
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.
Engagement
Reviews
Themes across 827 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I came back after a 1+ year break and the game feels a lot fuller and more fun. I don't know why it's sitting at mixed right now, because it does deserve a strong rating.
First off, let's just start off saying I love this game. It did a lot right. Beautiful music (sometimes even dynamic which is cool), animated cutscenes are top-notch (even if the protagonist framing is a bit awkward, it's excusable), and aesthetics are really up there. They really sold each area of the game in a riveting way. Unfortunately, that's where my full-on compliments start to cease. [h3]Core gameplay (otherwise, The Hunts)[/h3] Don't get me wrong, the gameplay is beautifully animated and VFX'd but it's still missing that impact factor if that makes sense. Killing every enemy doesn't really feel like a proper struggle, more like either too easy or a slog. It felt kind of OK in the beginning, but the issues start to show more as the difficulty ramps up. Getting items doesn't feel entirely satisfying because most items are obtained in more limited or passive way. You don't really do anything special for most of them, and between the different biomes/areas most if not all materials are functionally reskins. While there is plenty of to experience with the power-ups and some of them are even invigorating, others miss the mark. Either not doing enough on their own or they don't put enough impact on your run at all (even when you completely hone in on a sub-type of a power-up.) The map layouts for the first few areas are excusable since the player may be still trying to learn how everything works, but then everything feels samey, especially after the the second boss or so. I was hoping to navigate something more intricate eventually but it was just the same four-way dungeon style the whole way through with the same room types since the beginning. Not many wrenches were thrown. The enemy variety is decent all things considered but they aren't all that gimmicky enough, so to say. You can more or less approach all of them the same way and defeat them without much trouble. Though this may be a problem with being able to insta-down and easily dodge many of them. Things only become dicey when you have to deal with hoards of enemies, but you can zone them, especially when you are able to move faster. [h3]Power-ups[/h3] Some power-ups are really "meh," some hinge too much on other power-ups, and others are you know for certain you're not failing when you get them. The way I see it, power-ups need to all be somewhere between "meh" and "non-failing" in quality for the whole "progressive skill-obtaining" to feel good. Power-ups could also shape how you play more than they currently do, though I can see an attempt was made for some of them. Make me feel like I need the power-ups or make them more relevant to the area. Power-ups of the same type could be more tempting rather than more common. As it is now, the most desirable ones are ones that speed up gameplay (often ones that simply give more flat damage and speed) because they're the most consistent. There are a handful of unorthodox power-up builds but they rely too much on getting the right RNG. It also can't hurt to make power-ups that are really good to be more rare. There are special rooms for power-ups but they feel hardly different from the regular ones, as you can often get skills in those special skill rooms outside of that room. Maybe it could do some good to only let the player have skills exclusively from that room so it feels more special? [spoiler]The risk-reward power-ups lean too much on the reward side. For example, Body of Light is a power-up that makes you do 3x damage with the drawback of only having 1HP. But there's not much drawback to dying once in a multiplayer setting in exchange for who knows however much damage you'll deal with it. 3x damage lets you one-shot a lot of enemies, which matters a lot because you can kill enemies before they can even pose a threat to you.) In fact, the best strat I've found seems to be prioritizing quickly killing enemies before they can attack. Even so, having an ability with that much risk and reward feels odd. It changes the trajectory of the run a lot. Then you have Cornered Coyote, which is a flat +50-100% damage while being under 500HP. Considering the default HP is 700 and there's not much incentive to making it higher when you can just instead invest in HP regeneration (potions), this isn't much under max health and you can probably steadily maintain that HP amount.