get what they're trying to do and I like that concept, the game has some value. But it's worth more like $5 than $15.

communistpariah2282
communistpariah2282

Very simple yet engaging and has good immersion, I'm thinking that this game will get nothing but better as every update has been pretty cool

mango77
mango77

Terrific game...very well balanced and engrossing...the hours fly by. Thoughtful mechanics and expansive options make it a long time winner.

After another completion, even more impressive. 10/10

☥ Docdra ☥
☥ Docdra ☥

It isn't bad, just still lacking in content, polish, and more compelling gameplay - at the moment.

The map is rather simplistic/small/bare, you'll see some of the same combat interactions repeatedly, the economy in the game isn't well balanced, and other minor things. Hopefully they continue working on improvements and content.

I don't want to say it is a hard no, but neither is it a certain yes at this point. It is just sort of...meh right now.

Dreadknight
Dreadknight

This Dev knowa exactly where to scratch that True RPG itch! The game is very simple but very fun to play! Almost all the loots in the game is useful and very satisfying to obtain! Even the simple questing is fun and has meaning. I cant praised this game enough. Can't wait for more contents to be available but i am having fun as is right now. Pick up this gem asap.

strawhat_luff
strawhat_luff

aside from a couple bugs, which is to be expecting in an early release game, it is quite fun. Very easy to sick hours into as you slowly level your character. I definitely feel as though some over world healing mechanic would be great and hopefully making the game look more up to snuff would be great.

Callow
Callow

Simple, super fun. I could ask for more content but really the classes and abilities make it re playable. Great game. Worth the price.

sHADOWYaFTERiMAGE
sHADOWYaFTERiMAGE

Been playing this game for a few hours now and I have to agree with what I've seen from other peoples opinions. This game has "good bones", the mechanics work, and it's fun to play. However the graphics, animation, story and other niceties still need to be expanded before a hardy recommendation can be had. Seeing as this is early on, however, and from what I've seen, I feel confident this will be addressed. Not sure if this is a purchase just yet though but I bought it to support the game.

Blackjune
Blackjune

Artwork is cool , music is good.Gameplay is paced but repetitive.
Most of your time will be consumed by traveling A on map to B on the edge..and so on.
I wont consider this game roguelike since there is save and load....
Developer should consider putting hidden traps on dungeon tiles.

Overall fine.Cute design and clean ui.
Enjoy

minetime4minecraft
minetime4minecraft

i wrote a way better comment listing over 15+ suggestions but my son accidentally hit a key that reset everything before i was done. this one is shorter unless anyone is interested in more indepth specific ideas
1) mod support to get good ideas
2) followers ( have them utilize the right click for where you want them to move or which enemy to attack otherwise they act on there own)
3) arrow crafting and other effects in camp that follower could help to
4) list of options that a 100 gold person could do. ex sea captain could have on free sail, cheaper prices at lighthouse, follower, ex
5) better magical items that could help with stamina, hunger negation, thorns, exp, advantage to monster type vampire touch, anti deterioration ect ( not just stat effects)
6) make spell casters more interesting with a spell book that casts one spell and has a bar that regenerates similar to health when resting. these could be simple spells like magic missile and entangle ect
7) make books useful stats , make normal item magical, random item drop, exp, ect
8) make more utility stones dash, heal, turn enemy. make wall ect
9)multiple save files. one files is limiting
10) range ability stones shouldn't cost arrows for balancing and should be less stamina as other attacks melee are cheaper in the fact they don't cost money
11) more interesting quests and varied
12) local coop support
13) different shape to a room. like holes and the like.
14) copy ideas from dnd 3.5 since its open source mostly
15) maybe different continents that could have different number of places. that might only have town or more. that other content is completely random in all features
16) different terrain types.rain forests, tundras, dessert. magical wastelands ect
17) different 2 handed texture as well as shields. kite shields tower
18) pole arms and spears that cost even more stamina but have farther reach. not to write a ted talk but the real mvp of medieval warfare is spears
19) maybe goblins or another race of nomadic people that can be traded with or be your enemy. where quests can can be done from either side. But if you get below 0 for each tribe it means war and they hunt you down. But human lands are needed for the main quest
20) multiple species choices. why not have dwarves elves, gnome orcs ect. with different cultured cities randomly selected that may give negatives or bonuses to relations off the bat. also have physical/ magical stats fluctuate by species selected
21) character customization. so you can make that character more of yours

