
A gothic top-down survivor-roguelite. Attack, weave and dodge through undead hordes while picking level-up cards to build your character, then fight a boss at the end of each map. Nine characters, dodge-only defense, run-based roguelite progression.
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About
KNELL is a top-down survivor-roguelite with a gothic, undead theme. You pick one of nine characters and fight through waves of enemies across five maps, with a boss fight at the end of each stretch. Your weapon attacks on its own, so you spend the run moving, dodging, and choosing level-up cards to build your character. A single run takes about 20 to 30 minutes.
Your only defensive move is a dodge roll, which gives a short window where you can't be hit.
Features
• Nine playable characters. Each has its own auto-attack, its own set of class cards, and its own ultimate ability.
• Over 40 level-up cards, including chain lightning, orbiting orbs, flame rings, freezing totems, and blood explosions. You get a reroll and a banish each run to shape your draws.
• Evolutions: max out a core ability and combine it with the right keystone card, and it upgrades into a stronger permanent version. You earn these by beating specific bosses.
• Boss fights. A shrinking ring of fire, and each boss drops a relic that changes your later runs.
• Five biomes: Overgrown Ruin, Rocky Wastes, Storm Realm, Hellscape, and Blood Desert.
• Meta-progression: spend the souls you earn on permanent Armory upgrades, unlock new characters, and buy upgrades that make evolutions come sooner. Clearing the final map unlocks New Game+, and optional Dread difficulty levels make runs harder for bigger rewards.
• Full controller support, rebindable controls, and an optional auto-aim.
Characters
• Mourne: melee, auto-swinging with a warping slash ultimate.
• Harlow: a bow that fires piercing arrows in a line.
• Warp: a mage with auto-bolts and a ring of elemental totems.
• Crow: a grenade launcher for clearing packs.
• Roan: a swordmaster with wide arcs and spinning rings of blades.
• Vesper: an assassin who swaps between a sword and a spear, each with its own ultimate.
• Sanguine: a heavy melee fighter who leeches health and rains firerocks.
• Bram: a tank who turns into an invincible beast when his health runs low.
• Malach: a summoner who fields a small army of demons.
The art is from licensed pixel-art asset packs, and the game has a boss-battle soundtrack.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
I feel like this game should still be in early access, I didn't encounter any bugs however it's missing what I would consider some very basic QOL features and it feels poorly balanced. The game is similar to Death Must Die, the character's basic auto attack is directional, the maps are large without any POIs or prefab structures of any kind and dotted with tiny little *things*, and bosses appear at set intervals. The issue is that there are no markers for anything, no minimap of any kind, the UI was very minimal, which is fine but there was not even a timer for the run so I had no idea how long I had been on my run outside of checking the current time and comparing it to when I had started. I saw no way to check my current stats, so I was at a loss as to whether I should take an upgrade that procced based on my crit chance since I had no way of knowing what my crit chance was, there was no keybind in the settings that opened a stats or character panel, pressing every button on my keyboard also didn't open a menu where I could see stats. I also could not tell how many souls I collected during my runs, and was only able to see them afterwards when going to the armory, when you need so many souls to unlock new characters knowing how many you have during the run helps the player decide whether they want to immediately go for another run or go back to base to cash-in and buy upgrades and characters, without that basic information it feels annoying to have to go back to the hub every run in order to check and see if you have enough for the next unlock. As for balance, I took a perk that allowed me to freeze enemies, this also froze all bosses I encountered, I initially thought they were bugged because there really wasnt any effect on their model to indicate they were frozen and the bosses continued to run in place until I killed them, I had taken no perks that granted additional effects or increased the freeze effect in anyway so i can only assume that it was the base behaviour of the freezing perk. The map was littered with *things* however nothing i encountered seemed to offer any sort of buff, choice or challenge for additional rewards, every tree, ruin, tombstone, giant hand, ect that I encountered seemed to be purely cosmetic and after running for another 5-10 minutes to confirm this I came to the conclusion that there was absolutely zero reason to actually move from my current position, though I have no way of confirming this as I said there are no on-screen indicators of a direction I should be moving or any form of map. To add onto it i never once encountered a pick-up of any kind, not even a magnet, which further compelled me to just stand in one spot and essentially AFK the run, nothing could harm me, there was nothing to explore, do or see, no way of knowing my current run time or when it would end, no gear pick-ups, no different areas that I found during my runs. The perks themselves weren't boring, but they werent exactly interesting either, of course I'm saying this without having unlocked everything however all I encountered in my 30 minutes of play time were some very basic abilities, an expanding ring of damage that radiated out from my player model in a ring, icicle projects that shot out automatically, exp crystals exploding on pickup, shooting out a fan of flames on autos, freezing enemies on crit, 12% attack speed, pickup range increases, 12% damage increase, 12% melee damage increase, 12% move speed increase, 6% increase to crit chance, an auto that made a grim reaper slash with a scythe near me from time to time, and some blades that would hit enemies. I'd say with that in mind unless the empty maps, the UI/QOL features and balance are addressed that the game should be selling for 2-3 USD and not the 5 it currently is, because at the moment across the 2 runs I did, I just felt bored and annoyed.
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