[/spoiler] [h3]Gear[/h3] The way they reworked potions is a bit confusing. I was given the impression there would be different potion types but there's nothing besides healing so far. Also, it is now way too easy to heal from them now (and decidedly quantity over quality is better because it gives more HP per teffra). There's not much incentive to go to the regular shop over the potion master now because it's a gamble. But when you don't need healing, you have the problem of the potion master being useless. It feels like there's no winning when it comes to that. I think the balancing between the different weapon types are fine but the weapons within a weapon type probably need more work. Some feel a bit underwhelming lacking a strong gimmick. (In fact, many of the boss weapons are just copies of other weapons with the same abilities.) Some weapons stand out a lot compared to others and it doesn't leave much question which you use if you want to play a certain way. Armor types was an interesting proposition but light armor is still overwhelmingly better than the other types from the mobility factor and being able to do attacks faster with them. There's not much benefit from the heavier types, even when they try to offer more protection and damage, you're still simply being outclassed by light armor. If you care about efficiency, you can move to the next areas much faster with light armor and dodge speed bonuses (which is also better for your damage-preventing potency), so all the heavier armors seem to do is slow you down. Many of the weapons/armor feel more or less pointless and that you're simply collecting a lot of things as many of the effects are only good for maybe the current point of the game you obtain them, if that. [h3]Misc. Gameplay Features[/h3] I do love the character designs and their dialogue a lot but there's not enough involving the characters for me to properly care for them as they are in-game. Even with the gifting system it feels half-baked. Cooking and farming doesn't feel rewarding enough considering you can play through the entire game without it with no trouble, so that's two characters that are decidedly not that important to gameplay. The NPCs I hoped to interact to more were the ones you met in Hunts, but there's really no way to correspond at all. [h3]Final Words[/h3] Missed potential is an understatement. I will try to still be keeping an eye on this game in case anything changes (but don't hold me to my word, it's been a long time). It doesn't feel like a $30 game in its current state, more like $10-15, which is really hard to say but I want to be honest. For that reason, I am going to have to leave it as a can't recommend.
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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
Не знаю на что рассчитывали Klei когда выпускали игру в раннем доступе. Естественно что за то прошедшее время, малого количества продуманных механик, редкие обновления и скудный контент, убьёт весь интерес и онлайн. Так ещё у них 2 наркомана в команде, первый на парне отвечающему за ясное видение проекта, а второй, тот кто придумал вдарить ценник под 1100р. (Это прям как с 7 Days to die, где убрали приписку "альфа" и немного отшлифовали игру. При этом подняли цену так, будто игра в два раза прибавила в весе после обновления и от введённого нового контента у вас глаза на лоб полезут). Вообще, они ничего нового по сути не изобрели, даже в какой-то мере шаг назад сделали. Возвращаясь к старому ивенту The Forge из Don't Starve Together. Кроме копья и молота там из оружия были посохи (ну да, всего два, но были же), один единственный меч, духовые дротики, молотов и книга на призыва огненного голема. Что мешало добавить всё это же, лишь больше в разнообразие и специализацию, не понятно конечно. С врагами та же формула что и в ивенте Кузни. Тут они больше берут количеством и хаосом, а не видами атак или сменного поведения. Некоторые болванчики могут появляться на смежных локациях, по типу луковиц и "кабачков" с лезвиями, хотя рескин луковиц в виде снежных глазастых комков в тундре это та ещё халтура, благо атаки изменили немного. Единственное взаимодействие у них между друг другом, это накидывание неуязвимого щита от редко встречающегося моба, который будет убегать и неохотно отбиваться. А, ещё комары могут взрываться и исцелять своих ,но это в одном биоме только... К сильным врагам и боссам на первой сложности претензий нету, но дальше их поведение и тактика никак не меняется (лишь новые атаки у последних на super frenzy). А также арены... они одни и те же, случайности в этом нет. Перки немного меняют подход в забегах. Но к сожалению, некоторые из них либо очень редкие, либо попадаются только в котлах перед сильным противником. Только это работает не всегда, иногда выпадают ресурсы локации или дефолтные перки. Неплохо увидеть возможность увеличить шансы на определённые перки или их ветки (урон, криты, хп, скорость и т.