

#Lone ruin steam update#

Lone Ruin is available on Steam for $13.05.LONE RUIN has evolved into LONE RUIN - Fool's Errand!Descend into the ruins again on a foolish errand to gather magical cloaks from a time long since passed. Lone Ruin will likely appeal to newcomers to the genre as a welcoming first outing, but for genre veterans, this is one ruin that you will be better off not exploring. Its approach borders on simplicity without the hooks to draw players in, although it is a solid effort in what could be the first step for a more intriguing roguelike down the line. In a sense, Lone Ruin does not benefit from being a roguelike at all, instead delivering an adventure that seems more suited for a singular run with diversions thrown in here and there like the wave-based survival mode. Unfortunately, the inconsistency remains, with bosses sometimes being worthwhile adversaries while being minor bothers on other occasions. There are also certain rooms that amp things up in exchange for a better reward, which helps to spice things up just enough for every run. The last thing players want is to be bored, and when the world is not making it enticing enough to keep exploring, that’s a huge bummer.Īt least the combat itself is still serviceable, with plenty of enemy encounters bringing a level of challenge that will please those looking for a good fight. Despite the visuals being quite eye-catching, the colours and designs are not helped by the lack of variety in the world, with ruins hardly ever looking different when you have dived into multiple runs.Īll of the issues contribute to a roguelike experience in Lone Ruin that seems to just exist without necessarily doing anything that is outstanding or making it worth your while. This also applies to the game world, where the ruins end up largely looking the same. If a roguelike is constantly playing out the same way with the same options, then it is not exactly fulfilling its potential at all. Although they are all beneficial in one way or another, there seems to be little need for experimentation once an effective combo is found, leading to all the other potential upgrades falling by the wayside. That same malaise affects the upgrades in Lone Ruin too.

Beyond the available spells at the start of the run, there simply are not enough new spells to bring the excitement, and even when you are blessed with another option, the utility and drawbacks never truly make them worth it. This extends to broadly almost everything that lies ahead, from character development to world design.Īs a mage, having spells of varying nature and effectiveness is always going to make or break the journey, and Lone Ruin just does not provide enough freshness in that regard. Yet, for a game that is meant to be experienced over and over again, Lone Ruin lacks a certain degree of variety that can help prolong the enjoyment.
