Darkest Dungeon And The Perils Of Early Access

Darkest Dungeon is a game I’ve been rooting for ever since I first set eyes on it. As a Dungeons & Dragons player with a ruthless dungeon master, the idea of a game that promised lasting effects and mental stresses on characters forced to face eldritch monstrosities appealed to me greatly.

After a successful Kickstarter campaign and a promising launch on Early Access, things were looking great for this beautifully crafted, intensely challenging roleplaying game. You wouldn’t think it right now, looking at a store page absolutely filling up with negative reviews.

Just what the hell happened?

00

Early Access happened, is what happened.

Steam’s Early Access program is an interesting, if often abused, way of delivering videogame content to players in an unfinished state. At its best, it’s a way to shape a game before its official release, using direct feedback from those currently playing it. It doesn’t often work out so well, thanks to chancers taking liberties with the system, but its core goal is a noble one.

Darkest Dungeon has, for a long time, been one of my go-to examples of Early Access done right. I even say so on my Steam Curator recommendation. When it launched, it was already in a working state, with a ton of engrossing content. It was challenging, stylish as heck, and its lofty concepts seemed to be working perfectly.

Over time, the game did what Early Access games are supposed to do – it updated regularly. Unfortunately, things seem to have gone terribly awry, with many vocal players believing the game has only gotten worse with each subsequent update.

As Red Hook Studios continues to overhaul the game and rebalance its systems, the general consensus seems to be that they’re just breaking it.

“For several months I watched little tweaks and improvements hit the live build, and at first the vast majority of them were stellar upgrades to an already amazing (dare I say, perfect?) game,” write user Phasmaphobic in their store page review. “But over time the devs focused more on pandering to a small handful of very vocal posters who complained about “broken” character combinations, and abusable mechanics.

“The game transformed from a Brutal-yet-Fun Planning-Focused Dungeon Crawl to nothing more than a by-the-numbers resource grinder with some Cthulhu-analagous imagery pasted over it. Even the top modders have pulled their mods, choosing to boycott the project instead of contributing to what was once a grand gaming experience.”

The main thrust of complaints stab at three new concepts recently introduce – corpses, heart attacks, and PROT.

02

Corpses are piles of viscera left behind when enemies are defeated. Rather than simply disappearing from the fight, these piles remain where the opponent once stood, getting in the way. Darkest Dungeon is a game about party positioning, and if a “slot” is being taken up by someone or something, it can impact your party’s abilities. A corpse is a literal meat shield, as it stops the enemy party from changing position.

Whereas before, you’d kill a monster and a previously unreachable one would have to shift forward, now you must essentially “double kill” the vast majority of foes before they’re gone. Corpses are quicker to dispose of than their living counterparts, but they do seem to be an unwanted time waster in a game where every single action brings the player characters closer to death or madness.

Heart attacks are another new addition to the game. Previously, a player character’s stress meter would bring them closer to mentally breaking. Once full, a stressed out party member could start refusing aid, causing their allies further stress, or even dealing damage to themselves. It was painful to witness, but dealing with stress was all part of the game’s challenge. Heart attacks have taken the concept further… perhaps too far.

The stress meter can now be filled twice. The initial fill works as it always did – characters break in some horrible, threatening way. It can now fill a second time, and if it does, the character is instantly killed off via a heart attack. Every single critical hit suffered, every moment spent in the dungeon, every little thing that causes stress is now utterly deadly.

Finally, we have PROT, which indicates a monster that’s protected from basic damage. These high defense opponents take less damage from average attacks, and require status-effects such as bleed or blight to taken them down effectively.

Along with these three elements, players complain that opponents’ critical hit chances have become far too high, and that min/maxing optimum parties has become essential to succeeding. Red Hook have also been accused of making it so that permanent negative stats have a much higher chance of attaching themselves to protagonists, reducing their effectiveness in a dungeon crawl, and generally adding so many luck-based elements to the game that the original concept has been diluted.

“The massive amount of randomness that was introduced in the last few patches has taken a once fun, brutal dungeon crawler and turned it into a massive grind fest where you are at the complete mercy of the RNG,” writes darkside96321 on the Steam forum.

“Please stop listening to the minority of people who exploit the parties and then whine about the game being too easy and take the game back to what it was.”

