
The world has been thrown into chaos, and it's up to you and your friends to battle the corrupted beasts of the Rotwood. Upgrade your gear, choose your preferred weapon, and hone your skills to defend your safe haven.
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About
The world has fallen into chaos, and it’s up to you and your friends to battle the corrupted beasts that threaten your home. Choose your weapon, upgrade your gear, sharpen your skills, and get ready to take on the frenzied foes of Rotwood!
Surviving Rotwood is no easy task. You’ll need practice, strategy, and refined combat skills to tackle the game’s toughest encounters.
Featuring rich and varied combat mechanics, play solo or co-op with up to three friends, fighting increasingly challenging encounters as you battle your way through 8 unique locations.
Rotwood focuses on combat mastery and gear progression to defeat enemies that you once thought impossible.
Pick your target carefully and sharpen your skills as you face increasingly difficult encounters. Battle your way through deceptively vicious rots in search of your true foe, a powerful, corrupted boss battle that will put your abilities to the test.
Experiment with various gear combinations and refine and perfect your build to best make use of these strange powers. However, true success comes from skill, adaptability, and strategy.
Button mashing and decent gear will only get you so far. Practice and perfect combo attacks for each weapon type to reach your destructive potential. Discover and upgrade different weapons and armor to further enhance your combat effectiveness.
Master a variety of weapons or specialize in the one that suits you best. Each weapon type offers its own distinct combat style and benefits. Get in close to smash, slam, pierce, or hang back and blast your foes from a distance.
Boss fights are not just a test of strength but also a test of skill. Each boss has unique attack patterns and mechanics, requiring careful analysis of their weaknesses and precise mastery of your weapons to tackle Rotwood's toughest foes. Victory grants you unique loot required to face ever-increasing challenges as you progress through the game!
While every run offers different powers and abilities, progression is built on skill and mastery rather than randomness. Through practice and proficiency, you’ll learn to take down increasingly formidable foes more effectively with greater efficiency and precision.
The challenges ahead may be unpredictable, but your fate is not. While Rotwood has elements of randomness, true mastery comes from skill, adaptability, and precise execution, not luck.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 827 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Well... I have followed the development of this game since the very first play test, the game offered a lot of potential but in every update left something to be desired. I held off on leaving a review, and instead provided feedback, because it was still in early access. However now that the game is released, I unfortunately, despite having high hopes for it, can not recommend the game. Now that's not to say that the game is completely bad, having a functional multiplayer is a rare thing in the genre, gameplay is enjoyable enough, and assuming you are not bored of the game loop there is enough content there to justify the price tag, even if the new one is really pushing it to the limit of what is justified. So if you are looking to play a game with friends, and don't need a super in depth experience, the game is still fun enough to play But at the same, a lot of the player feedback remains completely unadressed, a lot of the potential remains untapped, and frankly I really am not a fan of the fact that their previous update was quite unpopular with the players, but instead of trying to fix it the development team just went silent, only to shadow drop the "full game" building on top of the unpopular update. The changes made for the final game were also completely untested as the devs claim they learned players prefer "slower, more meaningful updates" - which I would agree with, but that is not the same as "players do not want to have a chance to tell us if the game works". For example in the release update, the game now starts the run with the special relic, but the drops from the special relics still remain on average worse than the ones from normal relics, so all it does is make me reset the dungeons more often so I can start the run with a useful power. Majority of the powers in the pool you can start the game with have been unchanged since the very first playtest, and have been complained about beind underwhelming just as long. The game also launches with the miniboss hunts system which I do not think anyone liked. And overall it feels like Klei has simply given up on the game, decided they will never get it right and so they decided to release it. Which honestly, would be fair enough - if not for the fact they increased the game's price for an update that is esentially putting it in it's grave and cutting their losses, which leaves a sour taste. It is unfortunate that Rotwood has never reached it's potential, but at the same time - there is still hours of content of fun to be had there. If there was an option to give a neutral review, I would have. However if the choice is between recommend and not, unfortuantely I can not recommend it in the launch state of the game.
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Languages: English*, French*, Italian*, German*, Spanish - Spain*, Japanese*, Portuguese - Brazil*, Spanish - Latin America*, Simplified Chinese*, Traditional Chinese*, Russian**languages with full audio support
Hours played at review time, across 827 reviews with recorded playtime.
