Category Archives: Impressions
Impressions: Coral Island
Coral Island is a farming/life-sim straight from the Stardew Valley vein, and recently came out of Early Access. I have spent about 30 hours playing on Game Pass and the verdict is… acceptable. Pretty good, even. But the whole time I have been playing, all I can think about is that I want to play My Time at Sandrock instead.

Which to be fair, is, well, an unfair comparison. Sandrock (and My Time at Portia) at not the same kind of life-sim. But what kept striking me while playing Coral Island is how low the stakes are. That’s also an unfair criticism given that all of these life-sims are meant more for relaxation purposes but… I dunno. Sandrock/Portia have an overall narrative, Sun Haven has plot plus a combat system that is a smidge more serious, and Stardew Valley kind of sets the bar. It’s tough for Coral Island to stand on its own with those kind of peers.
Coral Island does have some things going for it. The (non-rotating) pseudo-3D graphics set it apart from the typical pixelated style in this genre. The anime-esque portraits are extremely well done, with villagers having different outfits per season, per certain cutscenes, and even bathing suits. The map allows you to both see where everyone is located in real-time, and even search for specific villagers. The diving activity where you clean up trash on the ocean floor is satisfying.

Overall, like I said, Coral Island is just fine. If you’re looking for a chill life-sim with extremely genre-typical activities, this is your stop. It did capture my attention for 30 hours and scratches some optimization itches. But if you’re looking for anything more than that, e.g. some adrenaline hit or unfolding mystery, you will have to keep on looking elsewhere.
Mainlining: Wartales
My enthusiasm for gaming has been wanning for the past month or so. Cyberpunk’s expansion has been fantastic, but even at its height, I “only” played for about two hours at a time, maximum. For some reason, I would complete a mission, sit there for a second, and then turn it off and go watch Hearthstone clips on Youtube and/or scroll vids. Nothing was really grabbing me, you feel?
Then I downloaded Wartales off of Game Pass and… goddamn. Four hours a night has never evaporated so fast.

Wartales is medieval, low-fantasy mercenary RPG in the same vein as Battle Brothers. You control a small squad of mercs and endeavor to complete jobs to earn money to feed, pay, and outfit your crew. Combat is turn-based, but everything else takes place in real-time, with merchant caravans, bandits, and packs of hostile wildlife roaming the overland map (or hiding in the woods). A stamina meter acts as a clock to your escapades – requiring your team to camp and eat – but there is no other world-ending deadline like in Battle Brothers. As long as you can keep up with your food and salary, you can take as long as you want to do anything.
I started to type up explanations of the game’s various features, but let me just hit the highlights:
- Granular difficulty – You can toggle the combat and “upkeep” difficulties independently. Additionally, you choose between Free-Roam (scaling enemies) or Region-Locked. The latter mode allows you to over-level an area if you’re having trouble, and makes more sense overall (no max-level peasants afoot).
- Multiple Progression Systems – Gain Knowledge Points to unlock craftable items, learn recipes, gain permanent camp upgrades, and complete repeatable Path “achievements” to unlock more stuff.
- Optimization Galore – Choose talent specializations based on “class,” equip Legendary/unique items with powerful abilities, apply 1-2 of dozens of weapon enhancements, build your perfect merc band.
- Armored HP – Armor gives you an extra HP bar. Simple, grokkable, and you can cheese it in a few ways.
- Play As Bandits – Ambush Merchant caravans and loot all their wares. Run from the fuzz. Or play everything straight… only stealing items otherwise locked behind special currency.

