Din's Champion

1 / 8

Din’s Champion is a sidescrolling 2D action RPG in a highly dynamic fantasy setting. The world waits for no one; as you are exploring and collecting, crafting and building, planning, the forces of darkness are amassing power and executing their own designs. Left unchecked, they will unleash devastating consequences!

Will you find strength in numbers, building a massive town with an army of dozens or even hundreds of NPCs, gathering enough resources and resilience to survive whatever crisis is thrown your way? Or will you strike out alone against the evil, relying on your own skills and strength to prevail?

FEATURES

Truly vast character customization system, with dozens of classes, each with their own skill-trees, strengths and weaknesses. Craft and equip the best gear with different stats and perks for your perfect warrior!

Multiplayer mode lets your friends join in the fun; survive, thrive, and push back the forces of the evil gods together!

Mighty and varied enemy forces, always scheming and striking and escalating. Monsters can plan ambushes and even instigate uprisings! If you do not work to stem the tide, you will be overwhelmed.

Every choice has consequences. Who will you stop to save? Will you focus on curing the deadly plague or will you gather resources instead? Every moment has a hundred different possibilities!

PLAY WITH A MIND TOWARDS MINING

Stone and clay; trees; walls and mountains and the ground beneath your feet; if you can see it, you can take it! Gather resources wherever you go, both in the foreground and the background, allowing you to craft all sorts of powerful items, potions, buildings, and more! But be judicious: all the time you spend gathering stones is time the enemy spends gathering strength!

A WORLD AT WAR

A massive variety of enemies– hundreds of different monster-types to be found in different biomes, with different abilities and behaviors, coordinated by powerful bosses with a will of their own! Monsters do more than just wait around for you to come kill them, and they don’t simply seek you out, either. The forces of darkness will concoct different strategies as you play, trying to lure you into deadly ambushes, pilfer your resources, spread plagues and curses throughout your town, or keep you busy long enough to build up power and unleash a devastating cataclysm!

Ролевые игрыИнди

Системные требования

Минимальные

  • Minimum:
  • OS: Win10 or newer
  • Processor: 3.0 GHz or better
  • Memory: 4 GB RAM
  • Graphics: GTX 970 or better
  • Storage: 1 GB available space

Рекомендуемые

Данные пока не загружены

Отзывы

Steam · Very Positive

Все отзывы в Steam

145 положительных из 169 отзывов

37

Игрок 0337Рекомендует14 ч в игре

I'm gonna give it to you straight.. Soldak games don't look great, but they play great and have deep systems. If you wanted a fancier Terraria, this is it, but you've got to READ the tool tips. You will eventually get used to the UI. Devs are responsive and helpful within the forums.

63

Игрок 8263Рекомендует142 ч в игре

Diablo and Terraria smushed together, with emphasis on town building and buildcrafting through character levels. Unlock classes through achievements. Game loop is hunt the enemy boss, weaken them by doing quests while protecting your town. Win or lose, generate a new randomized map and do it again. Sometimes you'll meet other clans adventuring in the world, though politics plays less of a role than in other Din's games. Good sides: - Great build variety, 39 classes & multiclassing (up to 3), - Very customizable, game mode & map generation & hardcore modes available, - Crafting, it helps make sure you won't ever fall behind too much, - Town building, fun to invite different personalities and decorate the place, - Accessibility, Din's Champion is probably the most accessible Soldak game. Easy to get and harder to fail. Platformer movement makes things both easier and more interesting, combat isn't stats-vs-stats. Weaker sides: - Game is at its best when things go wrong. It's bit too easy to keep things under control. - Unique & set items are a bit too rare, I haven't seen even 1/3 yet, - Townspeople are too easy to keep happy through gifts though it's cumbersome, - Other clans, they're weaker than in other Din's games so you don't need to worry about them, - Lifestone (town heart) is too easy to defend, due to enemy pathing (YMMV), - Late game XP grind focuses less on quests and more on combat XP runes (especially past level 80 or so).

