
"Wetory" is a 3D action roguelike game with a cartoon-style graphics. The story revolves around a child who can create watercolors from their feet, embarking on an adventure to restore all the colors in the world after they are stolen by a villain.
Modeled estimate, not a reported figure. How we estimate →
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The United States storefront in every case, so this compares stores and not countries.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, Japanese, French, Italian, German, Spanish - Spain, Portuguese - Portugal, Simplified Chinese, Dutch, Portuguese - Brazil, Spanish - Latin America +5 more
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $10.99 | 17reviews | 82% | — | $4.9K |
| $10.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
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Reviews
강해지면 기분이 좋아요 포기하기 쉬운 난이도는 포기
I liked this! I like the paint concept and I think the boss and enemy designs were all pretty cute. Boss mechanics were also fun to play against. It's not particularly hard, especially on the base difficulty setting that you're forced to play on for your first attempt, but you can play the harder difficulty after a clear for an extra challenge. Although I will say achievements don't seem to activate for me? I finished the game twice for both endings and got nothing for it, which is a bummer, but the game is still fun.
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Hours played at review time, across 25 reviews with recorded playtime.
분위기 음악 그래픽 다 취향이라서 너무 좋았다 타일로 공격하는 방식이 신선했지만 가시성이 좋지는 않았다 (이펙트 투명도 조절은 가능했는데 그럼에도 뭔가 많았음) 화면 안에 너무 오브젝트가 많아서 뭐가 뭔지 구분하기 어려움 보스 같은 녀석들이 화면을 많이 가리는 경우가 있음 그리고 버그인지 아이템 운이 좋았던건지 모르겠는데 게임 플레이 중 어느순간부터 체력이 안 닳았고 (대쉬 소모량 2로 늘리는 대신 맞았을 때 자동 대쉬 사용하는?) 아이템이 피해를 받기 전에 대쉬를 써주는 건지 덕분에 2트만에 엔딩봄.. 처음엔 버그인가 싶었는데 혹시나 해서 적한테 비벼보니 대쉬가 없을 때 피가 깎이는 것 같았음 쓰다가 생각났는데 대쉬가 없을 때 체력 소모하고 대쉬쓰는 아이템이 있었고 둘이 같이 있어서 그랬던건가 싶음 설치형 물감들 (초록, 보라) 설치 후 다른 색 물감으로 변경하면 아직 사라지지 않은 몇몇 타일들이 무한지속되는데 이건 버그인것 같음, 다시 그 색으로 돌아오면 사라지는 것 같음 물감이 6개? 정도 되는데 전투중에 다쓰기 어려워서 대부분 초록색(지상), 주황색(공중) 두개만 쓰면서 진행했다 한 번씩 검정물감(혹은 다른물감) 찾는다고 Q,E누르고 있으면 지금 무슨색인지 신경쓰느라 어지럽다 플탐이 해결해줄 것 같긴한데 아이템덕에 그냥 깼지 아니면 엔딩 못 봤을 듯 상점에서 아이템 구매전에 아이템 효과를 미리 볼 수 있는 방법이 있는지 없는지 모르겠음.. 그냥 이미지만 보고 느낌으로 구매함
맵이 너무 난잡하고 패드 조작에 관한 설정이 있지만 패드가 먹지않고 조작법 또한 매우 불편함. 결국 강제로 키보드로 진행을 했지만 공격이 자동이고 모든것이 캐릭터를 기준으로 발사가 되기 때문에 조작은 왼손밖에 하지 않아 조작은 불편한데 손이 심심함 맵이 굉장히 어지럽고 몬스터 또한 처치 가능한 대상들 머리 위에 화살표가 찍혀있긴 하나 몬스터의 움직임은 활발하지 않고 맵에 무적인 공격 기물들이 플레이어를 마구잡이로 두들겨 패는데 갯수도 쓸데없이 많아 얘네를 회피한다 느낌보다는 그냥 맞으면서 죽이든가 아예 근처에 가지 않고 내 공격이 적에게 닿기를 서서 기도하든가 둘 중 하나를 한다. 겨우 8분 해봤는데 극한의 수성 존버메타 플레이어를 보는듯한 불쾌함을 느낌 이게 게임인가? 이건 참신함이 아닌 불쾌함이다. 그리고 상점 아이템 구매할때 F키 눌러서 구매 확정 허락 받으면서 왜 리롤은 가까이 가기만 하면 돈 소비해서 알아서 구매됨? 일관성이 없네
공격방식이 특이해서 적응하는데 시간좀 걸림. 특이한 공격때문에 내가 공격해야겠다 하면 안맞고, 그냥 이래저래 피하다보면 애들이 죽어있는느낌? 그래픽도 카툰풍이라 좋았고, 뭣보다 브금이 젤 맘에 들었음. 마지막으로 나만의 문제일수도 있는데, 버그인지는 모르겠는데 도전과제가 안깨짐...ㅠㅠ
한국 인디게임 최고.