Downsides? There are quite a few:
- Death Spirals – Characters get wounds when reduced to 50% HP, and require expensive medicine to cure. Armor damage also needs purchasable items to repair. Early game is rough going.
- Noob Traps Galore – Choices are everywhere, but some of them are objectively bad (or bugged!). Descriptions alone can be misleading, and there’s no good Wiki info.
- Alpha Strike Focus – inevitable with turn-based combat, but the game seems (im)balanced around killing everyone within 1-2 rounds (if not the first few character turns).
- SAVED GAME BUG – Unpatched as of this post, there’s a bug that can remove a full day’s progress.
The last item in particular is unfortunate, and happened to me. Basically, you save the game as normal, everything seems fine, but next time you open the game it’s like whatever saves you made the previous day do not exist. There is an apparent workaround of making a copy of your saved game folder, but I haven’t confirmed whether it makes a difference (bug hasn’t struck again).
Looking at my /played number though… 60+ hours. Wow. Does this mean Wartales is better than any of the other games that deserved to be playing? No. But it is the game I apparently needed right now.
Impressions: Starfield
TL;DR: Consider me… whelmed. Not overwhelmed, not underwhelmed. Just whelmed.

The initial few hours of Starfield are incredibly weak. Like, insultingly bad for a Bethesda game. I had no sense of grounding in the game world like with Skyrim, Fallout 4, Fallout 3, or even Oblivion. After an hour or so, you get dumped into New Atlantis, which is the Starfield equivalent of Dragon Age: Inquisition’s Hinterlands. There is plenty of things to do in the city, all of which you absolutely should not be doing. Not to say the quests are bad per se, but I felt myself burning out of the game after sessions 2 and 3 were all just questing in the city with zero combat.
I decided to break away from New Atlantis and things began to improve. Following the main quest, I get to Mars. Instead of going to the bar where the quest wants me to go, I instead strike out towards an unknown marker. Looks like some kind of rocket structure. I see a spaceship just sitting nearby… so I steal it. The devs have a heavy thumb on the economic scale in this game, so while you can certainly steal a better ship than you have, it costs like 90% of the sell price of a ship to register it, which you need to pay before you can sell it (or customize it). My profit is like 1700 credits, which is the equivalent of selling four guns from dead pirates.

I fast travel back to the rocket pad, climb all the way to the top, which it seems like the devs intended. At the very tippy-top, I see three chests up there containing common gun drops and ammo. Yay.
That is when it hits me. “Exploration” only happens in instanced content in Starfield. Had this been a Fallout title, there would have been a skeleton up there or some other environmental storytelling (audio log, etc). Had this been Elder Scrolls, there may have been some Daedric portal or a unique item or something. The rocket pad is a Point of Interest, yes, but I will no doubt be seeing similar rocket pads across the 1000s of planets in the game, and they all need to have a chest at the tippy-top.
Or maybe I am wrong, and the launch pad on Mars was specifically hand-crafted. In which case… yikes.

On my next play session, I go into the bar as intended. Along the way, I overhear a conversation about how some miners are being turned away by the mining supervisor. I talk with him, and he asked me to mine some Iron “off the books” so that it looks like his team exceeded quota and thus will get approval to some badly-needed upgraded equipment. I do that, and now he’s asking me to become an executive assistant to “help” the Fiscal manager to sign the paperwork. No doubt there will be further shenanigans in the space station as I try to get the request approved.
The above is the type of thing I’m actually impressed with while playing the game: mundane-sounding side-quests end up becoming more involved and interesting. There are a tons of these and you can do them or not do them at your leisure. It makes the game world feel a bit more alive and interconnected. As opposed to the literal game world, which is dead and fragmented by loading screens.

Having said all that, I am becoming increasingly okay with it. In Buddhism, “unfulfilled expectations” are the root of all suffering. In a recent Starfield play session, I cleared out a random den of Spacers on Mars, went outside, fast traveled to New Atlantis and off-loaded my loot to vendors, then fast traveled back to the Martian surface to continue looting the building. Is that, strictly speaking, dumb game design? Yes. Is it all that different than fast traveling to vendors in any other Bethesda game? Er… no. It only feels dumb because I have some unfulfilled expectations that this is a good game space games are necessarily immersive sims that play out more like No Man’s Sky.
I dunno. I typically do not mod games on a first playthrough, but I’m feeling like maybe giving myself 1000 more carry weight might actually make the game more immersive than leaving it as-is.
Impressions: Baldur’s Gate 3
Basically Divinity: Original Sin 2.5. But (more) balanced this time!

