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Hello! Are the inputs not working in the settings menu or in the game overall?
After the malkora was stolen there seemed to be a cutscenes that stuttered and it looks like the floor texture of the next room was shown at the bottom of that cutscene.
I wish the first combat encounter was like a guided tutorial against one or two enemies instead of 8-10 slides of text.
After maybe half a dozen encounters against a few enemies that posed no threat whatsoever ran into a group of a few bosses/elites(?) who two tapped me before I had any idea what was going on.
The menus do not support 16:10 but actual gameplay like cutscenes, exploration and battles should fill out the whole screen. We tested it on our offiice Steam Deck and it appears to be working.
This unfortunately sounds like a memory leak issue. In such cases, saving, restarting the game and loading it back should resolve the problem completely.
I encountered a bug where my character would move from one end of the fighting arena to the other without me inputing anything. The screen looks darkened like if I was in the menu just without the UI.
Yes, the loading times are an issue right now. We are going to be focusing our optimization efforts on making them shorter. We already have some ideas on how to achieve that, just didn't make it in time for this Playtest.
CPU - AMD 7950X
GPU - 4090 FE
RAM - G. Skill 6000 Mhz
Monitor - LG G3 [4K, 120Hz]
I finished the demo in about 1h 30 minutes; with probably about 10 of 'processing' the text and fundamentals of the battle system. It definitely isn't difficult, but it is deep and some things initially aren't fully explained and the player can piece them together after about the 4th battle.
Right out the gate - I thought the game was broken or locked up - it took a full 30 for the Title Menu to pop up, after the game logo splash screen. In the first 20 minutes, the frame time pacing was abysmal - jumping from 40 - 60 FPS [reported via Nvidia overlay] and was on the verge of causing motion sickness, as the game was 'jumping' like a high speed flip-book, and then it just pretty much locked in between 110-120 FPS and was good to go from there.
Generally maybe 1 stutter [outside the initial 20 minutes. Additionally, I have to give props to the map. Very solid, but simple, especially that it tracks the depth. Also, the fact that it automatically keeps track of chests / collectibles, is a nice touch - you don't have to ponder: "did I get every chest?"
Overall the gameplay was enjoyable and a visually pleasing. At the 1hr 20 min mark, right before the final battle, I saved - went into the room and had a hard crash. So 1.5 hrs and 1 crash, I would say that's pretty decent overall.
Combat reminded me with parts of Golden Sun and Sea of Stars - all good things. Characters had sass and personality to them, which is welcome. The mini game was also more enjoyable than I thought it would be. Definitely needs some of explanation of the icons on the cards - again, it's something that can eventually be inferred by the player, if they're paying attention; for example: you see the weight icon with a number and no explanation - but at the beginning of the 3rd round, I pieced it together that the 'weight' is going to be directly proportional to the 'force' I use to move my piece across the board.
For something like that minigame, I think it would be well worth the time to have the NPC give you that classic dialogue of 'I can show you how to play, if you want' - and the player can decide if they want to take the tutorial. Being a seasoned gamer, between the Horizon, Final Fantasy and many series - the one thing that will turn a player off from indulging in a minigame is poor mechanics / 'not being able to comprehend' the gameplay, especially if the game tempts you into it, with EXP / other rewards - and sucks for the devs, because then you have wasted effort, if no one engages with the system.
Overall - fairly polished and the majority of the issues were presented up front. Would definitely keep playing it.
I can't play the game in full-screen.
It's centered and blacked out all around it. Maybe because of the Legion Go Screen -.-
Did you try changing the resolution in game settings? The Legion Go has an unusual screen, it's possible we are not supporting it properly.
Sorry to hear about the performance issues. That's definitely very unusual and shouldn't be happening. I have a similar rig to yours and the framerate isn't this low at the start. The long startup is also very strange. We will investigate. Apologies for the inconvenience.
Hey dear,
Thank you for your response. Yes. I changed the resolution and tried all of them. No success unfortunately.
Because the shield stat would be incredibly useless if it just increases the max amount of shield I could have
When you put orb in skill node you adds it's value to your passive skills, for example your shield max value is 25.
Now when you add "Shield orb +2" to one of the nodes in skill tree your shield max value will be 27. And it will be like that until you take the orb out of the node
Orbs don't need any activation. They start working when you equip them in the nodes
Apologies, I have no quick fix for this then. We need to write in a better support for Legion Go. I admit we only have access to a Steam Deck and the ROG Ally at the office, so we missed this issue. We will look into including a proper support for that resolution in the full version of the game.
You can think of the orbs as passive attribute increases. Once you equip an orb, it's always active. At the moment the shielding orb does indeed only increase the max number of shields you can have but we are looking into making it work differently.