Voidsayer
Voidsayer

Voidsayer

2
in-game
Data taken from Steam
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Launch Trailer
Voidsayer
Voidsayer
Voidsayer
Voidsayer
Voidsayer
Voidsayer
Voidsayer
Voidsayer
Voidsayer
Voidsayer
Voidsayer
Voidsayer
Voidsayer
Voidsayer
Voidsayer
Voidsayer
The world has fallen into darkness, cursed by the Abyss. You are one of the many hapless survivors at risk of being consumed. Unlike others, you have a chance to fight back. Voidsayer is a dark monster tamer jRPG. Assemble your monster team, take on eldritch horrors, and return hope to the world.
Developed by:
Pavel Auseitasau
Published by:
Release Date:

Steam
Latest Patch:

Steam
Categories
The categories have been assigned by the developers on Steam


Reviews
The reviews are taken directly from Steam and divided by regions and I show you the best rated ones in the last 30 days.

Reviews on english:
Reviews
68%
45 reviews
31
14
4.3 hours played
Written 30 days ago

This game's developer has no idea what they want. That might sound unsourced, but it's the only possible explanation for the insane choice they made. Less than two weeks in, they have fundamentally changed the mechanics behind monsters. This involved combining the types and abilities into one system called 'traits', in an effort to 'simplify' things. In practice it does the exact opposite, because it both removes helpful information included elsewhere (indicators that highlighted attacks with a type advantage or disadvantage) and bundles two different types of information together (high-level data about their elemntal matchups, and intricate data about their skills and abilities). This has happened only two weeks into the game's life span. That's insanity. And that ends up feeling illuminative on some of the other confusion after this game's design. For example, most of the monsters have names that feel either grounded or mythical - names like Ancient, Soft Paw, Owlbear, Luminous Grub. It feels very appropriate for a grim setting like this to have names that feel very pragmatic and frank. ...And then you have starters like IGNISURGE and HERBIFELINE, which look completely ridiculous and yank you out of immersion right from the get-go. A weird outlier that feels much more understandable if you take uncertainty as a negative trait of the developer. It's a genuine shame, because this game has a strong feeling of gloom and dreariness, and it feels like a game where thought has gone into it to make it feel more unique. So many of the modern mon games are absolutely brainless poke-clones who are so dead-focused on outdoing pokemon that they're genuinely incapable of realising how derivative they're being. And this game is a much-needed breath of fresh air in the industry... for now. But I cannot in good conscience recommend a game that may be entirely different by the time you read this.
4.6 hours played
Written 16 days ago

I don't want to be harsh because this is clearly an indie title with a lot of love an care put together to make a unique monster training game, but it frustratingly falls short in ways that I find basic. Let me get the things I like out of the way. I like the monsters, they look fun and distinct, and have a unifying art direction that makes them feel like they belong in the same universe. The story, while not groundbreaking, is a fun little journey, albeit I never saw it to the end because I put 9 hours into the game and hit my limit. Now the criticisms. Fundamentally, this game is boring. There is this facade of choice the game presents you at every step, and while determining your routes through each of your runs will determine your ability to survive it, the consequences of your decisions are muted. Most points on the maps you visit either hurts your HP pool a bit, or takes you to a combat encounter. There are a few events, and while some give you small bonuses, they aren't impactful, and many just lead to more encounters. The glut of combat encounters makes and breaks this game, and unfortunately they're kind of a dud. The majority of the time you are going to be clicking an attack button, whichever one has a higher number. There are no support tools that I've been able to find with the creatures I've caught, and no way to assign or learn new moves, so the combat has this kind of Rock 'em Sock 'em Robot feel to it. There are things you should consider, like type match ups, but the game poorly communicates this information through its tool tips. The nuance the game attempts to insert is unintuitive, and the lack of moment to moment decision making turns the whole experience into a grind. The way to succeed is to just manage your HP pools, and that's just not a engaging way to handle an entry in this genre. I was pretty disappointed with Voidsayer. I think it just needed some more time to cook, but ultimately I cannot recommend it.
1.2 hours played
Written 21 days ago

Released game, then completely overhauled it to change the combat system. That's all well and good, but don't release the game then immediately change it. That's not smart. If it hadn't already been two weeks I would have refunded this game. I can't stand when games just change completely over and over fundamentally making it not fun to learn and relearn how to play.
5.6 hours played
Written 25 days ago

This is a very difficult one. I dont hate this, but... This game has a lot of very promising COMPONENTS and then loses it all through its completely weird and unsatisfying structure. Like, I dont mind losing runs in rogue lites at all, Ive played dozens and dozens. I dont mind difficulty either. But this game somehow makes it so every time I lose a run and have to just load and throw the dice on the same stage again Im like... "nah thanks Im done."
42.3 hours played
Written 23 days ago

This is a masterpiece. I've heard different names being thrown around - Pokemon, Dark Souls, Slay the Spire - all trying to describe the unique vibe that this solodev caught. The creature collection aspect, learning the different mechanics, finding your team and navigating the difficulty is its own experience; if enjoy roguelikes, creature collectors or a lovecraftian vibe, try it. It's worth it.
7.2 hours played
Written 25 days ago

This game would be the product of Darkest Dungeon and Pokemon having a baby. More difficult than any monster collector I've played, which is a good thing, but everything is laid out for you. By pressing CTRL you can view every single trait and status effect on the fly. All the abilities have their percentages and damage numbers laid out so you can make better decisions for what you want to do next. Highly recommend if you like Pokemon but think it's too easy.
58.4 hours played
Written 29 days ago

This game is great. Maybe not easy and a little hard to fully understand ,but great idea and potential. I'll love more content , but still , the dev need more love <3 Great work! GG
11.2 hours played
Written 29 days ago

Decent little game. The combat animations are a bit simple but the gameplay loops is solid and the mechanics are decently complex. It helps that the monster designs are A+. Worth the price
12.8 hours played
Written 30 days ago

Oregon trail meets pokemon The game is balanced around the negative map events, people complaining and pearl clutching must be Nintendo fans or something. Seriously, imagine if one of the complainer reviewers had to play fear & hunger, they'd have a melt down. This game is very fun and I like it. I wish there were more creatures, maybe we will get DLC.
17.8 hours played
Written 27 days ago

so far i can say i recommend. I took a chance since there was a sale. Play around with the steam deck controller layouts, and you will be fine. Manually bind the i key for your inventory. I do like the expedition mechanic a lot. Every path you take is unique which is dope. Also, the method of capturing entitys is not what i expected, but a welcome surprise. My only request for the devs is to add shiny entities :]