First, let’s acknowledge the obvious: Baldur’s Gate 3 (BG3) is already a smash hit. As of this post, Steam indicates a peak of 814,466 concurrent players, which makes it the 8th out of the top 10 of all time. Concurrent players doesn’t really mean much in a vacuum, but it is an impressive feat given its peers on that list. It makes me wonder if, like Elden Ring before it, BG3 will generate a renewed interest in an otherwise niche genre that no longer feels like such.
But what about the game itself? Is it as good as they say? Yes. And… sorta.

The game is gorgeous and highly, highly detailed. You have near-infinite freedom in designing your character(s), including the Cyberpunk-esque ability to mix-and-match genitals. There are Origin characters you recruit that have their own personal stories and special powers, or you can skip all that and just recruit mercs you make yourself. There are environmental dangers such as webs and oil slicks which you can combo with your spells. You can pick up damn near everything, including forks, knives, incense, exploding barrels, skulls, and most everything else your heart desires. Quests are detailed, dialog has multiple branching paths to take depending on skills, and there are many different ways to complete tasks.
Aside from the genitals though, all of that just describes Original Sin 2.

This is not necessarily a bad thing. My biggest issue with Original Sin 2 was the game balance, or lack thereof. A lot of those issues neatly evaporate in the near-RAW (Rules As Written) embrace of 5E D&D. There is no Physical Armor vs Magic Armor to worry about. Spells and abilities are much more limited, and (sometimes frustratingly) balanced thereby. You can still perform some crazy combos depending on the environment, but there is not an expectation that you will be electrifying pools of blood/water every battle without fail.
An embrace of “traditional” D&D rules can sometimes be annoying however. Spellcasters are limited to a finite amount of spell slots per Long Rest. This is perhaps more balanced than the alternative of being able to alpha-strike enemies all the time. The issue though is how the majority of attacks – at least at level 3 where I’m at – have, at best, a 65% chance of hitting. This naturally leads one to more highly consider the spells less reliant on attack rolls, which heads back into traditional Larian surface-prepping. And once you start heading (back) down that path, you start having your rogue collect explosive barrels and planting them next to foes while in stealth so you can blow up three enemies in the first surprise round of combat. While very fun to do, we’re right back into “Original Sin 2.5” territory.

Also, can I just say that I am immensely annoyed that the devs have surpassed even Witcher 3 in the ludonarrative dissonance department? The game opens up with you getting a mind flayer parasite planted into your eye, and everyone repeatedly talking about how you will turn into an mind flayer yourself after 7 days. I am not very far into Act 1 as I understand it, but I have Long Rested twice thus far, and so I should only have five days left before I turn. But I presently see no indication that a time limit actually exists, and would probably have heard about it on the internet by now if it did. While I understand that perhaps the greater narrative will eventually expound on why we don’t turn after 7 days, this false sense of time-sensitivity – combined with the game mechanics of Long Resting for spellcasters – really rubs me the wrong way. It was absurd in Witcher 3 when you “just missed” Ciri despite spending 40 hours dithering around, and is even more absurd here in BG3.
If it seems like I’m just shitting on Baldur’s Gate 3, well… sorry. I have played for 19 hours thus far and the game came out like four days ago. It’s a fun game! But I do recognize that it is benefitting from an unusual sort of marketing zeitgeist way out of proportion to what it is currently (at least in the early stages) bringing to the table(top). It isn’t even the first game to faithfully recreate 5E rules either – Solasta came out three years ago. I have played both Solasta and Divinity: Original Sin 2, so none of what I’m seeing is particularly groundbreaking.
That said, if someone hasn’t played either of those two games or perhaps never seemed interested in CRPGs before, Baldur’s Gate 3 is probably the best place to start. It’s popular, it’s shiny, and it is certainly the most approachable the genre has ever been.
Time will tell whether Larian can stick the landing past Act 2 or if it’s all downhill after the bear sex.
Impressions: Craftopia
A lot of developers, even in the indie space, like to play things safe. Even if the genre is something out of left field, a lot of the basic game design still feels like +10% skill bonus here, clearly defined tutorial there. Early Access is treated as a soft launch – which it definitely is – of the final product instead of an opportunity to just go nuts.