캐릭터가 귀엽다 조작이 단순하다 이거 색깔도 바뀌넹 ㅇㅅㅇ 이거 스테이지 어떻게 하면 깨져요?
蠻有趣的肉鴿lite類型遊戲,操作手感有點像是吃了某些道具的isaac。角色技能會隨著你打的關卡而不斷地獲得新的招式,也可以選擇用技能點加強技能的特效。透過切換不同技能來應對各種敵人的方法相當有趣,也可以透過一些道具的build來改變數值與角色特性。此外,本作的一些動畫做得很細心,例如BOSS死亡時的特效就很讓人印象深刻。雖然介面跟系統稍嫌陽春,但我還是蠻喜歡這種輕鬆的感覺。
예전 지스타에서 플레이 해본후 개속 기억에 남았는데... 젬있네여
Wetory, developed by PepperStones and published by GRAVITY, is a 3D action roguelike that distinguishes itself through an imaginative color-based combat system and a visually expressive world. Rather than focusing on traditional hack-and-slash mechanics, the game builds its identity around movement, spatial awareness, and reclaiming color in a world that has been stripped of vibrancy. Its premise is deceptively simple: a child protagonist must recover stolen colors from a corrupted world, but the execution transforms that concept into a surprisingly tactical and emotionally resonant experience. At the heart of Wetory lies its tile-based combat design. Instead of allowing freeform button-mashing, the game emphasizes calculated movement across a grid-like battlefield. Each step matters, and positioning becomes as critical as timing. The protagonist does not rely on conventional melee attacks; instead, color powers tied to reclaimed hues grant unique abilities that influence both offense and mobility. This creates encounters that feel more like dynamic puzzles than straightforward battles, rewarding players who think ahead and adapt to enemy patterns. Color mechanics are central to the progression loop. As players defeat bosses and advance through procedurally generated stages, they regain specific colors that unlock new skills. Each color offers distinct attack patterns and strategic options—some emphasize area control, others favor direct offense or evasive movement. The interplay between these abilities allows for diverse playstyles, encouraging experimentation across multiple runs. Because each roguelike attempt presents different room layouts and enemy configurations, the combination of abilities and terrain generates varied combat scenarios. Visually, Wetory embraces a charming yet thematic contrast between dull, washed-out environments and bursts of vivid color unleashed during combat. The aesthetic design reinforces the narrative concept of reclaiming vibrancy from a gray world. Particle effects resemble splashes of paint, and enemies often appear as abstract, colorful manifestations of corruption. As players progress, the world gradually regains life, visually reflecting their achievements. The art style is cartoon-inspired but refined, ensuring clarity during fast-paced encounters. The roguelike structure provides replayability through randomized dungeons, incremental upgrades, and branching choices within runs. While the overall narrative remains linear, the path taken through each attempt varies. Players must balance risk and reward when choosing routes, upgrading abilities, or confronting stronger enemies for better rewards. The difficulty curve gradually intensifies, with later stages demanding sharper reflexes and deeper understanding of enemy behaviors. Boss encounters serve as highlights of the experience. Each major adversary embodies a stolen color and presents unique mechanics that test mastery of movement and ability synergy. These fights often require careful positioning rather than brute force, reinforcing the game’s strategic core. Success brings not only progression but a tangible sense of restoring life to the world. Sound design complements the visual direction. Upbeat yet atmospheric tracks underscore exploration and combat, while sound effects emphasize the splash and impact of color-based abilities. The audio feedback reinforces the tactile sensation of reclaiming vibrancy, making each successful attack feel impactful. Although the soundtrack is not overly complex, it aligns well with the game’s tone and pacing. While Wetory’s innovative mechanics are its strength, they may also present a learning curve. Players accustomed to conventional action roguelikes might initially struggle with the tile-based movement system. Mastery requires patience and adaptation rather than reflex alone. However, once the rhythm is understood, the combat becomes deeply satisfying and distinctive within the genre. Ultimately, Wetory stands out as a creative reimagining of action roguelike design. Its fusion of color-themed abilities, strategic tile-based movement, and expressive visual storytelling gives it a memorable identity. Though it may not offer the sprawling content of larger-budget roguelikes, its focused mechanics and cohesive aesthetic make each run engaging. For players seeking a fresh take on dungeon-crawling action with a strong visual and thematic hook, Wetory offers a vibrant and thoughtfully crafted experience. Rating: 6/10
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