21

Игрок 3621Рекомендует14 ч в игре

Incredibly addictive Terraria / Diablo hybrid, with a unique world system that has you hunting down 'nemesis' monsters that create allegiances, gain bonuses, and set up totems that spawn monsters in areas of the map, as well as send enemies to attack your base. When you kill your nemesis, you then move to a new world, and I'd assume you can just keep doing this forever. I was surprised to see that there's a full companion npc system in the game. You can build a town, just like Terraria, and have NPCs move in, but these NPCs are more like a colony sim's NPCs rather than Terraria's purpose built vendors, and they create relationships with eachother, can become unhappy and rebel, go insane and try to kill everyone, or - be used as a companion that follows you around, and you can even equip and upgrade their gear and weapons. On the surface, this is a very well made experience, but it kind of shoots itself in the foot by introducing a bunch of punishing, busy-work mechanics that over complicate the gameplay loop. The core gameplay loop thrives on the Diablo / Terraria hybrid. Looting, fighting monsters, digging/exploring, building. Then you add the NPCs who can be used as followers, and will reside in houses you build. Where it starts getting too much, and the game starts competing with itself on busy work, is with the happiness / insanity system. It tries to be a colony sim a little too hard here, and you will feel like having to retreat to town because one of your NPCs is having a panic attack to be a rude interruption that spoils the gameplay loop the game actually does best. You might think, well I'll just keep my NPCs on Rest mode so their happiness and insanity stay managed - well think again, because the game has a highly unpolished town attack mechanic, where enemies only trigger the warning if they attack your town in a coded way - not if some ghost phases through the floor and decides to attack your townsfolk. If this happens - you get no warning whatsoever, and your NPCs die off screen. Any items they had are gone, too. Mechanics like this I think utterly spoil this game, so while I am recommending it for its success in its core gameplay loop, I really want to give a thumbs down for how these kinds of things get in the way of it. Buy at your own risk.

33

Игрок 6833Не рекомендует48 ч в игре

Tough review. At the end of the day I vote up or down based on one thing: Would I recommend a friend buy this? As much I like it, there is alot here to love, the answer is NO. This game is like Terraria with a sick layer of loot/gearing/combat on top. The concept is surprisingly really fun. However, the execution has big big holes that stop it from being a good attempt at it. The biggest gripes: 1) Poorly tiered equipment. You go to lvl 100 but decided to have every. single. element. repeated with a slightly different tint (sometimes no change) every FIVE LEVELS. So for example we have stat gems at lvl 5, 10, 15, 20. At first this is novel but it quickly balloons because you want to collect, for example, gems. Now your organizational requirements are multipled ALOT because there is a new version of the same 30 gems EVERY 5 LEVELS. Is the game more fun for having 20 different tiers of a glass bottle, for example? Same for everything, but particularly painful for dirt, for example. You end up spending more time actually organizing and re-organizing the same base because everything needs to be updated constantly. Solution: Tiers of items needs to be squished. Could easily do 2 tiers from 1-20, and then maybe 1 tier every 20 levels. This would could down the tiering bloat by a factor of 4. This item bloat exacerbated by another issue: No lootfilter. Hello? This is like basic arpg 101. You have a gorillion items droping at any given time. Inventory spots are super limited. And yet there is no support for an item filter whatsoever. This again severely hampers the gameplay. 3) You never "outscale" certain diving elements. Water starts as the most insanely punishing and deadly mechanic and continues to be so until the end of the game. It's fun to die to monsters. It's not fun to die to falling damage, drowning, getting knocked into things from explosions, and the like. You can get water walking mod on boots which helps a little, but in general you never feel like you master the prime "elements" you deal with on a daily basis. Digging is forever a chore. Water is forever the worst boss. More tools need to be accessable to give players the feeling of mastery as they get more powerful. If tiers are squished it will help as well as solutions will be more craftable. So yeah. Really neat game that litterally stops you from playing it. Also I got to about lvl 50 and I never saw a deviation from the standard formula. A whole ecosystem of clans and factions exists but truly does not even up mattering. The lose condition is losing your crystal but monsters attacking and breaking your home is absolutely not ever fun. More chores to pile on to do instead of fighting. Game has alot of promise but needs alot of focus on what is actually fun about it and letting that shine through.

54

Игрок 7654Не рекомендует4 ч в игре

The game has very good potential, it has many complex mechanics and is clearly inspired. But the exploration of the world is killing it point blank. Basically, you are constantly FALLING DOWN INTO WATER. This could be a better name for the game, seriously. The Terraria-like map is suffering from very vertical RNG design, meaning every few meters there is a cliff and you very rapidly falling from cliff to cliff. In the bottom of the biomes there is inevitably pools of water (it drains down like in Terraria). And in water you become EXTREMELY slow, drown quickly and you cant see ♥♥♥♥. The game has no ropes, ladders, grapple hooks, etc. to enable vertical control of character positioning (you can jump quite high, but not remotely enough). If this gets fixed by adding ropes, ladders, and better rng terrain generation (please make it series of horizontal layers with short vertical connections, and remove like 90% of water), I might give a game another chance.