Meanwhile, Craftopia is the nuts. I don’t remember the last time I played something where you could just feel the devs sitting around a whiteboard saying “That sounds cool, let’s try it out.” And since the team is from Japan, they are already coming at design from sometimes extra weird angles.
On the face of it, Craftopia is… well, let me just post this from the Steam store page:
Craftopia is the brand new multiplayer open-world survival action game.
We have imagined what would happen when we combine our favorite video games altogether.
Chop trees and mine stones as in Sandbox,
Explore the world as in Open-world,
Fight the hunger as in Survival,
Cultivate and harvest as in Farming,
Collect loots in dungeons as in Hack-and-slash,
Automate activities as in Factory management,
Hunt monsters and creatures as in Hunting action,
Cast magical spells as in Fantasy RPG.Now we have a utopia for all of us. That is Craftopia.
After destroying the world in the opening credits, your character emerges from a tutorial cave and you can basically do whatever you want. The game looks like Breath of the Wild and/or Genshin Impact, including the ability to gecko-climb up every surface from the get-go (and build a glider soon after). Following the breadcrumb quests will take you to some NPCs and a small town where you can get acquainted to the crafting. The thing to know is that you can basically build anywhere, which will be important later.

Before the big Seamless World update in late June, the game was basically a series of instanced islands and you needed to unlock things to open portals to other places. Now, you can basically go anywhere you want right off the bat, although you will of course encounter higher-level enemies the farther afield you explore. One of the principle progression mechanics is unlocking special pillars across the landscape using crafted goods. Once you supply the necessary ingredients and then press the button at the top of the resulting pillar, you progress the “Age” and unlock new crafting possibilities.
Let me talk about the pillar for a second though, because it was amazing to me. I supplied the ingredients and then it shot up into the sky. I started climbing the pillar, which is something you can just do, but I started getting nervous halfway up because the ledges were very tiny and, admittedly, the game has a lot of jank. So I threw down a wood platform so I wouldn’t fall off. And then I slapped my forehead with the realization that I could have just built a spiral staircase to reach the top. Which I then did. There’s a floating island you need to reach to get some upgrades, and I presumably would have learned that lesson had I done that earlier, but whatever.

Aside from the crafting aspect, there is a lot of experimentation in the Skill trees as well. You can choose to use Magic of various flavors, enhance your normal weapon attacks, unlock basic movement skills like double-jump, and more. When I played, a large portion was simply unselectable placeholders, but what exists is plenty inventive and makes me feel excited for the possibilities. One Skill lets you throw a knife and then teleport to that location. I was a tad disappointed that its range is limited, but it reminded me how much fun I had with Rogues in WoW with Grappling Hook and Shadowstep.
Also, apparently there is an entire Pokemon element in the game wherein you can capture and breed anything in the game, including NPCs (!!), and ride them into battle (!?!). Actually, I haven’t tried to see if you can ride the NPCs, but I have ridden a cow and what looked like a Shy Guy from Mario 2, so I wouldn’t be surprised.

Also also, there are dungeons with traps and boss fights. Building is more limited inside, but there was a sequence where you had to come up with something to avoid fireball turrets and infinitely falling giant iron balls that roll down the main ramp. I hesitate to call the boss combat Soulslike, but you do need to dodge and counter-attack at precise moments to avoid damage. Or summon a bunch of pets/NPCs and spam attacks? Didn’t try that, personally, but maybe it would work.
What I will say though, is that currently Craftopia has a lot of jank. Like, a lot a alot. When I played, damn near half of the NPC dialog was in untranslated Japanese, and what was in English was very clearly machine-translated. According to one patch note the untranslated dialog was due to a bug, but let’s just say that this isn’t exactly an AA game experience at the moment. It certainly is A game experience, and definitely a BBB game if I ever saw one.