03

To Red Hook’s credit, it’s attempted to address issues with its latest balancing patch, reducing the strength of PROT and upgrading some character classes such as the Hound Master. Overall, users appear pleased with the fixes, but still take issue with the game’s current incarnation. Meanwhile, the min/maxers themselves see this as the studio “giving in” to the “whiners.”

I hadn’t had time to replay Darkest Dungeon since its Early Access launch window, but I started a new game tonight in order to research the claims. It didn’t take very long at all to see the problems, even post-patch. Corpses are an illogical hurdle and serve only to cheaply extend every fight, PROT just makes a tough game tougher for no good reason, and it didn’t take very long at all to lose my first hero to a heart attack.

The balancing is improved from when I last played, with characters dealing more damage in general, but compared to the bevy of fresh hindrances, it’s not much of a trade off. Darkest Dungeon is no longer quite the game I admired.

It’s hard not to feel for Red Hook, now stuck trying to please two very distinct sets of fans. One group is bound to perpetually complain that the game is too easy, expecting grueling punishment at every turn and min/maxing their parties to exploit any chinks in the game’s armor. The second group just wants the dark and foreboding experience promised without feeling like they have to obsess over party balancing and playing the game one distinct way.

We’re seeing one major pitfall in the Early Access system, as a studio struggles to meet everybody’s demands at once and fails to please anybody. Rather than having a finished product to show the world, Darkest Dungeon instead introduced us to a very specific work-in-progress, and the direction of that progress has turned off a large contingent of invested customers.

This is an issue we see a lot in multiplayer games, as guns and classes get rebalanced and piss off everybody who was enjoying them. Early Access is a trickier prospect altogether, as players risk purchasing one product and ending up with something totally alien to the thing they initially bought.

As a Curator who recommended this, I must say I’m wondering if that recommendation is even relevant anymore. Even though I label my Early Access recommendations as such, perhaps I ought not to do them at all. Clearly, what you once saw is not necessarily what you will get.

04

Red Hook’s continued attempts to please the audience are admirable, but they’re definitely going to have to come to a point where they realize they can’t satisfy everyone. Their original concept was rock solid, but this constant tweaking may undo the very bedrock of the game’s appeal. A painter who keeps painting over their work, after all, will likely end up with a splodgy mess on the canvas.

Another question worth asking – though we’ll never know the answer – is how much we’d have hated all these changes had they been there from the beginning. Would corpses be so loathed an idea if Darkest Dungeon had launched with it? It’s hard to tell, but we as a species infamously loathe change, and it’s not hard to imagine that seeing a game mutate before our very eyes can have a negative impact on our views.

It’s one significant risk of Early Access. People get used to the game they bought, and when it becomes something else, there’s a high chance they’ll feel misled or at least disappointed. Early Access can be a useful thing, but it can be damaging to a game’s reputation, and may deflate any positive press it might have earned.

As for Darkest Dungeon, I still believe in it. It’s one of the most original and macabre spins on the RPG genre we’ve had in years, and I want it to realize its potential. It’s not an officially finished product yet and there’s still everything to play for. Not everyone’s going to win, but I hope Red Hook gets the best result possible.

NoGodsOrKingsOnlyBowser
Guest
NoGodsOrKingsOnlyBowser

http://www.moddb.com/mods/darkest-night-brightest-dawn

I know I’m late to the party, but I did make a mod intending to smooth out some of the rougher edges of the game as it is right now. Less grinding, more viable party formations, and hopefully when official mod support comes out I’ll be able to add in-game hints as to curio interactions so that you don’t need to play the game with a wiki open 😛

BigSexyGenius
Guest
BigSexyGenius

7 Days to Die and ARK: Survival Evolved are two more games that have, in my opinion, jumped the shark during EA due to a small contingent of hardcores complaining that everything is vastly too easy.

Raphael Kurlansik
Guest
Raphael Kurlansik

I just started playing this game, after waiting months to purchase it. I have no issue with any of the features you mentioned because I had no expectations going in. Having a blast with it, and would totally recommend this game to fans of dungeon crawlers!

Eric Sebena
Guest
Eric Sebena

Jim- I don’t think you need to be concerned about whether or not you should recommend early access games. If you have to do something, then I’d recommend putting “Update” sections in your comments under the recommendations, but anyone who is logical and pays attention to your work will be able to acknowledge the very nature of an early access game and won’t hold it against you.