д.). Ну и кооператив. Вроде и интересно, но это не заслуга игры, а самой компании. Взаимодействие минимальное: поднять упавших, передать немного хила от питья собственной бутылки и ещё некоторые малочисленные командные перки, но ты ещё найди их. Совместных атак нету, возможность передать друг другу перки или обменять/продать нету, смягчить/усилить и сократить/замедлить какую-либо инерцию/атаку/движение нету, каких-то стратегий тоже н-е-т-у. Вы по факту ковыряете толпу, каждый по отдельности, но на одном экране. Избежать урон можно лишь уклонением или атакой в прыжке. Ещё можно сбить анимацию врагу, но это не всегда работает, так что в долгом стане держать не получится. Парирование и блок отсутствуют. Возвращаясь к цене, кто в здравом уме возьмёт это за 1100р.? Легче взять Don't Starve Together за 350р., там контента больше и есть вариант накатить модов на упомянутый The Forge и схожие работы. Но это ещё и друзья должны взять, при этом за покупку DST ещё одна копия игры в инвентарь шла. Или на крайний случай добавить оптовый пак на 2 и 4 человек, но нет. Как по мне, отсутствие таких решений это выстрел в члeн. По поводу сценария. Он простой до ужаса, с одной стороны его не особо в игре и ждали. Жанр игры и цели игроков в какой-то мере дают поблажку. Но с другой стороны его хорошая проработка стала бы одним из стимулов к продвижению по прокачке и появлению интереса, кроме как пробежать все локации/убить боссов в первые разы. На мой счёт очень поторопились с выпуском в свет. С Mind over Magic что-то подобное тоже произошло, но зачем Klei делать какие-то выводы, в самом деле...
The combat is too simple. The combos are brief and get repetitive. There is also quite a bit of grinding for resources. The runs themselves are too short for the roguelike portion so all the power is more front-loaded into your gear rather than power-ups found in each run itself. The story is very predictable and cliche. The art is great though. I am a sucker for Klei, they made my favorite game of all time, Oxygen Not Included, but Rotwood just doesn't hit the mark for me. As callous as it sounds, I feel like the target audience for this game is much younger than myself. I could see myself playing the hell out of this if I was 8-14 years old.
The game is fun, the play, fairly consistent in it's variety but when you REQUIRE data collecdtion during play to play online? You've messed up. Data collection should be optional, and when you MAKE it a REQUIREMENT, you take the consumer's choice away if they feel they want to be private or not. Taking away choices is a bad idea when people are saying games must be played onine with a server all the time, even single player options to play the game often require an online server. I will be boycotting the recommendation of any games that are based upon licenses instead of ownership. This data collection is "feature" blocking to people who want to play multi-player without you being another spectator messing up the pings when you get laggy. No, I'll be holding off on my recommendations until you start respecting OUR data. Thumbs down with your "we own you" attitude. Fix it. I PURCHASED a multi-player game, not a game dev entertainment system you can snoop on anyone you please with.
这点内容怎么好意思卖这种价格的,我抢先体验就买了,结果正式版竟然出的一坨。
你们现在的当务之急是下架并退款这个游戏,然后把精力放在饥荒2的开发上。
It simply isn't that fun, cutsey graphics but floaty gameplay that lacks any "oomph". Enemies are HP sponges and it just really isn't that fun, feels like a chore to play.
Requiring the ability to harvest and monitor my data just to play online after i've already paid for the game is extremely scummy imo. I do not support developers trying to strong arm their full experience in this way, it should absolutely be listed forefront on the description of the game that this is the case, i never would have wasted my money. I'll be refunding the game and actively avoiding this dev in the future. It looked fun, it looked promising, the offline was enjoyable, im not critiquing the gameplay, i'm critiquing the scummy strong arming that is going on. if you want my data, after ive already PAID YOU FOR YOUR DAMN GAME, then you can PAY ME for it or make the game ftp.
I love it, is like playing Absolum, but easier, you can create and customize your character to your liking. You can have several weapons, mix and match gear with real stats and the art style is pretty good (similar to Absolum). Like Absolum as well, It's kind of a Beat em up genre mixed with Roguelite elements. The combat gameplay is awesome and enjoyable, even more with friends, light attack, heavy attack, combos. The progression is also great, you can maintain your gear after every run and progress further your flasks and weapons after completing every "mission". It's pretty good, it has that one mechanic I wished every Roguelike I played before could have, a better progression than "you just lost everything in every run and just get to maintain passives only". Here you keep everything, even the weapons you get along the way. Approved!
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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