
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
There are too many games doing the same thing but better. This game was unique, but somehow devolved into something slightly less unique compared to it's EA. I wish I could give it a neutral, sure someone likes the changes, but it's not for me. The combat gets repetitive quick, I was hoping this would be a part the game expanded on but it didn't. It lacks the spark to make it grab you, it's best aspect is definitely the artwork.
BYD不更新永远是半成品就那么卖了是吧
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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.
positive critical· bar length = how often the theme comes up
Don't normally write reviews but this one deserves some recognition. As someone who has 111% completion twice in Absolum, a similar genre of game with critical acclaim and success, I do think that this outshines it in a few ways. 1) Combat always stays engaging. Weapon mastery and enemy knowledge continue to stay relevant even into late game. Whereas in Absolum I felt that rituals/soul tree could quickly trivialize the game. Getting bored of a playstyle is easy by swapping into a new one. The difference between striker (Draven minigame all day), bow, and cannon are night and day and mastering each one feels great. 2) Meta progression. The base building aspect and farming of materials is great incentive to repeat runs and go through areas again. 3) Multiplayer. 4 friends is great chaos and I love that the currency is essentially sharable via donating in shops so you don't feel bad by doing well and trivializing the run for others. If someone is super rich they can buy things for other players that make sense for their build and everyone feels like they are contributing. In multiplayer in Absolum if one person is struggling then there's nothing the other person can do to help them out other than kill mobs faster. No game is perfect and since this is EA especially so, here are my gripes: 1) Dialogue in local coop is painful, giving gifts multiple times and spending minutes seeing the same text. 2) Defensive options visually are not clear, when is my "perfect dodge" window vs recovery window. I wish there was a tell or graphic that showed all parts of the defensive options when in process. Like glowing blue when I'm "intangible" for the spear pole vault or dodge etc. 3) Horizontal combat is great (X axis) but Y axis combat has little to no options other than knowing your weapons hit box. Some moves that swing up or down or diagonally would go a long ways to adding more complexity to weapon mastery. 4) Story is very uncompelling. But that's not the focus here so I can let it slide, but having a good story and cutscenes do a lot for others. 5) Faster time to start run, either a button/keyboard shortcut or spawning not on the opposite corner of the helicopter after you complete the game would be dope. Sometimes you just gotta farm a ton of stuff and think about all the time spent running across town. 6) More incentive to try other weapons. Love the current implementation, but just can't help but feel like I could be encouraged more to practice cannon or striker. I feel like the people who go out of their way to master all of the weapons will leave the game with a great impression vs those who only used hammer throughout the whole story. Maybe damage types and resistances? No actual idea here but just my vibes/feeling. Super excited to see where this goes and with the success of streets of rage 4 and Absolum in this genre I could see this being big if the same influencers playing those games got their hands on this when it is released.
Just a fair warning to anyone who wants to play Solo: While it's not required to play with others, it's pretty clear almost immediately the game is built for co-op play. It's not a "good to play solo or co-op", it's a co-op game that allows you to play solo. The character menu feels empty if you only choose one player, the arenas are framed with an fov to keep track of various characters at once instead of a single character focus, your character moves slow (which is especially noticable with the size of the arenas), and the combat is simple. I even had a glitch when I first started that the game would not let me progress without adding a second person. Directly or indirectly the game basically tells you it's better with others. I'm sure there are people who have enjoyed it solo but that is in spite of the design and not because of it. This is not a negative towards the game, just not something clearly stated if someone was curious for solo play.
