0.0 hours played
Written 1 month and 12 days ago
I genuinely adore this game so far. The micromanagement of traveling / dungeon crawling, selling loot, managing your character, the caravan and economy all come together forming a satisfying loop that rewards thoughtful planning. Especially the inventory management.
If you're overly fond of Resident Evil 4's attache case system then good news from a fellow addict. This scratches the itch. I was happy to find Stoneshard hits many of the same high notes as one of my favorite games, Darkest Dungeon. Don't let the paper cutout characters hopping across the terrain fool you, Stoneshard's world-building and art-style is brutal once you examine its edges. It has a distinct character and sticks to it. The low-fantasy grime lends itself to the game's difficulty and pulls you right into the world. Check your item descriptions for extra flavor text.
To level some criticism at the game: implementing some form of re-spec system for mid to late game build experimentation would be welcome. On the other hand, commitment and consequence looks to be a major design philosophy driving Stoneshard's identity. If I could offer a compromise, make that re-spec system somewhat expensive and limited. 1500 gold, rare items, a quest implementation, 3 times per character tops for example.
Stoneshard swings hard and knocks nearly everything it does out of the park. It is currently my favorite game I've played this year. Cannot wait to see what comes next.