The gameplay of "Dread Delusion" is reminiscent of "The Elder Scrolls" series, though comparing a solo developer's project to the scale of Bethesda's work would be unfair. The creator made a wise decision by focusing on a unique setting and rich lore, while keeping the other elements just good enough to maintain engagement. Character progression is handled in an unusual way: experience points aren't gained through combat or quests, but by exploring the world and collecting hidden items known as "Glimmers of Delusion". These are spent to improve your character's attributes, which serve as modifiers in skill calculations. The "Might" stat also allows you to break down doors depending on their strength. Key skills include: - Lockpick (used to pick locks and disarm traps) - Lore (lets you activate secret switches) - Charm (helps persuade NPCs and unlock alternate quest options) Many obstacles can be approached in multiple ways - brute force, a key switch, or a lockpick - adding variety to progression. Your character can equip weapons, armor, rings, and accessories. Weapons (dagger, sword, greatsword, and bow) and armor can be upgraded with materials. Consumables include arrows, throwing weapons, and potions. Combat yields only money and crafting resources, which reduces the incentive to fight. Encounters are simplistic and become repetitive even on the hardest difficulty. I found three effective combat strategies: - Strike with a power attack and back away. - Spam power attacks before the enemy can counter. - Circle-strafe with the bow while shooting continuously. There's little to spend money on - buying homes or gear is optional and offers little advantage. Even the starting rusty sword is enough to defeat any enemy, if you're patient. Consumables can be produced through the game's alchemy system. One item worth highlighting is the "Truth Potion", which lets you see through illusions, greatly aiding in exploration and quest completion. The magic system feels underwhelming. Offensive spells are weak compared to melee weapons. Summoned skeletons merely distract enemies, being too weak to deal real damage. The slow spell is useful but not necessary, and changing the time of day is more conveniently done by sleeping. Only teleportation stands out as a truly helpful spell for speeding up travel. So why does "Dread Delusion" have so many positive reviews? Because of its atmosphere, deep and original lore, and a setting unlike any other. The story begins in a prison, where augmented Inquisitors offer the protagonist a deal they can't refuse - death or a dangerous mission. The design of the Inquisition evokes a mix of Tech-Priests and Chaos cultists from "Warhammer 40000". In fact, many character designs feel inspired by that universe - myrmidons seem like something cobbled together by Chaos or Orks, and several monsters resemble warped followers of Chaos Gods. The open world consists of floating islands drifting in the void beneath a red neutron star. In the sky: pulses of light, clouds of gas, and monstrous celestial creatures. The terrain is rich in strange flora (towering mushrooms à la "Morrowind") and bizarre fauna. The ambient soundscape - wind, water, and the eerie singing of mushrooms like whales - creates a remarkably immersive atmosphere. This world blends magic and technology. Some mortal but sentient entities are revered as gods, feeding on worship and sacrifice to fuel their power. Since many of them brought suffering, humanity formed the Inquisition to eliminate both gods and their cults. Throughout the game, you face difficult moral decisions. On the first islands, for instance, you must choose whether to destroy the weakened gods - condemning the people to famine and decay - or restore their cruel cults, ensuring survival at the cost of blood sacrifices. These grim dilemmas are a common thread, and very few quests offer a truly happy ending. The island of the undead is especially disturbing: A king performed a ritual, sacrificing his daughter to gain immortality, but died in the process. Half his kingdom turned into intelligent, decaying zombies who devoured the rest - including mothers eating their children. One creative touch: a giant dragon that eats undead, whose digested souls continue to exist within it. A powerful mage, having also gained immortality, devised a way to grow sentient biomass as food for the undead. Another standout location is the steampunk kingdom ruled by a computer: The Mechanical King once ruled effectively with logic and magic, but eventually bugged out - plunging the realm into eternal winter, famine, plague, and mass amnesia. People, accustomed to obeying the infallible machine, continue to follow blindly. You must decide: repair the broken system or destroy it, forcing society to fend for itself under the harsh conditions it created. Later in the game, you obtain an airship that allows travel between distant islands, which initially seemed like background scenery. Notable among them: - A massive mollusk housing a decaying city inside its body, slowly infecting its inhabitants. - A battlefield where a colossal robot once fought a giant in an epic confrontation. The ending reveals the cause of the world's ruin: an advanced civilization made a catastrophic error, tearing the planet apart and altering physical laws, flooding the world with magic. You can either preserve the current order or risk all life for the chance of change. This risky choice, surprisingly, is the only quest that ends on a genuinely positive note - with no hidden consequences - standing out in an otherwise bleak universe. You can't earn all achievements in a single playthrough due to mutually exclusive decisions, but this can be resolved by backing up your save before key choices. Despite the simplistic mechanics and repetitive combat, "Dread Delusion" succeeds thanks to its imaginative world and morally complex storytelling. It absolutely deserves the attention of anyone who values narrative-driven RPGs.
Expand the review