[h1]Классика от Клеев: если не смогли сделать доильную корову, то можно и не стараться дальше. Выпускаем обновление раз в полгода, когда-нибудь да релизнем[/h1] Эта игра настолько безыдейный какиш, что даже сложно выделить у неё хоть какой-то плюс, кроме визуала. Боёвка ужасна и состоит из спама 3 кнопок, половина экипировки пытается обосновать своё существование определёнными ситуациями или навязанными билдами, однообразие типов атак врагов, скудность баффов. [h2]Боёвка и оружие[/h2] Тут всё просто: большинство оружия, которое открывается после копья и молота, требует либо определённых условий для использования (это зависит и от мувсета врагов, и от области, и от навязывания билда), либо вы забиваете на него и продолжаете дальше использовать универсальное копьё, которое покроет все ваши нужды. На примере пушки. Пушка - это слабая альтернатива луку, работают одинаково, но имеют совершенно разную боевую эффективность. С луком вы можете свободно бегать и спамить обычными/фокус атаками без перезарядки. Пушка же требует перезарядки после определённого кол-ва выстрелов. С лука проще выполнять фокус-атаки, которые вдобавок пронзают цели, а с пушкой придётся сблизиться, так как она работает, как дробовик. Какое оружие лучше, думаю, очевидно. А теперь представьте, что вас заставляют менять оружие, чтобы вы почувствовали разнообразие вместо того, чтобы проходить области со своими билдами и оружками. И тут на помощь приходит копьё: оно длинное, имеет атаку в рывке, может наносить мощный удар издалека, позволяет спамить имбовым комбо из множества ударов и оставаться на дистанции. Что ещё-то нужно? [h3]Кстати о билдах (и баффах)[/h3] Тут тоже всё ужасно. Есть хорошие универсальные шмотки (например, + кадры во время уклонения, + больше валюты при получении валюты, меньше урона от атак или ловушек), а есть навязанный кал (больше сопротивление ветру, которое работает только на 1 арене босса; отхил при нахождении в кислоте и уменьшение урона от неё же. работает только, опять же, на определённых аренах конкретного региона. Зачем вообще нужны эти шмотки?). Разнообразие перков оставляет желать лучшего: либо криты, либо прямое увеличение урона, либо получение щита при выполнении x условия, либо увеличение скорости перемещения, либо отхил при x условии. А ну и ещё есть цепные молнии, которые едва ли что-то делают, так их ещё и залутать надо. Враги Всё скудно: либо хорчок издалека, либо рывок в игрока, либо ленивый кусь вблизи, либо активация атаки-абилки. Боссы любят бить атаками по области, их арены засраны. Больше тут нечего сказать, всё одинаково. [h1]Итог - 1/5. Солянка из идей, позаимствованных у других игр. На вкус, как другие популярные проекты (Cuphead, Hades), совмещённые с cozy калом, где нужно строить свой домик. Только вот нет никакого смысла в этом самом домике. (В мыслях примерно следующее: "Мы не смогли обосновать необходимость обустройства базы, а потому держите валюту за ПЕРВЫЙ крафт декора. Можете и не размещать, мы ничего не продумали. Главное, что вы скрафтили!").[/h1] UPD: Решили таки релизнуть игру... шадоудропом! Ну то есть ТУПО сирануть последним крупным апдейтом, который завершает историю. Ладно, может я горячусь, что Клеям похуям, потому и шадодроп. Что же мы видим в патче? А видим мы новый биом, босса, усиленные версии боссов и кучу исправлений/изменений баланса. То есть, получается, это самый обычный патч, который выходит каждые полгода. Единственное отличие - это коротенькие катсцены. А теперь прочитайте самое начало отзыва.
So, I'm gonna be short and blunt. This is a fun game, but as of writing this it's been months since they released even a small update for this game. Starting to venture into abandoned-ware for this being an unfinished game.
2年等了一个拉完了正式版 极其敷衍 道具池武器池浅 最终武器换皮 关卡简单 一局10分钟 一个房间 3 4只怪 没有肉鸽的快感 局外因素太多 顶配+高点数猎人之路开局即乱杀 鉴定为 不懂肉鸽 外行科雷 滚回去做饥荒2 定价自信 不如正式版失落城堡2
The only thing this game has going for it is beautfiul artstyle. Other than that it is extremely boring. I was waving my spear for 4 hours with minimalistic combos exploring nearly identical locations fighting the same enemies over and over. The roguelike elements made 0 difference throughout my runs and I felt exactly the same in terms of power at the start and at the finish of the run. The stages were very short which only amplified the weight of the grind and how boring this game is.