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Sooo, right away - the game looks amazing. The core mechanics, music, art style, and overall gameplay feel great, and that’s exactly what makes this situation so frustrating for me. Combat is engaging, and the randomness of powers keeps each run feeling fresh. On top of that, the game gives you solid control over your build from the start. You can choose your weapon, armor, food, and gems, allowing you to shape your character instead of relying purely on luck. But that’s also where most of the positives end - because the team/publisher completely fumbled the game’s potential. During early access, things actually looked promising. The game was getting meaningful updates: new regions like Splintershard Cavern and Bonechill Quarry, as well as the Ruined Capital - each with bosses, new enemies, gear, and mechanics. Then we got gems, which added even more build customization and control over randomness. After that came farming and cooking - a smaller update, but still meaningful, adding another layer of preparation before each run. The problem? Even this update took noticeably longer than the previous ones, which should have been a warning sign. And then… nothing. Months of silence. No communication, no roadmap - and then suddenly: a shadow-drop 1.0 release. Except the game didn’t actually evolve. The full release is basically the same version as early access, with minimal additions: a final boss, some item reworks, a “gift” system (which replaced straightforward upgrades with a more grindy, time-padding mechanic), and cutscenes - which are honestly the best part of the update. That’s it. There were foreshadows of a new weapon type - didn’t happen. A magma zone that was supposed to come before the finale - didn’t happen. An additional boss tied to that zone - didn’t happen. Instead of feeling like a complete product, it feels like development was cut short and pushed out the door. Considering the price increase from early access, it’s hard not to see this as a cash grab. It already feels like whatever was cut will eventually come back as paid DLC - meaning players may have to pay again for content that should have been part of the base game in the first place. The game itself is amazing - honestly one of my favorites in the genre. Which makes it even more disappointing how it all turned out in the end.
永远不要去买一款没有做完的游戏,就算是科雷做的也不行
作为一个350小时的熔炉密林玩家,我想说如果这个游戏只玩20小时,那它的表现算是可圈可点,但如果是想要深入游玩,我的评价是它就是一个浪费时间的垃圾🐶💩游戏。 游戏框架看似多样,实则处处透露着创意匮乏。从发售到现在,算上这次一共更新了两个装备系统(宝石和盒饭),宝石几乎全都是基础的数值加成,盒饭更是不装了直接照搬神力,也就说更新了整整一年,整个游戏甚至没有一个像样的装备系统,不过是在重复数值+神力的循环罢了。 地图看似多变,实则偷懒耍滑。从图六七开始地图设计偷工减料,照搬各种换皮小怪;一年就更新了一个福特能量异变,看似几十种异常外加七张地图有“地图×异常”的无数种组合,然而由于和地图环境割裂感非常强,所以实际体验下来不过“地图+异常”的无聊组合,更不用说90%以上的异常都是取材于地图,使得实际游玩下来更是无聊至极。 武器和装备的极度不平衡。五种武器毫无平衡可言,弱攻击力弱生存的近战锤和矛;几乎捡不到球无爆发操作难度与上限极度不匹配的排击丸;设计敷衍毫无连招妄图以一点点数值掩盖赶工做出来的弓;手长爆发强生存能力极高自带高级闪避的迫击炮,每种武器内部也充斥着不平衡,直飞的鹿角兔,反弹的霜咬,爆炸的嫩肉锤……;别的游戏20%的战斗力加成甚至都可以作为稀有装备出售,熔炉倒好了,一个房间不闪避加10%,十秒不闪避加100%,打个障碍物加1%,那么惦记那个不闪避吗???知道现在联机游玩的玩家那么少宁愿单机也不联机就是因为不闪避+蒜头的组合以及呼啸+不闪避的组合破坏普通玩家的体验吗???科雷不知道,因为不闪避玩法根本就不应该存在,熔炉的数值崩坏就是从牛胸和蓝晶腿的出现开始的,甚至一路延续至今,让熔炉从一个动作游戏沦为了数值游戏。大多数装备实战作用几乎等于零,在敌人身边加暴击率,没有敌人时加速度……太多意义不明的装备。 武器设计和斗技创意匮乏,普通武器:独一无二的被动和斗技;小boss武器:量产化的被动和斗技;最终boss武器:量产化的斗技,完全没有被动。我不知道熔炉密林的主创脑子里装的什么臭🐶💩竟然会这么设计武器强度,实际上去除掉量产的boss武器,熔炉密林的武器根本就是少得可怜,那么多boss武器不过是滥竽充数罢了,更别提大部分boss武器的斗技根本就是毫无用处,目前好用的boss武器也只有芋姆母树和妖狐的斗技而已。 游戏毫无深度可言,从2024年4月25日到现在,一年多的时间,局内流程几乎没有任何变化,局内20个左右的房间,然而20个房间只有普通、商店、boss房三种类型,也就是说20个房间可以直接省略成四五个房间,简直搞笑,局外只添加了宝石和耕种,然而它们给玩家带来了什么?去刷一遍又一遍玩了无数次的异常和地图只为了一点点数值加成?让我回家的过程变得更加繁琐只为了接下来的一局游戏多拿一个神力? 如果科雷认真更新,我也许会给好评,然而如大家所见,已经两个月没有更新了,而之前每一次更新处处都透露着敷衍,我甚至怀疑它已经被放弃被腰斩了。 综上,熔炉密林更新至今,依旧是一款制作能力低下,创意匮乏,毫无深度可言,无法照顾玩家体验,制作组敷衍更新的垃圾🐶💩游戏。
