When I started playing Stoneshard, I regretted having sat on it for 5 years. Then I was happy that I had sat on it for 5 years. And then I realized that its biggest problem is that it has been in development for 5 years. If you are intrigued by the game, and you want to discover it fully by itself, my cliff notes are: the most common complaints about it are really not that big of a deal, the game is delightful, and you will handily get more hours out of it than bucks you paid for, so for me it's a home-run of a recommendation; with the caveat that an otherwise addictive and super fun experience will arbitrarily nosedive around the halfway point in such a fascinating way that I feel compelled to expand upon it. I've been mulling it over, and I think the best way to categorize this kind of game is to call it a "quicksand survival". Stoneshard, much like Qud or Outward, are games with survival elements on which the fact of surviving requires little to no effort, just as if you were floating in quicksand: You will have no problem to keep up with food, hydration, shelter and basic upkeep, but any progress will require methodical and consistent effort, and any sudden moves will only make things worse. The most common complaint about this game is that dying is extremely easy, and that doing so can set you back a table flippingly large amount of time. From the outset you will need to be very careful, as each skill tree will require a decent amount of investment to see returns on and an enemy getting a lucky hit is all it takes to go from a routine fight to staring at your monitor in disbelief knowing that you are going to die on the next move, and there's nothing you can do about it. When was the last time you slept by the way? Oh, 2 hours ago? Ranged combat is something you will quickly learn to love in Stoneshard. Not only it will help you kite enemies and retain control of fights, but it also will secure a steady supply of money, food, and components for your character. In particular, pelts, which can be used to make bedrolls, which is how you save in this game; so it's not about cramming all you'll need in a backpack, but if you're smart and patient you can obtain, craft and utilize what's around you to make your game easier and more convenient, including more frequent saving. As the game advances you will find recipes that will further allow you to craft things on the spot, rewarding both your preparedness and a keen eye for improvisation. It will quickly become apparent that the game wants you to play it safe, take your time and plan ahead, and once you understand this it becomes a satisfying and addicting masterpiece. Gathering supplies, making preparations, taking contracts, dismantling your enemies with the help of traps, crowd control and layered tactics, heading back to town to cash them in and expanding your caravan, gaining levels and expanding your repertoire of skills will become a comfy and addictive loop that will keep you hooked for anywhere between 20 to 40 hours. And then you will hit level 10. The best analogy I could make to hitting level 10 in Stoneshard is being softly stirred from an amazing dream by the steady tone of the emergency broadcast system. You see, the game has a very strict tier system, meaning that for all the variety in types of gear and weapons, you will unlock new gear tiers based on your character's level. In this case, level 10 means you will start seeing enemies with tier 3 gear, which is much better than the tier 2 stuff you have on you but is also much more expensive, which will, in turn, compel you to move to the next major area in search of more money so you can keep up with the game's reactive difficulty. Makes sense, yeah? The problem is, while doing that you will accumulate experience. This will increase your level. The next tier cutout is at level 15. Oh look, you're already level 12. And just like that the realization will start creeping in that this game was not rewarding being patient and methodical, but that it wants you to budget a play time that, up to now, you had taken for granted. Trying to catch up and stay on step with your enemies will only inexorably cause you to have to catch up even harder before long. Oh look, you're level 13! It's not just the gear, though, as tier 3 enemies will come with their own set of skills. Suddenly keeping your distance and kiting will become increasingly difficult against groups of enemies that can dash half a screen and are immune to the crowd control you have been relying on up to now. Archery duels will consistently end with you on the losing side of an enemy that can dodge every shot while nailing every one of theirs thanks to increased stats and-- heeey, congratulations! You're level 14! Ah, don't worry, at least now you have enough to buy a full set of tier 4 armor right? What's that, you spent it all repairing the tier 3 armor that you thrashed fighting against them? Man, maybe you should go back and grind some money to-- OH WOULD YOU LOOK AT THAT EXPERIENCE BAR GOING UP! Instead of you feeling like you are leveling up and improving your character, it feels as if the world around you is the one outpacing you while rendering your tactics, skill planning and equipment obsolete as suddenly every damn bandit can afford absurdly expensive equipment and grinds out stats that would put quest minibosses to shame. Why are you still ambushing travelers, man? You could solo an entire den of undead on your own! Stoneshard is a game with impeccable foundations, exciting combat and incredibly satisfying game loop, whose extremely jagged and unrefined progression is liable to leave you in an extremely unpleasant "fucked if you do fucked if you don't". This is probably the most egregious and by-design way the game can screw you over, but it is by no means the only one, as unfocused or even simply mistimed character progression can greatly hamper if not completely cripple your playthrough. The game is a minefield of apparent progression traps that sometimes aren't, and some that you will only realize by the time you can't do anything about it but restart and do it better next try. All of the above comes to mean there is only one viable (or at least, greatly preferred) way to go about Stoneshard: to metagame the fuck out of it. The developers themselves have stated that they expect someone to do multiple runs of the game, and, at first blush, it does not seem like a terrible idea, since missions will be different, POIs will be on different spots, and certain special events may cause you to adjust your playstyle, but the story will be the same, major locations will be in the same place, the steps will be the same, hell, character progression will be the same, at least if you know what's good for you. You'll fight the same enemies the same way, only more optimized and stringent, closer to the very specific answer that this given puzzle requires; none of the zippy, wacky and freeform progression of Qud, none of the (mostly) pressure free "try again" nature of Outward. Stoneshard will punish you if you go too quick, and will punish you if you go too slow: the amount of challenge is no longer decided by how hard the player wants to push, but instead you will be forced into this low fantasy arms race so unsubtle and nonsensical that you can't help but wonder if it is just a product of being in Early Access for 5 years and the developers trying to make a game for the people who have been that long playing it instead of considering that someone might not want to basically play the same game several times until they play it "right". First half of the game is a 9/10, past the mid-game, a 4. I absolutely recommend it, with the caveat that you'll probably grow sick of it past the first act. 6/10.
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