1 person found this review helpful
Recommended
15.3 hrs last two weeks / 799.2 hrs on record (16.0 hrs at review time)
Posted: 7 Jun, 2024 @ 5:14pm
Updated: 26 Jun, 2024 @ 3:55pm

Early Access Review
I have over 1000 hours of playtime starting from playtest #3. And I have to say I really love this game, no other has filled me with so much joy like this, it’s such a refreshing and innovative take on the medieval fantasy dungeon crawler genre so I will recommend this however, this game definitely has some problems that keep it from being a truly incredible game and that is what this review is gonna be about.

1. Combat Balance Issues:

Favoritism Towards Ranged Combat
: The combat feels heavily one-sided in favor of ranged combat (magic and bows). Wizards and warlocks are particularly strong, especially at high levels. Warlocks can spam abilities with almost no repercussions and can be nearly untouchable if they maintain their distance. This makes it extremely difficult for classes like rogues and fighters.

Overpowered Magic Staff:
The magic staff works as both a spell caster and a deadly close combat weapon that can potentially two-shot classes. It doesn't make sense that a piece of wood can be that powerful. Additionally, it seems the developers keep buffing warlocks with only minor nerfs while nearly butchering the entire rogue class.

2. Mediocre Map Design:

Modular Maps:
All maps are modular, likely for efficiency and flexibility. While not inherently bad for a fantasy dungeon crawler, the design feels lacking.

Inconsistent and Uninspiring:
For example, the crypts map feels like a randomized but predefined multi-arena map rather than an actual crypt or dungeon under a castle. The ice caverns map is similarly problematic, with tight areas packed with mobs, and rooms that feel disjointed. You'll be walking through a room jam-packed with kobolds with a Wendigo waiting for you then you open another door and you’ll be in some wonky snow room full of white wolves, it's just a lazy map design in my opinion.

Goblin Cave:
The goblin cave map is somewhat consistent and easier to traverse but still unimaginative and boring.
Ruins Map: An outdoor map called the Ruins set at night with a destroyed old abandoned castle, which was really fun. It was less modular and had more open areas to move around instead of constantly opening doors. The scenery and aesthetic blended well. Unfortunately, it was removed, apparently due to player dislike.

3. Enemy AI:

Simplistic and Boring:
The AI is simple and unchallenging. The only engaging PvE elements are the major bosses, which offer a decent challenge and somewhat dynamic experience. However, sub-bosses can be easily cheesed by standing on high ground and attacking as they do nothing.

Lack of Threat:
Smaller AI pose no real threat unless you're a fresh Timmy out the sack. They can only become a nuisance when you're trying to disengage from a player but the AI obstructs your path, leading to your demise. Similarly, when chasing a player, AI can unintentionally block your path, which is frustrating. PvE elements often interfere with PvP encounters too frequently.

4. Development Priorities:

Balancing and Mechanics:
The developers need to focus on properly balancing the game, adding or altering mechanics, and introducing more skill expression. While they plan to add an arena mode, I don't think the game needs that at this point. I'm all for PvP, it is one of the best aspects of this game, but this just gonna slow down and distract us from the more crucial changes that we actually need.


There are probably a few topics I've missed, but I didn't want to make this longer than it already is. Overall, the game is still very fun, and you can enjoy it even with these problems. These are just my own thoughts. I'm going to keep playing this game a little longer, but I think at some point, another company might capitalize on this unique genre and potentially do it better than IronMace.
Was this review helpful? Yes No Funny Award