And that’s fine. What I love about Craftopia already is that it can improve in so many different ways and directions from here. That sounds like a backhanded compliment, perhaps, but my point is that these guys threw the entire box of spaghetti at the wall, instead of just a normal amount. With what they got going on so far, I am not worried about them necessarily cutting features and/or nerfing certain builds into the ground. Which means we could just have fun for once in completely unique ways. How many times does that happen?
The one negative I’ll say is that it’s difficult to justify playing exactly right now. For one thing, there is apparently some kind of critical Save Game bug, which is about the worst thing that can happen with a survival-crafting game. But more than that, I worry about playing through things, getting my fill with the novelty, and then them releasing a whole bunch of new elements that I don’t get to experience because I’ve moved on. That’s a Me problem, 100%, but it’s there. The roadmap suggests that an official release may come in or after September, which isn’t too far away, and may be just as well considering that’s when Starfield comes out.
But overall, if you want to experience a game where it feels like almost anything can happen, Craftopia is where it’s at.
Impressions: Farworld Pioneers
Steam indicates that I first added Farworld Pioneers to my wishlist back in August 2022. It was described as Terraria/Starbound meets RimWorld/Oxygen Not Included, and since I very much enjoyed all those games, it seemed like this one would be up my alley. Well, it had a surprise (to me) release a few days ago and was on Game Pass to boot, so I was super excited to start playing.

Unfortunately, the game is pretty much trash right now.
First off, the game is labeled “v1.0” but it is very much in the “minimum viable product” category. Like, barely Early Access. There are periods of inexplicable slowdown; all electricity generators delete their fuel whenever you Save & Quit; Colony AI is abysmal to the point where colonists will readily starve/freeze to death while getting stuck on the very resources they were collecting; several research products literally say “Coming Soon!”; the ultimate goal for exploring the rest of the game, the Dropship, simply… doesn’t work. That last one was the final kick in the balls for me, as I ended up exiting the game several times to try and get unstuck from the inside of the cabin, only to finally teleport out back to the original planet… sans Dropship. And its contents. According to others, I was lucky: they didn’t have a teleporter so they were truly trapped and had to abandon 10-hour saves.

As bugs and sloppy code, those things can hopefully be fixed. What is a bit more concerning is the overall design of the game.
Terraria and Starbound both have NPCs that you can “recruit” to basically progress the game. They are not active members, but more like glorified workbenches or vendors. In colony sims like RimWorld and Oxygen Not Included, giving detailed orders and blueprinting out a base is important because you can’t control people directly. In exchange, you can see most of the map for planning purposes. Farworld Pioneers is a bastardization of the two – main character and colonists – and it just doesn’t work.
You can certainly give orders like “cut down these trees in particular” or “build a concrete room that looks like this.” And if you happen to have the resources in your stockpiles to accommodate the request (and the AI doesn’t wig out), they will even build it for you! The problem is that your colonists will not move the Iron Ore into the Smelter to make Steel Ingots and then move those to make the Steel door. Colonists will use existing resources, and they will work “bills” at crafting stations, but you have to set those up manually yourself. In which case, you may as well do it yourself.
Now, perhaps that is a deficiency of the existing AI. Certainly possible. But even if that piece is fixed, the fundamental problem is that you can only manage things that your character can see – no setting things up remotely while you are mining or exploring underground caves – which kind of renders the entire exercise moot. About the only functional things colonists can do while you are gone is perform Research and farm food.