Nobody
Guest
Nobody

Good News! They have mad the heart attack and corpse features toggleable.
http://steamcommunity.com/app/262060/discussions/0/528398719793209528/

James Glass
Guest
James Glass
This shouldn’t even be an issue. Why don’t they just have different difficulty modes? Does it already? Either way this shouldn’t be a controversy. Just have a normal difficultly and make it the way it was in early access, challenging, but not masochistic. Then you have a hard mode where everything is cranked up to 11, for all the super hardcore plays that want to min max. They could even do what Xcom: Enemy Unknown did and add in a bunch of extra difficulty modifiers. So maybe you still want to play on normal but you’d can optionally turn on… Read more »
MrAptronym
Member
It seems like, developers of all kinds of media are in constant contact with their fan bases today, but haven’t quite become adapted to that change. Way too many ill-conceived changes and outright pandering is happening in all forms of media. A good game needs a cohesive vision, and the deluge of feedback games in development can now get seems to undermine that. It is great if you can accept critiques and see where things really need to be changed, but a huge amount of input is muddled, nonsensical or bad. Like TV shows that just become masturbatory in-jokes for… Read more »
Bosch
Guest
Bosch

I’m a bit surprised to see no mention of the decision to make corpses/heart attacks optional (at least for now). Was that not implemented at the time this was written? It seems like a very unusual course of action for a developer, and I have to wonder if it could be taken as a reasonable compromise, or if it’s still too embedded in problems I’ve failed to notice. It feels like something that would warrant a little update/addendum for input, anyway. Still, interesting reading nonetheless.

anomalous material
Guest
anomalous material

The change was made a couple days after, apparently. Just no addendum.

Celerity
Guest
Celerity

No, it was implemented as a direct result of this article, or more precisely its comment section. He then saw some other, much more troubling things and withdrew his curator recommendation.

anomalous material
Guest
anomalous material

What were the other more troubling things then?

As far as this episode here goes, I would be happy with the latest changes being made optional. Then each person could taylor the game a little bit to their abilities or desires.

But if there is something worse that would cause The Sherriff to remove his support then it would be good to know what that was and why. Is that in a podquisition, or reported somewhere else?

Celerity
Guest
Celerity
Evidence that a group of Early Access developers is censoring criticism for starters, and their latest antics are censoring popular negative reviews a few hours after another game did the same thing. Those reviews still exist but no longer show as “most helpful” meaning that people checking now will see mostly positive reviews with low vote counts instead of the negatives with 500-1k votes each. And I checked and only Phasmaphobic’s (1.5k votes) was removed by its author and that’s outright gone, you can’t still see it on some other screen. As is though it doesn’t seem Jim was happy… Read more »
anomalous material
Guest
anomalous material

Ahh shit. That kind of stuff? I wonder if his Jimquisition today was a veiled threat to them then, even though it directly targeted other developers for other dodgy practices, but also hiding negative reviews.

I really hope they don’t go down that route, or if they do, that they don’t go so far that they cannot turn themselves around.

Thanks for the follow up, too. Helps to fill in many gaps.

Celerity
Guest
Celerity
Oh, they already are. Cross reference the main page with the community hub page, see how many don’t appear despite being high vote count negatives. The devs responded on a review for the first time ever with a blanket denial of all wrongdoing but they’ve been caught in so many obvious and blatant lies their word means exactly nothing at this point. The main thing that makes it suspect is people complained about this happening on another game hours before it happened here. They logically would track Jim’s posting after he criticized them because that’s what they do – they… Read more »
anomalous material
Guest
anomalous material

Well, that’s DD off my to purchase list then, at least for the moment until they clean their act up. Pity, I was looking forward to buying it.

I expect we will get something else scathing from the Sheriff some time in the near future directed at them again, either in writing or in another Jimquisition.

