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Gone Rogue is now live!

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    Gone Rogue is now live!

    Gone Rogue is now live! This new limited-time event introduces a roguelite experience. Create a new hero, explore fractured realms, and make strategic choices that shape each run. No two runs are the same.

    Start with a basic level 70 Hero and grow stronger by collecting powerful skills, gear, gold, and blessings. Fight through corrupted enemies, uncover hidden shrines, and face deadly bosses to recover Rift Fragments.

    Each death resets your run, but every choice brings you closer to mastering the void.

    Season Passes include the Soul Stone, providing one free resurrection with 80% life per run. This enormous benefit reflects how important your support is.

    Check your email for free loot to help in Gone Rogue. If you are not signed up for Eternium event emails, please sign up, as EVERY event notification email we send contains free items to help you in that event.

    While the feature is out of “early access”, it is also just the beginning for this new way to play Eternium. We have a lot planned, and we need your input to make Gone Rogue as fun as possible. Please discuss your experience and tell us what you think, here and on Discord.

    I want to thank the entire development team for their work in conceiving and creating this new way to play Eternium. We love it and we hope you do as well.

    Oh, and we hope you like the new icon. Thanks for the feedback on that. ;-)

    #2
    Wann kommt gone Rouge in Deutsch. Ich verstehe nicht was ich auswählen soll, weil nur in Englisch beschrieben

    Und ist es Absicht das Spiel ohne Heilung zu spielen, mit den paar Äpfeln die da fallen, komme ich leider nicht bis zum ersten Boss

    Comment


    • John Welch | CEO
      John Welch | CEO commented
      Editing a comment
      Wir haben einiges zu tun, um unsere Übersetzungsprozesse zu verbessern, damit wir KI nutzen und das Spiel konstant aktuell halten können.

    #3
    OKAY … my nickel’s worth on GR.

    First, the positives:
    • VERY NICE roll-out, with minimal bugs and crashes. The cleanest I've ever seen! I only encountered one crash, but upon relogging back in, GR remembered where I left off (and I haven't seen a crash since).
    • I like this concept of a limited-time event. Fresh thinking!
    • The introduction of a new Evoker hero during rollout is a great idea; it puts everyone on an equal footing to learn about this hero’s capabilities; and it introduces a new type of hero at the same time.
    • The current GR structure with paths to the boss use familiar but simplified treks from the game’s “Trials” and “Story Acts”—as well as the inclusion of an “Arena” aspect. Nice!
    • The selection of gear from 3 choices when they drop is a simple but poweful idea. And it does require some quick thinking-on-your-feet-planning (and experience!) to know what you think is best during a run. Helps move the game along.
    • The simplified character development using the regular game constructs (weapons, gear, trinkets, and jewelry) is a sensible tie-in to the regular game without having to learn a bunch of new crap. And it’s an easy strategy to upgrade attributes and abilities—that is, with enough essence earned along the way.
    • Overall, GR has potential to be a game I would play regularly.

    Now for the stuff I would like to see addressed:
    • NOT a fan of “each death resets your run”. Not sure why there should be ANY penalty for a limited-time event to keep Eternium members raptly engaged over the course of several days.
    • This current version of GR, I believe, does not appeal to F2P members. My biggest gripe is the tactic to request a player to buy gems after dying in the game order to continue gameplay. Sorry, but this is a ruse for a F2P player, and it’s not going to cut it for me.
    • Game progression is too difficult to get to the Boss for the average player, even in the first round. F2P players will find they are woefully underpowered. I’ve only managed to get to the first Boss once and was slaughtered within seconds.
    • The gear and subsequent ability improvements simply do not provide enough damage, toughness, and recovery to progress forward with anticipation or excitement. After a half day playing, GR fell flat for me--with dissappointment.
    • Drop rates for just about everything is on the light side, some much worse than others (like jewelry, trinkets, and healing potions). For me, I found myself scouring the maps for more drops or chests (ala Story Mode). Sure, there has to be a balance between winning and its challenges, but I believe the average player will be overwhelmed with constant defeat. Not a good reason for one to continue playing, is it?
    • Gear no longer in use (dropped in favor of better) should be compensated for, in at least some gold as a % of its original worth.
    • I have more, but I will hold onto to them to see if anything improves in the future.
    In summary, it's obvious that a VERY FINE effort went into this GR development. A fresh idea with LOTS of potential, and I for one appreciate the continuing game development and improvements, which have been monumental over the past year. Anyone playing this game regularly knows there has been a sea change in game upgrades and features, including elimination of a plethora of bugs. Kudos to Eternium management, developers, programmers and their support for all their hard work, especially in the roll-out of GR!

