The first striking thing about Aetheris is its strange and colorful appearance. The second most conflicting thing about Aetheris is the gorgeous animation of the presentation and trappings of the storybook, even in the transitions of the load screen. The third is the strange vulnerability radiating from the village of Tokari where you are responsible, and the parties you form with them. The fourth impressive thing is that this is Roguelike, and it’s a bloody Roguelike.
They are also bound to “accept” the spacebar. This is something I learned by accidentally starting a boss fight in a horrifying position that abandoned the entire party. Or if it’s not for ol’ctrleffor. I can never stop.
The fact that he continued to play random CEOs instead of suling or euphoric is a hint.
I once again denounced the game of “transforming corruption” but it’s not inherently bad. Here it is said, “The shade is here! Please choose four villagers and send them to the distant pillar of light.” And then you’ll go out to a series of random events and turn-based battles, including all the hexagons and action points. But Etheris soon becomes involved in its fascinating presentation and limited context. The ancient backstory is not boring, and there is no “ugh” ‘love’. There is no map. There is no indication of how far apart the goals are. Each area and its residents are a fresh mystery.
You might mention external groups like “nose” and “antisans”, but you don’t really go into detail. The almost childlike directness of the name may suggest something about your people (vazzard), but it is open to interpretation. I’ve never been told what a “normal” vazard is, what they value, or what is expected of them. Are they ignorant isolationists? A simple, innocent person? Calculation and a malicious little bastard? If your party is particularly practical, is it typical for a warrior? Will they do that too? I have it Warriors or did these level 0 rubes come out with non-lotary tickets?


These are not central questions. Aetheris is not an introspective or philosophical game. But they become their greatest strength: a unique world atmosphere and sense that does not explain itself or your vazade. They are slightly strange, dramatic little guys who provoke, fret and argue during the event with voice bubbles in combat. Even when gaining body numbers, they feel vulnerable, hopeless and sad. Instead of copying FTL’s travel maps again, you can advance the exact order of upcoming events and battles. This gives you room to plan, especially for campfires where parties rest, pray or train. The first two restore everyone’s resources and encourage one member to take a risk or blow up if they are in bad condition. The latter rewards XP if you don’t need either. The fourth option is to keep moving. As the shade begins to catch up, you will become accustomed to the strange feeling that the party is out of center. Because they don’t just blink at the next event. They are walk.
Your little guys pass by looming statues and ruins, alien forests and scenery, colorful abstract sky, and multiple parallax layers. Even the ground can be located under your vazade, like the theatre profile during the transition of the scene. You don’t know what this is, and they don’t either. But it’s beautiful. You can hurry them out, but rarely do so. I feel it I’m wrong. It rarely feels like a gaming journey. Diorama plays are cut for hundreds of hours and painted with your hands, simply bringing a little extra magic to your life.
If the character of Wildermyth was a cartoon paper cutout, Aetheris creatures are disappointed when several overlapping things, their limbs shaking, their heads shaking, and the monsters are disappointed when they are surprised by the snare. Each piece is ridiculous. Stop seeing someday the rich variety of armor, headdresses and rich skin. This is a game Really Go visually. The music is equally good, building up military march beats from tense strings and slightly sad horns, building hints of mischievous sparkling motifs that old-fashioned fairy nonsense thinks about when it’s troublesome, and gently fleeing from the child Vivet of Banana Saga. When you hit a spell, or even went into a dramatic screen warping effect on how anyone jumped high in the air for a critical hit.

I spent a lot of words on aesthetics. Because the character and sense of exploring unknown Primis to approach such strategic challenges explore such Primis. The lack of defined norms extends to party development. It’s strictly one weapon and two items per character (no consumables at all, a big improvement), but they’re anything because there are no prerequisites or classes. At each level, you are asked to choose from four attitudes: empathy, cruelty, rationality, and mysticism. Two related (somewhat randomized) statistical improvements are then provided, selecting one of them. And the card comes out. What a disaster.
Don’t be afraid to resent your companion cards. The card is fully included on this screen. The final part of leveling shows two downward mountains representing passive skills and active skills. Take two cards in your favorite combination, then flip them over and select one card. The other is lost forever for that character. you teeth The incredible style rarity of the next two cards in each pile is shown, but I’ll now introduce the question of whether to ignore passive on guns for more unusual active skills, or save at a later level, or whether to ignore passive as you need passive.
There really is no game. There is no guarantee that you will be offered anything specific. This has obvious drawbacks, sometimes lumping you together with useless or redundant abilities, and rare early skills may require more action points than Vazzard’s overall abilities. Are you writing that skill, or gambling, finding a way to get it online?

But despite these inefficiencies, the party can work and can lead to strong or entertaining combinations. Even general skills can be disproportionately useful with proper pairing (and in contrast, some are too expensive). The options are drawn from the deck rather than from the tree or linear upgrade path, so the availability within each attitude decreases with each choice. Individual vazards break the hearts of the characters in Wildermyth and do not reach personal resonances, but they tend to be strange little things that you have to find a way to work with.
The strangeness and diversity of enemy skills and behavior encourages reciprocating with a “anything ready” approach to leveling and fighting. My “bad luck” with repeated empathy, ostensibly a healing-focused choice, which produced a vazade that had no positive healing powers, but a pile of passives with the right equipment (all very special, a bag of tools rather than a transmitter of numbers). It was interesting to see them walking directly to the boss, ignored the summoned lucky and then later rationally chose them, then added the power to set traps behind them, and they were also punished for retreats.
The battles of many enemies, especially bosses, are unorthodox, but not overly gimmick. I’ll have some great screenshots I won’t share. that? We are very hosed. Some of them once survived in the dramatic final ditch gambit that took Vazado’s life. The remaining three spent an amazing amount of time after that.

Death is absolutely not final as Vazzard Ghosts is attached to new characters, boosts statistics and allows you to take one Deathblow. Costs block several outcomes. This unlocks the new skill card for everyone, another source of meta reservations. The fatigue of my craftsman at Roguelikes means that even if my reflexive thoughts are “Oh, I love wasting time for no reason”, there is no definitive opinion on whether it is a good thing or not. But it’s a shame no one commented on the casualties. Also, there will be no ceremony or summary when the party is lost.
Perhaps the most boldest way, this is not the dangerous choice during an event. I’m pretty confident and leaning towards statistics. They are 50/50 live each time. You can always choose a safer course, and it is often wise. Because a lucky toss can skip fights or lend an entire team of AI-controlled allies, so anything really bad can weaken your entire party forever. But the love and devotion put into its art and strange character tells us that this uncertainty, all the unpredictable and sometimes miserable unknown, is not the usual, unconsidered roguelike trapping. It could have done it easily and made a generic roguelike with a clean face, but the tone it sets is intended to promote interpretation and bring it to your play. Its otherworldlyness and style invited me to live in Etheris to identify its unusual design despite some familiar elements. They really sit with each party and try to strategize the way their particular confusion works, rather than misleading their path to trial and ideals.
(tagstotranslate) aetheris