Celerity
Guest
Celerity
They ain’t fixing nothing. If you criticize them they ignore you and eventually censor you. They also operate under certain delusions, namely that corpses – an enemy that by definition does not fight back somehow adds difficulty despite the complete lack of a corpse explosion/revival/eating/etc mechanic that would make corpses actually harm you in any way, and that therefore someone complaining about corpses, or about the presence of difficulty is praise (don’t say the game is easy as hell, even though it is easy as hell once you grasp its shallow learning curve or they will rage). And let’s hope… Read more »
Alex Wilkinson
Guest
Alex Wilkinson
I can understand you are upset the developers changed their game from your view but do you have any real evidence to back up these claims? I have consistently enjoyed Darkest Dungeon and I do enjoy the changes that have become so controversial but to say the developers are not listening to the people is a bit disingenuous don’t you think? Also no one complained when the man at arms came out and he was far too too OP. If the developers have been engaged in dodgy review screening then I will be rather disappointed in these practices but I… Read more »
Celerity
Guest
Celerity
Yes, and it’s been said already enough times. What is disingenious is suggesting that I merely don’t like the changes and dismissing objective claims based on that. It’s more disingenous when someone who is on the outside looking in tells someone that has been a part of this from the start that no, they are listening because I enjoy the game anyways. Seriously, what kind of non logic is that? Answer: The same kind that gets us tedium presented as difficulty. People did complain about power creep, and more relevantly anyone can cross reference reviews on front page vs reviews… Read more »
Taylor Huizenga
Guest
Taylor Huizenga
It would be fairly safe to say that Darkest Dungeon wouldn’t have been nearly as popular if those changes were there at its release on Greenlight. The core mechanics of the game were very important and made the game the right amount of challenging without the need for too much grinding. It always felt like a desperate race to get to the end of the dungeon and each choice could mean the death of a team member or your entire party all together. If Red Hook made difficulty settings catering to both types of players, they could have everybody win.… Read more »
Naskoni
Guest
Naskoni

I’d have to agree with that. Including the bit about people that say that had these changes been there from the very beginning people wouldn’t complain about them today – which in my case would be completely true – I wouldn’t have bought the game in the first place with such mind boggling daftness in it as to complain about how they’ve ruined it later on.

Corporal Touchy Breath
Guest
Corporal Touchy Breath
These changes disappointed me quite a bit. I really liked Darkest Dungeon as it was. When it came out, it was a perfect blend of punishing but fun. All of the updates seem to be intended to make the game more and more punishing, which is fitting for the game and its theme, but it detracts from the fun factor exponentially. Before, I felt like I was playing a game where all of my characters were inevitably doomed, but each decision I made could potentially prolong their life and make them more powerful in hopes of staving off the terror… Read more »
David Feichtner
Guest
David Feichtner
Ok, I have to comment on this because Darkest Dungeon is currently one of my favourite games and going so far as to un-endorse it for the latest updates goes really far in my mind. First off: 2/3 of the controversial content is purely optional. You can easily deactivate corpses AND heart attacks in the options menu. Switch them on or off whenever you want. Second: Both PROT and Corpses serve a very simple purpose. They force players to use normally unused skills. Many classes have have skills, which damage would not scale well on a simple damage/use level and… Read more »
Chris Johnson
Guest
Chris Johnson

You make decent points, I also enjoy the game, but do realize that his article published on the 19th of August and the patch changes you reference were from the build that came out on the 21st.

anomalous material
Guest
anomalous material

Sounds like they have listened and seen the obvious path to pleasing the most people.

David Feichtner
Guest
David Feichtner

I admit, I screwed this up. I only decided to write this comment after seeing the options in the menu of DD and I didn’t check the change-log.

MrAtn
Guest
MrAtn

I’d also like to mention that “forcing” the players to play a certain way is kinda the opposite af an rpg.

David Feichtner
Guest
David Feichtner

Sorry, but that is kinda like saying that Final Fantasy is not an RPG because you have an insanely hard time beating it with 4 thieves.

DarkMercy
Guest
DarkMercy
Please take this with a grain of salt, as I’ve yet to purchase the game. Corpses make initial class selection and positioning that much more important. You don’t need to kill those “meat shields”, just plan around them so that you will be able to reach enemies in each position. With the right setup, you can use them to force enemies into favorable positions. Part of the problem with enemies automatically changing position is that they may move to a worse position for their class. If the enemy is best (for them) sitting in the back shooting your team, then… Read more »
Sai
Guest
Sai
Position changing wasn’t your enemy moving forward into a vacant position, even though the combat screen gave it that appearance. It represented breaking through the front line enemies and forcing the former back line into close combat. In that sense, corpses shouldn’t be a pure meat shield, but instead might impart a chance to slip on the corpse and fail your attack or even injure yourself when attempting to move past. I’m not sure if the current combat system could account for such a complex mechanic, though, as attack range is position based. The devs would have to somehow treat… Read more »
The Undead
Guest
The Undead

The Heart attack mechanic and the corpses should be definitely removed, they really don’t add anything to the game. Harder to kill monsters are okay.