It should be stated, above all of this, that Klei Entertainment's data collection policy is at odds with its online services. You do not get to have a fun romp online with your friends and ensure your data remains private at the same time. Their provided privacy policy is amateur, vague, hasn't been updated since 2018 and is therefore dubious. -------- After two years away, I had planned to come back for the full release. This game had a good heading and what was once a good pedigree within Klei Entertainment's hands, but unfortunately 1.0 and beyond has failed to measure up. The game still seems to lean heavily on its art direction and fluid animation to carry the experience, but from the outside looking in, that visual flair appears to be doing a lot of the heavy lifting. Much of the ongoing discussion still circles back to familiar concerns. Concerns met with what feels less like resolution and more like quiet acceptance, culminating in a release that arrived without fanfare or accountability. Rather than a confident statement that the game had reached its full potential, their anemic shadow drop reads as Klei drawing a line under the project and moving on, sidestepping the expectations they themselves set during Early Access. And again, if they can't take the time to maintain a privacy policy nestled away on a github page from almost a decade ago, I have no reason to engage with this or any future products by this company. Between this and their disingenuous "shadow drop" ploy, Rotwood as a whole is emblematic of Klei Entertainment's poor ability to communicate on all fronts. It’s hard to miss the irony of a company that insists on collecting user data while appearing to ignore the feedback that actually matters.
IDK why the recent reviews are mixed. This game has been consistent since pre-launch. It has done nothing but improve upon and build up the idea they started with. If you are expecting a variant of Don't Starve, look elsewhere. If you are looking for a different style of game by the same studio that is a lot of fun, come on in.
不建议购买!老玩家的心碎告别:这游戏傲慢的科雷准备的一盘包装精美的馊饭 先说立场:看我的游玩时长、全收集、全金标、全幻化,我是真喜欢科雷之前的作品,也是真心实意地想把这款游戏玩下去。但正是因为我玩透了,才敢拍着胸脯说:正式版就是一坨精心包装过的屎,科雷这次纯纯是在割韭菜,吃相太难看了。 内容体量?对不起,这叫EA测试版。 1.所谓的“正式版”,内容少得可怜。怪物种类、地图场景、BOSS设计,三年准备七个boss,难度非常不平衡,有的大关卡头目甚至不如小关卡头目,后三图大怪强度和前三图没法比。这点内容和价格完全不匹配 剧情?我宁愿没有剧情。 2.正式版上线的剧情,说好听点叫“极简主义”,说难听点就是“流水账”。毫无深度,毫无波澜,打完就像喝了杯白开水。科雷你不是最会讲故事的吗?这次是全员放假没人写剧本了吗?你看看你最后剧情关的设计,还往里面塞换皮的小垃圾怪。真是服了。 3.平衡性:被“削”成狗的“残疾人运动会”。 为了照顾轻度玩家,官方现在就是把所有有点挑战性的怪物难度、关卡设计全都一削再削。现在的超级狂暴模式玩起来味同嚼蜡,天气系统甚至给塞回了小关卡,真是谜之操作。导致各关卡毫无紧张感。这还是那个曾经以硬核和巧妙设计闻名的科雷吗? 4.局外养成和奖励逻辑:我分不清科雷这是猪脑袋还是狗脑袋。 超级狂暴5难度,掉落奖励和低难度几乎没有区别?想要碎片?不存在的。费半天劲打完,给的那点奖励根本配不上付出的精力。我不知道我为什么要去打这个难度,为了受苦而受苦吗?受苦完了还没有糖吃。 5.玩法深度?肤浅得令人发指。 无论是神力还是装备的搭配,都给人一种“点到为止”的敷衍感。技能组合?策略搭配?不存在的,数值一滚就完事了。和科雷自家其他作品比,这款游戏的深度简直像是实习生做的。 6.神力系统:一场混乱的灾难。 多半神力符文效果微乎其微,带上跟没带一样。还有一部分触发条件极其苛刻,为了那点蚊子腿收益需要费尽心思去配装,简直是脱裤子放屁。这系统完全就是半成品。有盾被打还算受伤也是惊为天人了。 