Dagon
Dagon

i love the overall mechanics of the game, if anything i got two complains and two maybe possibly cool ideas, first the ideas:i understand why you wont want us to do our own character as i would be the first to dump all in 2 stats maybe even 1 , but what about making one ourselves by deciding that they are great at something good at something and ok on two other things, i personally thing some of the skills in every character while of some in the long run hinders the start by weakening or strengthening something that you wont use to survive at the start,the other idea its a gear grading system or a bit of inside wiki because at the moment it might as well be called gear obscura, as you never know if you got a stick boosted to hell in a low economy city (wich is good) or a tattered epic gear in a city with full economy(which aint that great) what i say is maybe you can pay for the knowledge at the alchemist/adventurer to get the noob people like me out of the idk if this is a good deal or 5 mins later will rage quit the run feeling, now the complain, some character skills(yes im looing at you poison and bleeding ones) due to the lack of enemies get resisted soo ofthen that
might as well be a wet noodle attack,and the other its that ranged enemies if paired with a 1/2 melee fighters are pretty much unreachable and you will have to run through a bunch of potions to kill just 2 ents and 2 low level fungus,atm i can confirm that the only way i dont struggle is if got light armor(all of it) being the spider silk one with speed +20 and my own acceleration skill at +5 (that thing actually needs a nerf maybe sometimes i used to get 1 free turn every other turn soo i actually quit the run cuz at that point might as well use cheat engine) but a medium armor with full enchanted aquatrill armor hat to spend 2 healing +25 potions and 1 stamina +50 to deal with them and if you get the rogues wellcome to losing +6 on poison+ bleeding every turn if you are on the lava region and fire damage too, talking about the lava region its the worts fight ever when 80% its lava and you got rock golems camping iside the lava lake peltering you wit rocks goes past unfair straight to oversight, i get forces to have 2 bat 2 levitation potions on me at any point of the game and if it happens often enough you might as well load a prev. save and avoid rocky mountains all together. dont get me wrong its a fun game but needs some polishing and maybe a wiki, peace.

Shade
Shade

Really fun game. The concept is a rogue-like where the dungeon is the world. It's balanced well, and grinding is fun, as there are many ways to make money. I got 20 hours out of the game so far. Totally worth the buy!

Anonymous
Anonymous

Great start! Worth trying if you're a trpg fan. This game has so many mechanics I've been looking for(random encounters/loot, procedural map, lots of skill options). That being said this is still early access and there's a lot of room for improvement, really would like to see a custom character build instead of being limited to preset starters. Also magic skills are a bit lacking atm, white mages need love too..

PawFeather
PawFeather

Was looking for a simplistic D&D style game and saw this one's early access reviewed on YouTube. Gave it a shot and I will admit, at first, I wasn't feeling it. The combat mechanics are pretty simple, but that wasn't the problem. I just didn't seem to be able to make progress. Always running out of stamina, food, then pummeled.
But after sticking with it, I think I've finally gotten over the initial hump, and it's now gotten it's hooks in me. It's got that "just one more quick quest" or one more grind for loot. And there is a lot of loot.
I'm glad I stuck with it, and I hope the game gets more eyes on it. Looking forward to more updates, and hopefully achievements.

dave10551
dave10551

nice open world Rogue like game.

lexgeo
lexgeo

not to bad. needs some tlc in my opinion though.
easy is to easy.
normal it starts to screw with you with the rng.
i like the art work.
music is meh, what there is of it.
needs just a bit more i think.
worth the time , go ahead and give it a try

Vargas78
Vargas78

This is a nice rogue-like. Easy to get into thanks to a good UI and straight forward keyboard and mouse controls. With what seems a good and growing amount of content. I find normal difficulty a nice challenge, not too difficult nor easy. The dungeons are well done as well in this regard. Keep up the good work devs!

Knox
Knox

Everything about this game is great.
This is a lot of fun, and has become one of my all time favorite games.

Can play with Mouse only.

I recommend this game!

mccampsalot
mccampsalot

Excellent game play experience strongly recommend.

Haldurson
Haldurson

This is an open-world rogue-like with optional permadeath, and procedural generation of dungeons and items. You can choose certain starting classes, but your class does not in any way limit you from focusing on different abilities as you progress through the game. It merely determines what advantages you start the game with. And all abilities/spells are purchasable by all characters, if you have the money to do so.