    Thanks!

    “Fall down seven times, get up eight.” – Japanese proverb

    Comment


    • John Welch | CEO
      John Welch | CEO commented
      Editing a comment
      Thanks for the feedback! We have many updates planned, so please stay tuned. Btw, you can sell back unwanted items at many vendors.

    #4
    I disagree, with the premise that it is too difficult for f2p . I haven't spent anything on gr and finished at the first attempt. It takes time, to play through in one go, and I would like to see a save point so I can take a comfort break etc

    Comment


      #5
      Hast einen Trick. Ohne Heilung komme ich nicht durch. Wenigstens beim Levelstart sollte Heilung passieren. So mach das Spiel für mich keinen Sinn

      Comment


      #6
      I agree with WarriorSeven on most of the points and they offer some good suggestions going forward.
      It would be nice to have a "store" at oracle to sell gear that is no longer needed after each phase.
      Also it would be cool to have the gold, mats and exp transferred to the main account on finishing GR

      However, I do agree with jay clarke that it is not too difficult for the F2P players. The first GR was a challenge and I died quite a few times before I made it through. This time I have run it twice (without buying anything) without dying. but it does require an entirely different strategy from running trials.
      This is an interesting concept and it will be cool to see where it goes from here and I have enjoyed playing both rounds of GR.

      Comment


        #7
        Welchen Trick wenden Sie an um durch zu kommen??? Für mich fallen zu wenig Potion oder Äpfel. Vielleicht kann ich ja von Ihnen lernen

        Comment


          #8
          Und was soll ich mit den abklingpotions machen die sind so sinnlos hätte lieber heilpotions

          Comment


          • John Welch | CEO
            John Welch | CEO commented
            Editing a comment
            Sie können nützlich sein, wenn man Bosse bekämpft.

          #9
          Similar to save point, I am hoping they will consider playing same character (as long as still alive) from event to event...

          Comment


            #10
            Долго думал что сказать о новом ивент.
            Прежде всего надо отметить: это было потрясающее событие!! Можно сказать - я впервые познакомился с жанром "рогалик"...
            Событие было ярким, в меру сложным, но дико увлекательный! Буду очень надеяться, что в будущем такие ивент буду начинается почаще (например - по 2 раза за Сезон, мне такая частота кажется оптимально)

            Теперь к конструктивной критике.

            Я признаю необходимость заранее строить маршрут до БОССА, и если нужен Торговец - планируй путь до него с самого начала забега.
            Не очень приятен тот факт, что Торговец каждый раз СЛУЧАЙНЫЙ!
            Лично мне бы хотелось понимать, какой Торговец будет ждать впереди, пусть они и будут находится каждый раз в рандомный местах.
            Мне в моих забегах Торговец часто был нужен чтобы продать свою добычу, потому что инвентарь на 90% от своего объёма наполнялся (да, я педантично зачищал каждую точку, каждое Испытание, каждую карту, поэтому острой необходимости в Торговце лечебными средствами у меня не было)
            И все же, в будущем, хотелось бы иметь некоторое представление о том, куда я буду двигать: например, точно зная, что там и там будет Торговец-оружейник и Торговец-заклинатель. Чтобы при необходимости точно понимать, куда надо свернуть (готовность менять маршрут - это я признаю, но хотелось бы точно ориентироваться, КУДА свернуть)

            Comment


            • John Welch | CEO
              John Welch | CEO commented
              Editing a comment
              Interesting idea - curious what others think?
              Интересная идея - любопытно, что думают другие?

              English translation of post:
              I thought for a long time about what to say about the new event.
              First of all, it must be noted: this was an amazing event!! I can say that this was my first real introduction to the "roguelike" genre...
              The event was vibrant, moderately difficult, but wildly engaging! I really hope that in the future, events like this will happen more often (for example, twice a Season, that frequency seems optimal to me).

              Now for the constructive criticism.

              I recognize the necessity of planning your route to the BOSS in advance, and if you need a Merchant, you have to plan your path to them from the very beginning of the run.
              The fact that the Merchant is RANDOM every time is not very pleasant!
              Personally, I would like to know which Merchant will be waiting ahead, even if they are in random locations each time.
              In my runs, I often needed the Merchant to sell my loot because my inventory was 90% full (yes, I meticulously cleared every point, every Trial, every map, so I didn't have a critical need for a Merchant with healing items).
              And yet, in the future, I would like to have some idea of where I am heading: for example, knowing for sure that there will be a Weaponsmith-Merchant and an Enchanter-Merchant in specific locations. So that, if necessary, I can know exactly where to turn (I acknowledge the need to be ready to change the route, but I would like to know exactly WHERE to turn).
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