7.联机体验:开盲盒式的坐牢。 联机进队友房间,居然看不到关卡信息?进去之后是打BOSS还是跑图?一摸瞎。队友要非你,你直接就飞。2026年了,这种基础功能都做不好,很难让人相信这是个正式版游戏。 8.Bug:提交了等于没提交。 游戏里各种小Bug层出不穷,按F8上报后,等来的只有石沉大海。修?不存在的。似乎只要不影响你充钱,这些Bug就可以永远活在下个版本的“计划中”。 9.正式版发售的本质:一场洗白式的收割。 所谓的正式版,其实就是拿“我开发完了”当挡箭牌,来掩盖自己长时间摆烂不更新的嘴脸。最后端上来的这一盘,就是他们口口声声说的“计划内的全部内容”。我就想问:就这?你们计划了长达三年就计划出这么个玩意?这已经不是失望,这是被欺骗的感觉。 10.宝石系统:逼死强迫症的负反馈。 宝石进度必须自己亲手击杀才涨,神经病么? 11.装备系统:大型换皮现场。 武器看起来琳琅满目,实际上套模板现象极其严重。同质化到了令人发指的地步,大部分武器的技能和手感乱塞一通,完全不考虑武器平衡(近战武器全面拉稀,球更是反人类设计),导致90%的武器纯属沦为收集图鉴的填充物,根本没有任何上场机会和实战价值。 12.金标、幻化:科雷的“老传统”PUA。 游戏内容没深度、不好玩怎么办?没关系,给你塞一堆肝到死的收集要素。金标、全幻化,这些东西根本不是因为“有趣”而存在,纯粹就是为了强行拖你游戏时长,满足某些玩家的收集癖。这种拿“肝度”当“游戏性”的做法,真是科雷的传统艺能了。 总结: 如果你是科雷的死忠粉,想要买个教训,那你就买。如果你是冲着游戏性来的普通玩家,听我一句劝:快跑!这游戏目前的品质,完全不值得这个价。谁花82买个这个谁是pig。
首发买的,很失望。刚买的时候玩着就觉得不行,没想到正式版也挺一般的,半年不更新,出了正式版就是加一关,4 个 boss,其它列了七八条全是平衡调整凑字数,然后加个幻化,加点过场动画,就这?从发售到现在快两年也没大更新几次。 整个游戏,武器少才 5 种,每种武器 3 把,全加起来 15 把武器, 36 件装备, boss 也少,局外成长种菜刷 npc 好感度解锁新内容,这么点内容你还要慢慢解锁反复刷礼物,再说根本没什么 bd,找不到能夸的点,很平庸的动作肉鸽,也没什么能提升的希望,底层设计就很无聊。 建议直接玩 10 块钱的怪物猎人,武器种类两倍,boss 种类也几倍,或者玩某城堡 2 也行,体量也至少大一倍
After playing a couple of days with my wife this is my assessment of this game. -Currently there is better games to give you what you're looking for. If you compare this game to lost castle 2 which is also currently in early access it is not even comparable. They do what this game wants to do,but so much better. - Most of the weapons feel bad to use and it takes too long to get weapon upgrades for the ones you are using. They need to add a lot more weapons and weapon upgrades. - Npcs have too much dialogue and it's not entertaining dialogue that you want to read. - Once again because of the few amount of gear upgrades it doesn't feel that rewarding. - The augments you pick up are rather unbalanced and some of them seem almost useless I'll give it a 4.5/10 and currently would not recommend it unless they do a lot of updates to make it more fun
I bought this game a long time ago and burned through what was the content at the time. I didn't 100% it, I didn't get all of the mini goals/weapon unlocks and I didn't get every armor and weapon, but what I did do was fight all of the bosses and grind some gear that I thought fit my playstyle. Today was the first time I've played since the most recent (August) update, and I must say all of the changes from when I quit to what's out now seems really nice. People complaining about lack of updates should have waited for the full release, or need to play some other games in the mean time. I've played games where there's been ZERO updates, games that have completely died, and games like Grounded (One and Two) and I must say it is really nice to play through a game and leave to come back to a BUNCH of new stuff and reasons to play through the old stuff. One great thing about this game is the couch co-op shared screen and the fact that you play as a team and one ONE person needs to be good is HUGE for someone like me who has kids. Sackboy with limited lives means by the time I die ONCE we're restarting the level, but this game really lets me carry my kids through. Honestly as it is it's great. I'll be burning through this at some point once we finally finish sackboy. I've already gotten the 4 year old excited and armed with a spear. Sky is the limit! Let them cook!
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