I do want to address some complaints that I've seen: Regarding Stun-Locks (and Freeze Locks, for that matter) -- when I first started playing, they were a problem for me. Since I figured out how to deal and avoid and defend against that, I have not died once from that happening (I've still died from stupid carelessness, as is common in a roguelike, but never from a stun or freeze lock).

With regards to the potential to have gear destroyed -- first, that's been potentially true in many traditional roguelikes, so that's not new. But second, again, once I realized the multiple ways to avoid that happening, I've never again lost any gear. As you learn the game better, it should NEVER be an issue.

With regards to repetitiveness, yeah, there is a bit of that, as there is with most traditional roguelikes. But there's also been a lot of new content since I started playing, so be patient. Certain types of enemies and maps require slightly different tactics, adding some variety to the game. And the upcoming new content that has been previewed should add quite a bit.

Nooblet
Nooblet

fun way to pass time. great job so far devs

Vaelstorm
Vaelstorm

I really enjoy this game. It's pretty simple at the moment. I'd like to see more, but we're in early access to more is pretty much a given.
It plays like Tales of Maj'Eyal in that you click to move a space, and any enemy moves a space too.
There are separate grids for the overworld and the battlemaps/dungeons, but the movement is the same regardless. You move one spot, and your hunger will increase. The amount it decreases depends on what the square you're moving to represents.
On the overworld map, a move to a square costs more food when it rains, when you're in the woods or when you're in the hills. The speed that the figurine moves slows too for a visual cue to the increase in hunger gain.
A slight frustration is that you cannot move more than one square at a time. It would be cool if there was a mechanic to allow you to move say... 3 squares in one click if there are no enemies around, so it takes a while to move from one end of the map to the other.
On the overworld map you can jump in the sea and rent a boat for 10 gold per square. It's a fast way to get around but you'll want to keep your gold for other things early on.

There are classes which give you starting stats and skill levels, but after that, it's all up to you. Even the abilities are changable, as they come in the form of skill tablets that you can add or remove as you like.

You can play the game closer to like Skyrim in that you can save often and if you die, simply load your save. Or you can play it with permadeath, so there's a version here for everyone.

Overall, I really enjoy this game, and even if I never play it again, I've already got more than my money's worth in that I've had more than one hour's entertainment for each dollar I spent. Can't argue with that.

If you're looking for something complicated, this isn't going to be it... at least not yet. There are ways to be tactical in the game too, it's not just clicking mindlessly until someone dies.

The story is light. It feels at the moment more like a sandbox than a planned out epic journey. How this might change I don't know, though I'd like to see maybe some short term or personal stories that could play out even if there was no overarching one.

I'll give this a good 7 and a half out of 10. I've played it in a couple of large chunks of time, but I have gotten bored after a while. Though that doesn't last too long, and I'm firing this back up again, even if only for another hour or so.

rasaloam
rasaloam

Hard to rate this, the game was fun but very frustrating, every character I had has died the same way. Backpack full of potions, food and buffs on, stun-locked for 10-12 turns in a row...dead. almost always from a random encounter I have a 5% chance to evade, even with points in wilderness survival. Kinda over it, as no way out of stun-lock just means every character is a bad rng from dying. If I had made a bad choice or pushed my luck and died I would be okay with it, but full 150+ life to dead while stun locked is pretty much a fun killer.

nms_kc
nms_kc

FUN, BASIC GAME, I PLAY ON EASY DIFFICULTY. ITS ENTERTAINING.

Toodixinya
Toodixinya

A really great Rogue-like that feels really fluid even though it's turn based. It gets constant updates. The RNG feels pretty fair and the balancing is well done. Play style in combat and interactions can be handled in different manners depending on your build. Between the random encounters, the rescue missions, the survival needs, and the more difficult special quests, the last four hours have flown by for me and there was always multiple things to do and obstacles to overcome. I died after over estimating my character's strength and inventory preparation so I figured it's a good time to leave a review on this absolute gem of a rogue-like. 9/10 would die surrounded by spiders and flaming bats again.

Mr Happy
Mr Happy

A fun little game reminds me of old school rpgs. A very simplistic art style but rewarding combat it also has ironman mode which is one of my favorite modes in games. I'd give it a shot if your thinking about it.

