Very nice the game. Please add free locomotion, i hate teleporter.
Crawling Of The Dead
- Release Date:
- Apr 23, 2020
- Developer:
- Running Pillow
- Publisher:
- Running Pillow
- Platforms:
- Windows
Game Tags
About This Game
"For how long I've been here? I almost forgot... focus... who am I? No! I don't... I don't wanna become... hollow... as... THEM! But... maybe... it’s already too late...”
- Masterful swordplay done by people with more that a decade of sword training experience
- Story-based RPG with actual progress. No mindless arena
- Dark atmosphere with intriguing story
- Procedurally generated dungeons
- Crafting done right
- Hardcore death mechanics
- Loot, materials, upgrades and...
- ...soul crushing crawling, crawling and crawling...
HIGHLIGHTS
Screenshots
User Reviews
First of all: I play the game on Oculus Rift S and it works fine. It is not officially supported right now but I can confirm it works like it should. Keep in mind that there is no rotation by now so you have to have 360 rotate yourself in your gaming area. You get the maximum of the gameplay when you have a 2x2m gaming area. Now to the Reveiw: This is a great approach on the dungeon crawler topic. Sword Fighting is adopted very realistic.Consider that the game is in early state but even now a nice experience. The level desing is simple but well enough. Crafting and training your skills is quite fun. I hope that there is more depth added in the future. Give it a try, it is worth it.
The main difference between this and other random dungeon crawlers is that it has a bit of a Dark Souls flavor. There are consequences for dying. I'm 5ish hours in and I just got handled pretty easily by the boss of floor 6. I'm usually ok until my shield breaks then I dual wield as long as I can. It's a bit pricey considering the market. Things can get repetitive.
Super fun so far. The combat is very enjoyable and feels really tactical. Not being able to teleport while engaged is a nice touch that discourages cheese and makes you focus on the duel, though depending on your play area it does force you to be on the defensive most of the time. Perhaps you later have to fight multiple enemies at once but I actually enjoy having to focus on one enemy at a time. The enemies' weapons passing through yours does detract a little from the physicality of the fights, but there is other feedback to let you know you've successfully parried. I also like how the damage you inflict seems to be based on the distance of the strike? So you can't just put the tip of your sword in the enemy and spaz out and expect to do any damage.
This is a decent game to play. Rogue-like, easy at first then nice and hard, need to block attacks and wait for an opening to counter-strike. Works out of the box for linux-proton. The setup room is pretty good for setting up your controls and testing them out, choosing teleport options for those prone to simulator sickness. Able to set smooth movement and fast turning, no simulator sickness at least not for me, ymmv. HMD:Valve Index w/controllers SteamVRBeta:1.8.6 Proton:4.11-6 Distro:Linux Mint 19.1 Tessa Kernel:5.2.11-steamvr-generic RAM:16 GB GPU Driver:4.5 Mesa 19.2.0-devel - padoka PPA GPU:Radeon RX 580 CPU:AMD Ryzen 7 2700X Eight-Core
runs super poorly, and fore some reason they decided the you cannot move when baddies see you even though they jump and flail like madmen making you have to just sit there and wait for them to try to hit you no evading attacks or really going on the offensive just sit there and block attacks while waiting for an opening not that thatd be bad if the baddies reacted to being blocked but no the continue their over the top attacks with no pause weapons flying wildly through you but dealing no damage so you have to block the whole combo after which they often jump out of range. stabbing damage is useless so the typical counter of a thrust or lunge is out, how they can have studied swordplay for a decade and missed out on "the pointy end go's into the other guy". heres a hint ANIME ISNT REAL, you dont trade 100 blows spinning like a top in a real fight slashing opponents down a whisker at a time you open an artery or break a limb and its OVER in seconds. the combat isnt "brutal and realist...
Has a lot potential to be good. I hope they continue to make improvements! There seems to be a lot of graphical bugs that need to be worked out. Combat is fun from what I played of it. I can see it being fun to 'get gud' at it. Explore. Fight. Craft. -- seems to be the gameplay loop. Exploring is a very important chunk of the cycle. The main issue I have and the reason why I'm returning it is that movement is terrible in the game -- as of now. I hate teleport and the locomotion is touch sensitive, not press and hold sensitive -- holding down lets you move a little faster. Same with camera snap, it's touch sensitive and if you touch and hold, your camera will just keep spamming turn. Any little touch of the trackpad will cause you to do something you might not want. Even encountered a bug where the camera just started turning and kept turning without input and it didn't stop until i press the camera turn again. Very disorientating. With these movement options, exploring is very frustrat...