I also have grave concerns about the scope of the game. Obviously building a Dropship and heading to another planet to get more advanced resources is one of the top goals. But what comes after that? Are they truly going the Starbound route wherein you then head to new star systems and discover even more exotic minerals and so on? Based on the current tech tree, it seems unlikely. And based on the gameplay on the starter planet, where you might get notified raiders are attacking your base while you are deep underground, I have my suspicions that this is a more “defend your colony” and/or “play on multiplayer and PvP strangers” endgame.
Overall, the game is a hot mess and should not have been released in this state. As someone starved of exactly the genre Farworld Pioneers professed to belong to, this has been extremely disappointing.
Impressions: Against the Storm
Against the Storm (AtS) is a roguelike city-builder, and may very well be the first of its kind. Each game feels like the early to midgame turns of a Civilization match as you explore the foggy forest in pursuit of randomized resources that will force you to adapt your builds in new ways every time. And right as the combination of production synergies and passive abilities make your base amazing… the match is over, and you prepare to do it all over again somewhere else.

Random really is the name of the game. The win condition is raising your Reputation bar to maximum before the Queen’s Ire bar fills up. To raise your Reputation, you complete randomized Orders (quests), solve randomized Events/Caches strewn in glades on the map, leverage randomized Cornerstone abilities (passives), or raise the Resolve (happiness) meter of one or more of your races past a certain point to earn a steady trickle. You’ll do all of these things by collecting resources randomly distributed on the map, with buildings that were chosen from, you guessed it, a random assortment.
If all that randomness sounds a bit off-putting, well, it is. At first.
The genius of the game’s design is how it leans into adaptability. For example, if you wanted to make Beer, it’s very possible for there to be no Wheat on your map and no Farm building offered to grow Wheat. That sucks. But Beer can be made from Wheat or Roots. Or maybe you get offered a series of choices that leads you towards Wine or something else instead, which you trade for Wheat. Damn near every production building in the game has 3+ alternative inputs available, and since some buildings are more efficient than others, you are passively steered in certain directions that might be out of your comfort zone. I’ve had maps where I was just never offered something fundamental, like Planks or complex foods, and had to radically alter my gameplan to survive.

Remember Sid Meier saying games are a series of interesting decisions? That’s Against the Storm.
Successfully completing a map gains you progression currency you spend unlocking passive bonuses and other goodies back at the Smoldering City. After that, it is back to the world map and selecting the next hex to tackle. Each possible biome has a general theme and resources that appear more frequently. Select your randomized starting party, add some specific resources of your choosing, and then spend the next 5 minutes with the game paused to study the randomized buffs/debuffs you have received, and choose your randomized starting three building blueprints. You will repeat this cycle 5-6 times until the entire world gets reset (except for meta-progression) and you start everything again.

It is worth noting here that I don’t actually like city-builders all that much. I played SimCity 2000 for hundreds of hours ages ago and Frostpunk was okay, but I’m not especially a fan of games where you alternate between Pause and 3x speed. AtS is especially egregious in this regard because of all the interlocking parts with production buildings and various, randomized resources. That very randomness though, is precisely what has kept be playing for the last 25 hours – specifically the desire to optimize the madness. Each map will take you 1.5-2 hours to beat and then you are given a clean slate, so don’t come in thinking you will be making a self-sustaining colony or anything.
Overall, I am very impressed.
The game is starting to wind down for me though, as I have noticed my desire to win just for the upgrade currency to unlock new passives… that will make wining again easier. The offset for that are higher difficulties, including “Prestige” (aka Ascension) ranks that have ever-increasing maluses, but that’s not exactly what I’m looking for. And if I was, I would just play Slay the Spire.
Impressions: Arcanium
Arcanium is a lane-based, multi-character deckbuilding roguelike. You control the actions of three different furry characters with their own distinct card pools, passive abilities, and equipment. There are always three different enemies in the opposing lanes, although you can spend resources to get them to retarget other lanes (Taunt cards) or swap lanes with your own characters to distribute damage and/or fire off attacks. Defeating foes grants you rewards, new cards to add to your deck, and all the sort of things you would expect from a deckbuilding roguelike.