David Feichtner
Guest
David Feichtner

Just deactivate them in the option menu.
Both have a box you can tick off or on. They are purely optional.

Naskoni
Guest
Naskoni

They are optional as a direct result of this article.

The game was broken in many respects even before those two “game mechanics” even made it into the game and it remains largely broken even after they can now be deactivated.

The irony is that both corpses and heart attacks were implemented in an incompetent attempt to correct existing issues, only to make things substantially worse…

David Feichtner
Guest
David Feichtner
“Broken” Seriously? What about the game is “broken”? I don’t get it, seriously. I frequently lose some people and I also have to abandon quest to save my characters, yes, but that is the whole purpose of the game. Its supposed to be hard. And both corpses and PROT were a welcome reason for me to re-evaluate the Plague Doctor class, since she used to be pretty useless, but now, her blight and bleed skills rip through PROT enemies and she can dissolve a whole bunch of bodies with one bomb. Just tell me: What is broken about the game?… Read more »
Naskoni
Guest
Naskoni
Guess you couldn’t bothered to read anything posted before you graced us with your presence? As for the game not broken – after the 7.15 patch it became completely unplayable for me – I just couldn’t put up with the amounts of stupidity added to the game. And if you had reached the higher tier dungeons with the initial prot levels you might have understood why. The fact that you think corpses and prot actually made for a better game means, for me personally, that you haven’t understood even the basics of the game, as neither of those made it… Read more »
David Feichtner
Guest
David Feichtner

So… me disagreeing with you means that I am dumb and don’t understand the game.
Ok, I get it. Sorry that I do not reach your greatness.
Next time I disagree with you, I will remember my place.

AncientSpark
Guest
AncientSpark
A big problem with sentiments like these is that the line between min-maxing and generally recommended good play is pretty blurry. A lot of people, for example, complain corpses extend fights. Which is true, for default parties that don’t pack pulls/pushes. But it’s not necessarily that “min-maxy” to expect the party to carry a pull/push in their party because a huge cross-section of the classes in the game has at least one of those. And once you have those, fights are very barely extended; in some cases, it’s actually a benefit because you can permanently trivialize some encounters by using… Read more »
Shaamaan
Guest
Shaamaan
It seems to me the fault is entirely on Red Hook. Allow me to explain. They had a vision for a game. This is good. They have created an early access version of that game, which was also good. They released updates which, once again, was / is good. The problems began when they started to listen to fans. Now, listening to customers isn’t a bad idea in general, and I wish more companies would do that. But they should treat fans of early access for what they are – fans and, well, beta testers. There are 3 possible scenarios… Read more »
Celerity
Guest
Celerity

You have it backwards, it’s really more like this. They had a vision of a game, released an Early Access version of that game. The game did not fit their own vision, the one we first came for. They did not listen when the fans explained otherwise, because they were outnumbered by the casuals only here because favorite video maker x likes the game and would otherwise have no interest. RH chases new, more profitable market while putting on a show and eventually just makes both sides very annoyed.

Nicklas
Guest
Nicklas

I have hold of my purchase, in wait for a complete experience. It’s sad to hear that it maybe in vain, just have to stick to my guns and hope for the best.

Thanks for the article Jim, and thank god…

Naskoni
Guest
Naskoni

… for him!

Saku Suonpää
Guest
Saku Suonpää

Why not just patch in 3-4 difficulties? Tough but fair, know your shit or die, sometimes the dice says DIE DIE DIE no matter what you do and the final not even min-max will save you difficulty.

Seems like an obvious fix

Kaocrat
Guest
Kaocrat

I suspect that is what they will actually do when the game gets its full release. In the meantime they can gather data on which mechanics annoy which kinds of people and figure out how to group them. Seems like “beginner/easy” mode would have no corpses/heart attacks, Intermediate would have corpses (plus maybe a low random probability of heart attack at 200% stress), and then “Advanced” would have the new features as they currently are.

Naughtron
Guest
Naughtron

Holy shit! What a sad story to read. I loved what I had played back in January, and decided to hold off until the game was official. Sounds like an absolute shit show now. Mental note to myself, never ever pre-order anything ever again.