GameDragonZero
GameDragonZero

SUMMARY: A charming Roguelike Open World game that delivers all the classics - monsters, quests, and more, in a procedural open world. It scratches that itch for fulfilling quests and wandering about with some surprises as you task your way to fighting the Big Bad. Not a "must have" as it's Early Access but is on it's way to becoming one as it's tight enough that "one more quest" keeps tempting you. Plus the Dev is responsive!

Terra Randoma feels like it fell out of an alternate 90's. You could imagine some parallel universe where we all played it, where there was a port or remake, and where people still discuss speedrunning it to this day. It's a game that takes the essence of many Roguelikes and other games - Elder Scrolls, etc. and combines them.

The game is your basic fantasy adventure - wander the world, explore, take quests, smash monsters, build characters. It does this in a high-detail, low complication way that lets you have all sorts of adventure without filler - grab quests, go to dungeons, smash monsters, buy stuff, etc. It also does this with a charming "Tabletop RPG feel" - even the maps appear to be on a tabletop!

The core plot?: There's a great evil and you decided to go smash it. Then the game kicks in . . .

So what have we got?

CHARACTER BUILDING: Start with a class, a starsign, and some swappable "skill stones." As you level up you can level skills and attributes, as well as buying more skill points and skill stones to use. You get plenty of ways to customize your character, and different elements interact, giving you a lot to think about. "Skill Stones", which grant special abilities are swappable, allowing you to customize your character easily.

EQUIPMENT: Of course there's equipment - mostly weapons, armor, and potions. A lot of them have different effects and benefits, so balance carefully and look for synergies. Fortunately there's no pesky identification. There is a lack of the classic scrolls and wants, however.

TRAVEL: Each character gets their own unique Open World to wander in. There are cities, towers, dungeons, and terrain to contend with. Plenty of random events will give you things to do, monsters to avoid, ruins to explore, and treasure to find. Choose carefully, you might help or harm your reputation!

TOWNS AND MORE: Towns give you a chance to rest, buy things, and take quests and missions. Some special towns provide unique services or purchase items at an increased rate. Towns may also have random visitors that can help you. Random town statuses can also change up your experience - save money during an alchemy festival, liberate a town from bandits, and more . . .

QUESTS: Quests can be found in towns and wandering around and can involve rescuing people, fighting monsters, escorting people, digging up treasures and more. They don't just pay gold, they affect your reputation and the town economy. In turn, that may unlock better options and quests vital to the aforementioned evil-smashing.

DUNGEONS: Of course there are dungeons. These have monsters, treasure, etc. They're randomly generated for the purpose of quests and vanish when done. They're also not overly big so you can dungeoneer in 20 minutes or less not 30 hours. You'll also want to be tactical in choices - there are traps, hazards, exploding barrels, treasure . . .

COMBAT: Combat is a big part of the game. A lot of it is driven by a mix of stamina, skill stones, weapon choice, and of course pounding potions. Combat isn't too complicated, but there's enough interactive factors that thought pays off, while not thinking gets you killed. Positioning and moving plays a big role.

INTERACTIONS: All of the above interact together. A character may level a skill that gets them cheaper prices, a chance for thievery may impact your reputation, and a new item helps you battle evil. The game really shines in all of its (mostly) straightforward elements playing together - and there's a few surprise interactions.

A RESPONSIVE DEV: The Dev is open to feedback and listens to it. If you have a good idea, they will work it into the game.

Are there flaws? Some - the game is in Early Access and probably will be awhile longer.
* Combat's Stamina-based actions seem stingy, especially early on.
* Food management is classic, but demanding.
* Skill stones seem sort of "meh" - it's hard to build "A wizard" without some dedicated work.
* There could be a little more tutorial on the elements.
* The game needs "more stuff."

A lot of issues are polish and Early Access. With some more work this is going to be one heck of a package.

Is it a must-buy? Not quite YET as it's Early Access. Right now it's more worth it if you like the idea of "condensed and streamlined Elder Scrolls" - quests, wandering, randomization, and so on.

If that appeals to you, then go ahead. For me? I got it and played FOUR HOURS in one day.

joecodemonkey
joecodemonkey

This is a very simple game, but it has the kind of procedurally generated rougelike goodness that I absolutely love.