got extremely hyped after the original playtest but as time went on the game just kinda got worse and worse with progressively more baffling changes that ended up turning the game from a really smooth and diverse roguelike into an okay but really samey, boring and grindy one. strangely I feel like just backporting the new weapons and areas and stuff to the playtest's game mechanics, stuff like items instead of weapon abilities and friendly fire, would mostly fix the game. but sadly it's too far gone at this point to really be fixed and just remains a waste of opportunity.
i've been playing since the first early access builds and, as much as i like this game overall, 1.0 feels like a half-baked marketing gimmick. like they threw their hands up, randomly decided they were done, taped together what they had and did the bare minimum to scrape it out of early access. nearly every issue i had with the game during pre-release has made it into the final release completely unaddressed, and i'm one of the players who didn't even mind the miniboss hunts!!! - the armor perks are horrendous. 90% of the time i visit a shop i will look at the armor for the area, see a perk that's either completely useless or way too situational & pass it by because i got an armor set that is overall much more consistently powerful very early into the game. 1.0 changed a few sets, but a grand majority of the armor still feels worthless to have laying around when i can also have armor that increases my luck or doubles the amount of potions i have in a run - some of the bosses are a miserable slog to fight in the game focused on fighting bosses. frenzy swarm will cover - without exaggeration - 95% of the arena in poison. i had 2 revives and a build that allowed me to have 8-12 potion usages and it still chipped away enough health to end my run. feels like there was a desperate need for a boss rework update that simply never came, most of them have had nothing but slight stat changes since originally being added. - some of the heartstone upgrades are neat (ones that mess with item distribution and management stand out as being really neat) but there's a lot of bland stat upgrades mixed in that serve only to eat up your upgrade points and take away from the stuff that's actually fun to upgrade. - bows are still way too strong while not having any interesting combos to pull off. the positioning element of using them is engaging, but attacking is strangely boring for a weapon in this game. not to mention, the timing of shooting off focus hits genuinely hurts my hand after only one or two bow runs. desperately needed more combos, the archetype feels half-baked. it only has two attacks. striker & canon are way more interesting, but require a lot more effort for less consistent results. - and farming - while nice to have for drops - is still very tedious busywork that could've done with some resource-based upgrades to automate watering or something along those lines. - for a bonus round, here's a new issue specifically introduced in 1.0!!! the story they added is boring and reeks of having no passion put into it. the cutscenes are fine enough but come off as very cheap with their lack of sound and short length (also including the protagonist as a cloaked figure with no explanation was so confused and they showed up so infrequently that i literally did not realized that was the intention until the second to last cutscene. am i just stupid???). i wasn't expecting the deepest and most thought-provoking writing ever, but so much of the dialogue is exposition about how characters are feeling that it genuinely felt like it was some kind of joke. was it a joke??? i genuinely cannot tell. if it was, it was overused and completely deflated my interest in any of the characters. playing through the early access updates and then pivoting into this really gives the vibe they had no story plan from the beginning and only rushed one together near the end of development. flitt was charming and i loved having a masculine-leaning nonbinary rep, but oh my god their character "development" was so forced and way too focused on telling instead of showing. as a more nebulous and vibe-based issue, the whole game feels like it stopped one step short of what it could've been. not sure how to articulate it, but every time i play it there's always this feeling that there should be something else, some other hook for me to be doing or grinding for. but it's just not there. in fact, i'd argue that, with the game being "finished," i feel much less inclined to grind and try to get all the super frenzy weapons (a process which is horribly annoying) now that there's no ambiguous potential future gameplay to look forward to. i know they said they're still interested in larger updates and potentially DLC, but with how flat 1.0 felt i really doubt there's all that much more passion left in this game. i would love to be proven wrong on that front though, because i still do enjoy this game and want it to be better. please prove me wrong!!!!!! if this seems like a game you'd like, i'd still say it's potentially worth full price for a fresh experience. if you're curious or you only played during the free early access periods years ago, wait for a sale.
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