Boodor85
Guest
Boodor85
As someone who played a bit of it when it first started, I already saw the issues with the community when I started heading to forums. The vocal minority of min/maxers are infuriating as, if you tell them how you play in any way other than their own boring, tedious way, you have to shit at the game and therefore your opinion about it is wrong. I am okay with PROT as an idea, if it weren’t implemented so recklessly. The reason corspes and heart attacks are the worst is that they waste precious, precious time. Time that turned into… Read more »
Demian Phillips
Guest
Demian Phillips

This is exactly how Dont Starve got turned into an unfun chore for me. I had my eye on this and was waiting for final release because of getting burnt in the past. I will see what final release is but this kills my hope.

Naskoni
Guest
Naskoni

An update – Jim has eventually decided to take down his Early Access recommendation for this game. It is formally no longer endorsed by him.

anomalous material
Guest
anomalous material

Ouch. I really hope there is some kind of positive resolution made on this. I truly wanted to buy the game when it came out, but I wanted to buy something like what I saw at the beginning.

Celerity
Guest
Celerity

I’m afraid that game has never been available officially and that has been the real point of contention here.

anomalous material
Guest
anomalous material

So many people have said it – allow difficulty levels (or at least the ability to toggle various features on or off – thinking the customisation in Thief 2014, or even the Hexes in Victor Vran). I won’t be naiive and claim that can’t be much work, because I have never designed a game before. Still, the game is still being developed and they are obviously still tinkering with difficulty and balancing, so maybe there is hope that they will tinker this in there as well.

froyton
Guest
froyton

Was going to make pretty much the same comment. Give people the option to enjoy the experience they had when this game first hit early access, and then provide a separate mode that will get the vocal minority to STFU and not ruin the game for everyone else. Like you said, a non-dev can’t really comment on how hard it would be to implement, but it does seem like it would make almost everyone happy.

Kaocrat
Guest
Kaocrat

Early Access needs to be more like Minecraft where you always have access to all previous updates of the game and are never forced to play the most recent build.

MM
Guest
MM
I was also gonna say the same. Whatever happened to difficulty levels?! This is like Game Design 101, from the 80’s or even earlier.. (didn’t arcade machines had handicap switches?) Anyway, I’m a programmer and this should be easy. Specially *while* you’re still adding them. Now that they’re already in, then maybe not so much depending on how mangled they coded it but, I don’t see how it would be much harder. And for a project like this they should be using version control software, which means they could just roll back the changes they need and tack them under… Read more »
Nathan Aldana
Member

This is why min/maxers are toxic. Whether in a singleplayer game or an MMO< they are never satisfied until only they and their immense "skill" allows them to lord mastery of the game over all the unwashed proles "stupd" enough to just want to have fun.

Celerity
Guest
Celerity

Get over yourself, and anyways when the game gives the “choice” between 50 damage or 5, it doesn’t matter if you’re looking for the best possible character or not because the game makes the “choice” insultingly obvious.

Courtney's dad
Guest
Courtney's dad
The solution here is so simple; don’t listen to any fans at all and use their own judgement and creative instincts to shape the game, along with some well-curated local playtesting. Design by committee used to be thought of as a bad thing, and shit like this is why. I mean, what’s the point of gaining years of professional experience designing games if you’re just going to let your own perspective be overruled by the first set of idiots to find their way to your comment box? Empowering consumers is fine, to a point, but empowering creatives is what elevates… Read more »
Naskoni
Guest
Naskoni
As already pointed out – they have actively ignored any and all feedback so far, with the exception of this very article which produced immediate results. Beside that they give every indication that they are going to continue ignoring any future (ordinary mortal player) feedback too. As for gaining years of professional experience – it is profoundly obvious that the art guy has such, the music guy has such, the narrator guy has such and for the most part the programmer guys also have such. The guy responsible for the overall game design as in game mechanics and so on… Read more »
Celerity
Guest
Celerity

That’s exactly what they’re doing right now and look at the result! They don’t understand their own game so of course they don’t understand how it works, what the problems are, and what the solutions are.

Jon Skinner
Guest
Jon Skinner

It makes me really sad to read this, I haven’t played this game since it’s first week or 2 out in early access and I loved it to death. Then I told myself I’ll play it again once it’s released fully and have been waiting, I’ll still reinstall it upon release day but if it’s as bad as you’ve descriped I’m afraid it’s going to find it self uninstalled rather quickly, such a shame.

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