TL;DR: There are not many games like this, and Stoneshard is already really good mechanically, but it has some major flaws in its current state. Also: Do not expect an amazing story or game world. At some point it may have that, but not as of now. The flaws may be a deal-breaker for you, so read on for more info. First, Stoneshard is not an RPG. While there is a story and it is intriguing, right now you're just building up your caravan to tackle the overarching quest eventually, when it is implemented. There is very little dialogue or worldbuilding and quests are usually even less verbose than your average WoW quest. There is also almost no decision-making - certainly no decisions that actually affect the world or the story - so there is no way to meaningfully express your character. Which is fine. This is not a criticism, just information for people who are looking to buy but are put off by the mixed reviews, which probably come from people who went into the game with the wrong expectations and then felt burned as a result. So this is all about setting the right expectations. You might think, “I don’t need a story, the game is so beautiful; I’ll just wander around and get immersed in the world.” The game is certainly gorgeous and atmospheric, but there is actually little reason to explore because the devs do something that, for me, kills all curiosity and wanderlust regarding the game world: they made an open-world game with randomized locations and encounters. It’s not fully randomized—the starting town will always be in the north and the capital will always be in the south, with Mannshire in between—but the dungeons and encounters around them are randomized. The reason this is so terrible, in my opinion, is that you will just find the same dungeon, cave, or bandit camp copy-pasted everywhere. So after a couple of hours, you will likely have seen everything the game has to offer. And with nothing unique or interesting to find, there is essentially no reason to explore, which is super disappointing. There are only a couple of interesting locations, like an abandoned leprosarium in the woods, but they are so paper thin in terms of content that they hardly justify the dangerous exploration (since you can only save when sleeping in a bed, you lose progress when you die out exploring). There are two types of dungeons: one with bandits and one with the undead. Over the course of the game, stronger and more varied enemies appear in each, but you will ultimately be doing these two dungeon types for the entirety of the game. Also, the dungeons reset every week and then you get the same standard quests for the same dungeons for rewards, with little effort to hide how gamey this all is. There are different objectives for these dungeons, but they do nothing to vary things up because there is no such thing as solving problems in different ways like you could in, say, Underrail. That level of interaction just isn’t there. So you really just go in and kill everything - over and over again. The towns also feel very pragmatic right now. You have vendors and quest givers, plus some random NPCs who don’t have a function and thus have nothing to say. The ones you can talk to sometimes have interesting things to say, but not much. There are sometimes events where people come into a town but overall it’s too little to make the world feel alive. Instead - for me - it feels vacant, gamey, and uninteresting. Again, this is fine. Some people may not mind that at all, but those who do should know that Stoneshard is primarily mechanical and focused on combat. Which brings me to the combat. I should say first that Stoneshard is actually an amazing game despite all of its many shortcomings. So if you’re just interested in the mechanical aspect, you have a very fun game here that is well worth buying in my opinion. However, the frustrating thing about the shortcomings is that they have been around for the six years this game has been in early access. Every time a major update drops, I get excited - and every time I am mostly disappointed. So what are the problems? The biggest problem imo is a severe lack of utility, especially in the beginning. Say you start with a melee character: you only have access to the first row of that character’s talent trees from the start, like axes. Then you take the main attack ability of the weapon you want to use. At this point, you just run into enemies, exchange blows, and hope RNG goes your way—bearing in mind that this is a very deadly game. To get enemies off you, you could use Mighty Kick, for example, which pushes one enemy away on a six-turn cooldown. But for that, you have to venture to Mannshire which is quite a dangerous trip from the starting town, buy the relatively expensive treatise to unlock the Athletics tree and spend an ability point, which requires leveling up - so it takes a serious grind to even get this tiny bit of utility. What this means is that you cant really play around the difficulty in a strategic manner. Instead, when RNG does not go your way, youre just screwed and there is not much you can do about it, which feels cheap and frustrating. This does get better as you expand your arsenal of skills, but it is a problem throughout the game, for some builds more than others. And not only does this make the game feel restrictive and frustrating at times, but also lacking a lot of what makes strategy games fun and satisfying. The lack of control means you have to play extremely carefully and constantly backtrack between dungeons and towns while managing your hunger, thirst, sleep, morale and sanity meters, which can get annoying and costly very quickly. This is very much an inventory Tetris game and you need to bring everything for managing these meters: food, drink, medicine etc. As a result inventory space is way too limited imo which further reduces tactical options. For example there are utility items like bear traps and caltrops which are really nice. However they are relatively expensive, have limited durability and take up inventory space. Bear traps can only be used a couple of times before they break. They can be repaired by a blacksmith but then you have to carry them around all the time. Placing them and picking them up again is also quite cumbersome. All of this disincentivizes their use even though they're fun and can make life easier - especially in a game where the solution to melee/range balance seems to be giving every melee enemy a charge. The hotbar also feels very clunky to the Point that i try to avoid filling the bars for as long as possible, because you have to switch between the bars one at a time. So during combat, you switch to the second bar to use a stance, for example, then to the third bar for maybe an escape ability, and then you need to cycle back to the primary bar to use your main abilities again - one bar at a time. Underrail did this a lot better 5 years earlier. I wish the devs would copy that system. I think the game should heavily expand the utility aspect: a greater variety of utility items, lower prices and more durability, as well as utility belts and armor where you can attach utility items so they don’t take up inventory space and are quicker to use. This would go a long way toward alleviating the frustration of the early game and the monotony of the mid and late game. This is not a new suggestion though. People have been calling for this since launch. But it seems to fall on deaf ears because in six years of early access the devs have not implemented stealth or the Subterfuge/Sabotage skill tree and there is still no mention of it. All in all, this game could be so much more fun than it already is, and I’m sure it will be at some point. But launch and early access have been very frustrating so far.