And, uh… that basically sums it all up.
I’ve played a lot of deckbuilding roguelikes over the years and Arcanium is OK. Fine, even. What it reminded me most of was Roguebook, in that you have multiple characters with their own decks, traverse a hex-based map trying to uncover new nodes, and there being incentives to maximize deck size. I also appreciate the new trend (?) for these games to allow banked energy – you start with 3/turn, but can carry up to 5 over to your next turn, if you don’t have a use for it. That part, along with the equipment, reminded me of Across the Obelisk.

I do have some issues with the game, although they are difficult to articulate. For example, a lot of the enemies feel the same: they attack for X amount, deal a debuff, perform an area attack for Y amount, or gain armor. That sort of reductionism can be made for Slay the Spire too, right? Perhaps it feels worse in Arcanium due to the lane-based nature of the game. After all, enemies always target down their lane, and you cannot target things more than one lane away.
Another issue I have is that the sort of highest-difficulty fights reward you with Heirloom Equipment, which are character-specific items that synergize with their passive abilities/cards in various ways. Getting all three characters their Heirlooms is very important… but once that’s done, those hard battles thereafter become mostly pointless, as you’d rather get regular equipment for the other slots. Technically you get an already-upgraded card choice from the rewards and closer to unlocking character upgrades (more energy/cards per turn), but again, it just feels bad doing these fights with the Heirlooms being wasted. I wish there was a way to scrap them or trade for regular equipment.

Overall, Arcanium is a perfectly serviceable deckbuilding roguelike. Unlocking new characters by doing specific things during each run feels rewarding, and cards are similarly unlocked and added to the pool all the time. Each character and their card pools feels unique, and you can be rewarded for discovering synergies between them. Having said that, I have played Arcanium for 15 hours and feel like I’ve seen all that I want to, whereas most deckbuilders taper off after 40 hours for me. Take that for what you will.
Impressions: Across the Obelisk
Across the Obelisk is a chunky deck-building roguelike that has a lot of overlapping mechanics that… mostly work together.

You control four characters each with their own decks. By default, these characters are a warrior, ranger, mage, and cleric, and all have their own unique card pools. Additionally, each character has four equipment slots (and one pet slot) that can be filled with a wide assortment of gear. Additionally additionally, each character can level up five times, getting a binary choice of abilities unique to that specific character (e.g. the four warriors each have different choices). Additionally additionally additionally, you earn Perk points across all characters that allows you more customization options in the form of +1 bonuses to various stats.
Oh, and you accumulate “Supplies” that let’s you upgrade the towns at the beginning of each map. And maps have various lanes and encounters and character unlocks and secrets and general themes.
Like I said, there’s a lot going on.

The problem, 25 hours in, is an understanding that a lot of the game just doesn’t matter. In Slay the Spire, you always go first and can see what the enemy is going to do. In this game, enemy actions are hidden by default – you have to debuff them with certain cards to temporarily see – and turns are based on the speed stat… which can be buffed or debuffed. So sometimes the enemy will just do things to your team without you knowing what’s going on. Like all deck-building games though, sometimes you can’t do anything even if you do know what’s coming due to the cards drawn.
Another issue I have is how often what the card says doesn’t matter. Characters have resistances to the various damage types in the game, and it’s often a fact that enemies get 60% resistance or higher. When I first unlocked a high-cost card that said “Deal 60 damage” I was excited… only to find that it actually deals like 20. The game calculates it for you so there’s no surprises, but nevertheless this funnels all successful strategies towards stacking debuffs (which typically lower resistances as a bonus). Which is whatever I guess… until you face enemies immune to that debuff, or can self-dispel, or can transfer (!!) the debuffs back your way. Most of the time, whether a given enemy can do this will be a complete surprise. Fun times.

Ultimately, I’m finding the game plenty compelling in an almost unhealthy way. Each run makes the next one that much easier, which is good, but this also means you are set up to fail the first dozen or so runs. I like how you can end up crafting a lot of your favorite cards right at the beginning of the game and thinning your deck out so there is less ramp-up. Figuring out synergies between the classes feels satisfying, and unlocking characters can lead to new ways of playing based on their unique talents.
But if you aren’t into deck-builders, this certainly isn’t going to get you onboard. Not only is there a lot of RNG – moreso than normal deck-builders – each run takes several hours between having to coordinate four different decks and equipment and upgrades and so on.
Impressions: Sun Haven
I’m currently at around 30 hours played with Sun Haven. I bought it six days ago.
‘Nuff said, yeah?

