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time limit short Ravenswatch from Passtech Games, the developer of Curse of the Dead Gods, doubles the roguelike strategy with a day-night cycle in preview.

Ravenswatch Always Ends Just Before You Get to the Best Part of a Roguelike

Iā€™ve been having a blast with Ravenswatch, but Iā€™ve been left with a wolfish hunger for more. Iā€™m a roguelike fan for several reasons: Firstly, the act of repetition and mastery is soothing for me. Secondly, being able to knock out a few runs without needing to invest myself in a larger campaign allows me to devour the gameā€™s systems in chunks. Thirdly, I like to occasionally become a god.

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Roguelikes live and die based on how their modifiers mix. In any other game, the average roguelikeā€™s ability selection would ruin the power balance. This game-breaking nonsense is permitted in games like Hades and Risk of Rain 2 because a given run has a definite endpoint. Other genres, if they want to have these monstrous builds, must bury them under layers of complexity and loot grinding ā€” and even then, itā€™s not a safe bet that theyā€™ll go un-nerfed.

This is fair, as playing an unkillable monster would get boring after a few hours. In roguelikes, however, the shot of dopamine you get when the difficulty drops by your zany science designs is incredible. Ravenswatch, in its current state, fulfills the ā€œdifficultyā€ portion of this formula ā€“ itā€™s hard as nails. But until summer runs around, Ravenswatch will always snatch your divinity away from you just a few minutes too soon.

Ravenswatch is the latest effort from Curse of the Dead Gods developer Passtech Games. It enjoys some DNA from Risk of Rain 2 and even the ill-fated Battlerite with its MOBA-like heroes and isometric perspective.

Ravenswatch time limit is too short always ends before the best part of a roguelike, overpowered OP god state - Passtech Games Nacon

It also has a stern time limit baked into its design. Any run through the lands of Reverie lasts around 24 minutes, cycling through several day-and-night cycles before youā€™re ripped towards the boss ā€” a ā€œMaster Nightmare.ā€ Once youā€™ve beaten this boss, your runā€™s over. Thereā€™s a scaling difficulty modifier a la Slay the Spireā€™s Ascension difficulties, but thereā€™s no way to extend your run itself.

This unfortunately makes your brief glimpses of godhood incredibly fleeting. Every run of Ravenswatch feels like youā€™re being pulled out of the driverā€™s seat just as youā€™re picking up speed. This is technically fine, as itā€™s an early-access game; Ravenswatch has the right to an incomplete progression loop. But it also means I wonā€™t devour it like I do other early-access games of its type ā€” at least not until later in the year.

Passtech Games has given us a full roadmap for the game. This spring, weā€™ll get a new hero, additional ultimate abilities, and a new teleport system. None of these changes will make your runs any longer though; theyā€™ll just give you more routes to take through them. The broken build nonsense I love ā€” an explosive chemistry of fun skill interactions and synergies ā€” will have to wait until summer for the new map and Master Nightmare.

Ravenswatch time limit is too short always ends before the best part of a roguelike, overpowered OP god state - Passtech Games Nacon

I get a vampiric sort of hunger for early-access titles like this, when I know that their fully realized state will have me hooked for an unhealthy amount of time. I canā€™t help but wonder if there were ways to avoid these growing pains. While an endless or a horde mode might not suit the gameā€™s eventual design ethos (and Iā€™m not naive enough to think itā€™s as simple as flipping a switch), the rogue-liker in me still desperately wants them.

This problem also presents itself in the gameā€™s ā€œNightmareā€ difficulties. The fun from finding your power in a roguelike comes from suddenly being able to scale a cliff that was impossible beforehand. At the moment, Ravenswatch only lets you get a taste of that. These extra difficulty levels are all cliff, no power.

Curse of the Dead Gods became one of my favorite roguelikes over time, so Iā€™ve faith in the fable that Passtech Games is writing. I also know, however, that the continued successes of games like Ravenswatch are typically based on their early-access showings. I can only hope that my interest wonā€™t have simmered by the time summer comes around, as this is one game I donā€™t want to suffer a grim fate.


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Author
Image of Harvey Randall
Harvey Randall
Harvey Randall works as a Freelance Contributor for the Escapist. While he's been writing about games for less than a year, he's been working with words his entire professional life and has previous experience in the advertising industry. He's a great fan of roguelikes, tough action games, and MMORPGS, and he also has a mild obsession with Final Fantasy XIV. He has completed a bachelor's and a master's degree in Creative & Critical Writing and has written op-eds, guides and news for PC Gamer, The Gamer, TechRadar, Dicebreaker, Overlode, Into the Spine, and Gfinity Esports.