54

Игрок 6354Рекомендует140 ч в игре

This is probably one of my new favorite indie survival crafting games to this date. I stumbled upon this game only by searching for a new game that uses this style of gameplay and tried the demo. What I experienced was absolutely stunning and incredible in so many ways. It certainly isn't perfect because decorations are severely lacking; however, we get over 30 classes and lots of exploration. Best part is the game world is fully dynamic and there's always chaos because enemies don't like each other though that depends on their alliances or whatever. There's also NPCs of different races that can be interacted with to recruit to your base or follow you, but they can die so gotta gear them and keep ones with useful passives safe. Some will sometimes craft free stuff for you or give auras or discounts to gear modifications. Brilliant idea of a game, though biggest complaint I have are the liquids. The waters of the world will drown you quickly if you can't get out of them fast enough, plus there are snake-creatures in some worlds that can fill the world with acid from their attacks. I once saw a underground house completed submerged in acid pool. I hope we can get pumps or something in future to deal with all that. The game's class system lets you pick a base class and another class at level 10 and final 3rd class at level 20 to work into a build. You get skill points every level up and can respec them costing copper/silver per skill investments refunded. Unfortunately, there's no way to respec attributes so you need to be careful with that. There are plenty of stat buff potions to temporary raise stats though and can insert rune/gems onto gear with sockets to raise those stats further or add other effects. There lot of diablo-like gear stuff going on here with sorta customization upgrade system with all gears and even bags that can be upgraded to add stats. A solid 8/10 game. Needs more decorations and methods to deal with the liquids to get higher score from me. I'd give a longer review but I rather play more than type this out lol.

44

Игрок 3744Не рекомендует71 ч в игре

It’s a cool game, but it’s too clunky from a design standpoint in ways that future updates are unlikely to fix. I can’t recommend it. Lighting is terrible. Without a heavy investment in light runes, you’re in trouble, and the torches you can place don’t work underwater or in areas without background blocks. Crafting structures and chests need a lot of extra space around them, or the game will not allow you to place it. If the blocks beneath them are destroyed, they fall straight down and can end up occupying the same space when your base is damaged. This WILL happen during a recurring quest that damages blocks around you because an Overlord builds an “earthquake machine.” Block placement is slow, so building large structures takes forever. Placing platforms to navigate caves is just as slow. Fall damage is high and unforgiving. Environmental damage is the same. Using any fire spell spawns environmental fire that kills you in one hit if you aren’t building vitality, or in about four hits if you are. It barely damages enemies. There is a hardcore mode with several achievements tied to it. Many traps spawn with low visibility and still kill you in a single hit. Several enemies use a “caltrops” spell that will almost instantly kill you unless you stand still for its seven-to-ten-second duration. The enemy can still attack and kill you during that time. There are also many enemies which are invisible and do high damage. Unlocking every class is virtually impossible. One class depends on finding god shrines, which are rare, cannot be located, and get destroyed by projectiles, explosives, environmental fire, or enemy attacks. These are different from the god shrines some quests tell you to destroy. Another class unlock requires lifting five curses. The curse-removal quest is incredibly uncommon; in my playtime I was offered it once. There are twenty item tiers, and storing all of them close enough to a crafting station is unintuitive and difficult. Crafting stations don’t show the range they pull items from. Even at maximum chest size, storing twenty tiers of the various gems takes many chests. Experience requirements rise exponentially. People on the game’s Discord say you can enchant a full armor set with experience-gain multipliers, but you still need a few hours of grinding to get the gems for that armor, then a few more hours killing enemies to level. Completing each world’s main quest does not give a meaningful amount of XP. Going from level 90 to 100 took about 15 worlds of quests on level-100 worlds. Classes cannot be reassigned. Skill points within a class can. If you made your first character and later unlocked better options for your build, you have to roll a new character. Stat points cannot be reassigned. Most endgame gear requires a minimum of 400 points in a given stat, while leveling only lets you put 250 into any one stat. That means you have to enchant armor specifically for the bonus you need, and replacing that armor usually locks you out of your best weapon. Enemies are not intelligent and often get stuck behind walls, where you can snipe them with no effort. That’s balanced by most enemies one-shotting you if you don’t invest heavily in defense. If an enemy kills you, it gets promoted to a higher rank, which makes reclaiming your items harder. Navigation in liquid is miserable. Touching any liquid drops you to 30% jump height and 30% move speed, plus whatever extra debuffs that liquid has. You cannot place torches in liquid, so if you fall into a pool too deep to torch from above, you have to climb out blind. This might work as a tech demo. It does not feel like a game that left early access. It does not respect the player’s time.

57

Игрок 4157Рекомендует13 ч в игре

I'm not a fan of 2D games, but this one is definitely something unique (as far as i know). While you're building a base and completing quests - the enemy grows stronger and prepares to crush you to pieces. The enemy can also sabotage & send spies to your base/town in order to wreak havoc on your defense line (and it is you who will solve all these problems by completing tasks and reducing the enemy's influence in certain areas of the map). As you progress through the game and level up, you'll unlock new skills and classes (each character can have 3 classes), increasing replayability. Which is perfect! This game also has a semi-hardcore and hardcore mode which will definitely give you an adrenaline rush during the gameplay due to the possibility of permadeath of the character (I am currently playing on normal difficulty but will definitely try hardcore). and ye, i know this game might seem unusual (i thought so myself until I tried the demo), but here I am, lol. I will continue playing this game, that's for sure.

Обсуждения и советы

Открыть форум