Fate Hunters is a deckbuilding roguelike in the same… well, not vein, but same circulatory system as Slay the Spire.
In truth, the game plays more like Dominion meets Darkest Dungeon – there is no energy, so you can play all of the cards in your hand every turn, but unplayable treasure cards can gum up your deck if you get too greedy. Monster attacks are straight-forward: they do the thing as what their card says, from left to right, every turn. After each boss fight, you are given the opportunity to leave with all your treasure cards or continue the climb, with each successive boss adding a multiplier to your treasure. If you die, that’s it, you get nothing.
And that’s the entire review. The end.
…I’m being kinda serious.
What I can say is that the game is very addictive in the just-one-more-fight way and feels amazing even though it seems low-budget. The card art is very Darkest Dungeon and consistent throughout the game. There is a fairly decent amount of cards available, including a half-dozen classes which have their own specific cards. There are also meaningful choices as you level and when you defeat bosses. For example, do you want to pick one of three random Fates (passive abilities) out of 20+? Or choose one of three Legendary weapons? Or choose one of three Heroic spells?
There is a fairly high variance in card effect quality which can lead to some swingy runs, but overall you are not likely to be shut out of possibly winning. And besides, as long as you get make it past at least one boss, you can just exit the dungeon with whatever spoils you happened to collect and try again.
As for the downsides? Well, the game is done and will no longer get any updates. Which is a real shame because there are a number of tweaks that could have been made to buff the weaker cards/abilities into usefulness. The nature of the game also lends itself to very specific strategies too – you pretty much have to always build a discard-themed deck given how treasures work. There is also zero story or lore of any kind, if that is important to you. The default price of $15 is extremely ridiculous.
But, honestly? It’s on sale for $3.74 right now and I have put in 18 hours already. If you are someone who enjoys deckbuilding roguelikes, it’s a no-brainer. Just be wary of using it as “filler” or a palate cleanser in-between other games, because every time I try and do that, it’s suddenly 2AM and I never get to the other game. Which is a pretty glowing review, now that I think about it.
Have you ever played a game without a robust Wiki available when you needed it?
If so, have you ever thought about doing something about it?
It is an interesting dilemma all around. As a developer, you cannot really be in the business of creating or maintaining your own Wiki. That would be kind of a full-time job, even if anonymous internet users weren’t able to change the information at any time. On the player side though, you often don’t have the necessary details to write accurate information. Sure, the text on the screen is there. But you are often not privy to the mechanics behind the scenes, and may not even be able to test anything depending on how everything is constructed.
For one reason or another, I have been playing a lot of games lately that have very limited Wikis. Some of that is because they are mods for games still in Alpha, e.g. Darkness Falls within 7 Days to Die, which incidentally is not the sort of thing you could really imagine happening like 10 years ago. A mod of a game in Alpha? Taking the time to write all of that sort of double-ephemeral data seems extra pointless. Then again, I certainly would have enjoyed having access to the information at the time, as I ended up spending 60+ hours with the mod.
Then you have the obscure games like Fate Hunter. Good fun. Zero information. Well, there is precisely one guide out there in the Steam community – and it’s a good one! – but that’s it. Is it worth trying to fill in a Wiki about it? Eh… probably not. Ring of Pain is another sort of low-information indie game that I did end up adding things to the Wiki because I was tired of going back to and forth with a text file of things I needed to remember (“what’s a Shrine of Neglect again?”).
So, it depends, I guess. Or maybe it’s simple: I will add to/improve an existing product, but not start from scratch. Which is probably reasonable considering that every minute I’m doing that is another minute I’m not playing the game I’m writing about. Which is a price I already pay for blogging.
aka regular-ass games.
It is interesting how my perception of games has shifted in the many years we have been living under a “Games as Service” model. Cosmetics, DLC, loot boxes, and all the other myriad monetization strategies nefariously cooked up by black hat economists are just the way things are now. The one little light left in Pandora’s box is that of updates. The suits want to keep engagement high to keep the cash spigot on, so they task the devs with fiddling with all the knobs. Sometimes that ends up making things worse, sometimes maliciously so (e.g. adding time-sinks). But sometimes it works out, and on the player side, hey, at least it seems like someone cares about what’s happening.
Cue my surprise and disappointment and surprise at my disappointment at learning a recent game purchase is… done. Finished. Complete.
Fate Hunters is neat little deckbuilding roguelike I bought for $3.74. The visuals are like Darkest Dungeon, the gameplay is kinda like Slay the Spire, but honestly it plays more like Dominion. There is zero plot, and you only accumulate gold to purchase permanent unlocks if you make it past a boss and retire your deck. Oh, and gold is represented by Treasure cards in your deck, so the more you hoard, the more you dilute your deck. There is no energy, so you basically get to play as many cards as you can (Treasure cards notwithstanding). It is the most arcade-like roguelike I have ever played, but it’s engaging just the same.
It is also “abandoned.”
We finished the game and did almost everything we planned. But there will be no new patches and sequels.(source)
“The devs are done with the game? Can they even do that?!” Fate Hunters actually plays pretty well – I did not encounter anything remotely close to a significant bug. There are some eyebrow-raising balance issues and some card tweaks that would make everything smoother IMO. The thought that nothing will happen with the game anymore though? It feels like I was duped. As though any game I purchase must have full dev support for at least the length of time I play it, lest it be abandonware. If you aren’t Terraria or No Man’s Sky, who even are you?
Well, you’re a regular-ass game from any time 20+ years ago.
[Fake Edit:] I was digging around and found out that the devs are making a new game that looks exactly the same gameplay-wise… but worse, graphically. It’s in Early Access and is called Dreamgate. On their FAQ thread, they mention:
Do you have experience in developing and releasing a game in Steam?
Our team has been developing games for over 7 years and our last game was Fate Hunter. But unfortunately, we could not continue to develop this game, because the rights to it did not belong to our team.
Based on our past experience, we decided to release our own game, the rights to which belong to us fully and which we could develop as we see fit.
So, there it is. Of course, they also mentioned in another post that they are a 2-man team and “this is not our main project” so ¯\_(ツ)_/¯. Caveat emptor and all that.
[Real Edit:] WTF. How many done games am I going to be buying?! Just found out about Griftlands:
At this time we don’t have any plans for more Griftlands content or DLC. That being said, who knows? I don’t like to ever say we absolutely won’t do more for a game because that often turns out to be not totally true, but at least for now we don’t have any plans.(source)
Maybe devs don’t actually like deckbuilding games? Don’t Starve and Oxygen Not Included are both Klei games that have/are getting paid DLC and ongoing support and tweaks. Scandalous!