Sun Haven is a pixel fantasy farming/life sim game in the same vein as Stardew Valley. Like, literally in the same vein. Protagonist arrives in a town, meets a bunch of people, can choose a life of toil via farming, crafting, ranching, fishing, mining, and so on. There is a daily community quest board, a calendar of birthdays and festivals, a pile of romance options. Deja vu, yeah?
The thing is, Sun Haven has a lot of very interesting innovations even within the farm/life sim genre.
For example, Sun Haven has no energy meter. That’s right, you can perform actions for as many minutes there are in the day (and you can make those longer too in the Options menu). It almost feels like cheating, for veterans of this genre. And guess what other sacred cow got slaughtered? The game auto-saves constantly, which means you can safely stop playing at any time, e.g. not just when going to sleep. What the what?! If you thought “one more day” was addicting, wait until you play this.

As mentioned before, the setting is fantasy. Your main character can be human… or elf, or angel, devil, and so on. You can also select a starting background, which affects if you arrive in town with some seeds or a fruit tree or farm animals. Magic also features somewhat prominently, with you learning a fireball spell very early on to assist with combat. As you gain XP in Farming, you can eventually get spells that will automatically till a big square via an earthquake, or summon a rain cloud to water your crops in an area.
Another thing that keeps things fresh is the fact that there is a surprisingly large number of Skills you can pick across the Exploration, Farming, Combat, Mining, and Fishing trees. Each one accumulates XP separately, and while the Skills offered generally affects the specific category, sometimes there is synergistic overlap. Also, these are Skill “trees” only insofar as you need to assign 5 Skill points to unlock the next tier of Skills – you are not actually forced to go down one set path.
There is a plot within the game that is unveiled over time via fairly simple questing. I cannot comment much about it at this point, as I have not really seen enough of it to tell what’s going on. What I can say is that additional towns are unlocked (including different farms!) as you progress. I just got to the Elf town and none of the traditional plants you are used to grow there. Indeed, the Elf town doesn’t even use gold as currency, so you can’t just make bank in Sun Haven and waddle your way over to clear out the vendors. I’m guessing that maintaining two or more farms simultaneously will not go over well, but it will be interesting to see if you can effectively abandon your old life and simply start over elsewhere.

One last piece that I thought was insanely clever was the fact that most foods grant permanent bonuses when eaten, subject to a cap. This encourages you to plant a large variety of crops even after you used Excel to determine the most profitable ones, since each point of extra Mana will save you X amount of seconds by summoning rain clouds instead of using a watering can like a pleb. The bonuses are typically small, like +1 HP and then go down to +0.75 HP for the second serving, but across the dozens or so recipes it all adds up. This can affect HP, MP, Attack, and even movement speed.
My only real criticism so far is that the game is so well-made that I started expecting more out of it. For example, combat is extremely simplistic. Enemy will aggro and try to melee you. You can unlock a Fireball spell early, or you can rely on Crossbows or Sword swings to defeat them. None of this is all that different from other games in the genre. And yet I kept thinking that Sun Haven needed more spells, or enemies with a more interesting attack pattern or something. Exploration feels really good, with a whole pile of useful things to collect off the ground, and yet enemies being so simplistic sort of diminished that somehow. I will say though, that I encountered one boss out in the world that made me flee, and that made things exciting again. Just wish there were more of that in normal enemies.
Overall? Sun Haven gets top marks from me. The genre innovations – mostly in the form of sacred cow slaughters – is a breath of fresh air, and the sense of progression is top-notch. I’m excited to see what the rest of the game has in store for me, even though I’ve already clocked in more than my money’s worth just in the first third of the game.