So I was waiting for them to release their free locomotion patch and they delivered in pretty short order so props on them for that… On the other hand, the game itself is in a pretty rough state. I’ll admit I didn’t make it far enough into the dungeon to reach the next tileset, it was all cellar, but I’ll get to why that is. Despite that, within a couple floors I was running into some pretty obvious repetition in rooms, even on the same floor, which made navigating a bit of a tossup. Not that there’s much to navigate, the rooms are all pretty empty with the exception of an enemy here and there. So the dungeon generation is pretty bad and repetitive, but at least you have the combat right? Well unfortunately it’s… well… A lot of people would argue they should use something similar to Blade and Sorcery/Gorn with their physics based combat, and while I can appreciate that, it does mean that you lose out on a lot of traditional gameplay mechanics and generally it’s hard...
I recommend this game, but understand going into it, that this game is not finished. Very literally, after going down a number of floors the game just stops, throwing you into a jarring black void with a text scroll and voice over telling you the remainder of the story. On the game's official discord, the dev noted it was meant to have several more floors and two more bosses, but the game didn't get enough following or interest so they just.... didn't. The gameplay that IS there is enjoyable, definitely. Took me 21 hours to complete, and I could still yet go back and try the hardcore mode. The fighting, while finicky, is enjoyable, the gear smithing is unique and a nice touch (although material drop rate is a bit annoying), and the bosses are all unique and many quite difficult. There's very little information in the form of guides or wikis or anything out right now about the game which forces the player to actually solve the puzzles and figure things out themselves. Which can be f...
Let the trailer not fool you, I am still at the beggining of the game, but the combat is not as satysfying or interesting as the trailer makes it look. Aside from that this game is a solid buy if you want an interesting RPG VR combat game. The main driver I am recomending this game by is the devs. They are listening to feedback and adding very heavy improvements to the game with each update. At the time of writing of this review the game went from unplayable on Valve Index to one of the smoothest experiences for that device, they added convience allowing you to reduce time spent tediously changing stuff from your backpack, to putting stuff simply on the belt and exploring, improving the game flow. Looking forward to playing this game more, and seeing what the devs cook up ;)
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System Requirements
Minimum
- OS *: Windows 7/8.1/10 (64-bit versions)
- Processor: Intel Core i5-6600K or AMD Ryzen 5
- Memory: 8 GB RAM
- Graphics: Nvidia GeForce GTX 970 or AMD equivalent
- Storage: 750 MB available space
- VR Support: SteamVR. Standing or Room Scale
Recommended
- OS: Windows 10 (64-bit)
- Processor: Intel Core i7-4790 or AMD Ryzen 5
- Memory: 8 GB RAM
- Graphics: Nvidia GeForce GTX 1070 or AMD equivalent
- Storage: 1 GB available space
FAQ
How much does Crawling Of The Dead cost?
Crawling Of The Dead costs $24.99.
What are the system requirements for Crawling Of The Dead?
Minimum: Minimum: OS *: Windows 7/8.1/10 (64-bit versions) Processor: Intel Core i5-6600K or AMD Ryzen 5 Memory: 8 GB RAM Graphics: Nvidia GeForce GTX 970 or AMD equivalent Storage: 750 MB available space VR Support: SteamVR. Standing or Room Scale Recommended: Recommended: OS: Windows 10 (64-bit) Processor: Intel Core i7-4790 or AMD Ryzen 5 Memory: 8 GB RAM Graphics: Nvidia GeForce GTX 1070 or AMD equivalent Storage: 1 GB available space
What platforms is Crawling Of The Dead available on?
Crawling Of The Dead is available on Windows PC.
Is Crawling Of The Dead worth buying?
Crawling Of The Dead has 64% positive reviews from 44 players.
When was Crawling Of The Dead released?
Crawling Of The Dead was released on Apr 23, 2020.
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