{"id":36984,"date":"2023-10-16T18:00:10","date_gmt":"2023-10-16T17:00:10","guid":{"rendered":"https:\/\/www.xtremeservers.com\/blog\/endless-dungeon-review\/"},"modified":"2023-10-16T18:00:10","modified_gmt":"2023-10-16T17:00:10","slug":"endless-dungeon-review","status":"publish","type":"post","link":"https:\/\/www.xtremeservers.com\/blog\/endless-dungeon-review\/","title":{"rendered":"Endless Dungeon Review"},"content":{"rendered":"<div>\n<section class=\"article-page\">\n<p>There\u2019s a reason our cars aren\u2019t also boats. It\u2019s often as hard as it is risky to combine two very different functions into one package, especially when designing a system to do <em>one <\/em>thing well can be hard enough. That\u2019s why, as I sat in front of my computer taking stock of the 20+ hours I spent playing Endless Dungeon, I couldn&#8217;t help but smile at the sheer audacity on display. There\u2019s no other way to describe the daring it must have taken to create this hybrid twin-stick shooting, tower defending, science fiction roguelite. Those are three very different genres all their own, so to take them all on simultaneously and make the result work so well is borderline miraculous. <\/p>\n<section data-transform=\"mobile-ad-break\"><\/section>\n<\/p>\n<p>Endless Dungeon is set aboard The Station, a massive, multi-leveled space station that belonged to an enigmatic race known as the Endless. Now it is abandoned, save for the monsters on each floor and the small cast of colorful heroes trapped aboard with them. Their only hope is that reaching the Station&#8217;s Core and powering on the Reactor will reactivate the station, and allow everyone to escape. It&#8217;s a simple setup, with just enough mystery to be intriguing, told in a really attractive, colorful, comic book-esque art style. <\/p>\n<section data-transform=\"ignvideo\" data-slug=\"endless-dungeon-official-comrade-hero-reveal-trailer\" data-loop=\"\"><\/section>\n<p>At first glance, Endless Dungeon looks and plays like a solid, cyberpunk infused twin-stick shooter akin to something like The Ascent. Aiming and shooting while in motion is a breeze on keyboard or gamepad, and how you approach combat varies widely depending on which of the eight playable characters you control. Sweeper, for example, is an in-over-his-head janitor who carries light weapons like pistols, but can control the flow of battle using his Slippery When Wet ability to slow enemies trapped in soapy waters. Meanwhile, Zed is a punk rock influenced soldier purely focused on damage who uses heavy weapons like rifles and rocket launchers, with a wide-arcing Sonic Boom attack. <\/p>\n<section data-transform=\"quoteBox\">The oscillation between tension during exploration and adrenaline during action is brilliantly paced.\u00a0<\/section>\n<p>Generally, the goal is to move a slow, four-legged robot called the Crystal Bot from its dock to an exit hidden somewhere in each level, and protect it while it hacks open the door. What makes it challenging is that you don\u2019t actually know where that exit is, and maps take the form of a series of rooms separated by ominous bulkheads. Each door you open could lead toward your destination, hold power ups, activate traps, or expose you to a monster spawner. A danger meter will slowly build, and when it crescendos waves of enemies will attack from any discovered monster spawners. That oscillation between tension during exploration and adrenaline during action is brilliantly paced. <\/p>\n<section data-transform=\"poll\" data-id=\"f2381a7b-c31f-42b7-b6ba-fbaa06e817c4\"><\/section>\n<p>The thing that really impressed me about the levels is how purpose built they all feel despite being procedurally generated. There\u2019s a great rhythm to how maps alternate between long linear pathways and more interconnected hubs, with impressive unique rooms that feel like they appear at carefully crafted junctures. Reaching the end of a difficult floor, low on health with a wave of enemies at your heels, and having to choose between multiple doors feels like a life-or-death game of Let\u2019s Make a Deal, where door number three is just as likely to hold salvation as certain doom. <\/p>\n<section data-transform=\"quoteBox\">There\u2019s a great rhythm to how maps alternate.<\/section>\n<p>The snarling beasts that represent that doom bring a lot of fun variety. There are four distinct monster types, including the grotesque biological Blobs and out of control mechanical Bots. Each faction of monsters has an assortment of unit types, special abilities, and elemental affinities or weaknesses. Forming a firing line to cut down a swarm of Nibblers and Nasquitos from the Bugs with flames is a great strategy, but that won\u2019t get you anywhere when the fire resistant Blurs arrive, especially when their Ghost units use their ability to phase out of reality, then reappear behind you in order to hammer on the Crystal Bot directly. Some enemies, like the front-armored Boneheads of the Blobs, are more annoying than fun to fight, but the strategic push and pull of how to deal with different mobs of monsters goes a long way toward keeping things fresh, especially when different sets of enemies start to mix. <\/p>\n<section data-transform=\"slideshow\" data-slug=\"the-10-best-co-op-games\" data-value=\"the-10-best-co-op-games\" data-type=\"slug\" data-caption=\"\"><\/section>\n<p>There is a large selection of weapons to help make the job easier. Each hero has a default starting gun, and you can find more in treasure chests hidden throughout each floor. There are a few standouts, like the Campfire, a flamethrower that encircles your character in rings of fire, though most of the arsenal feels like the same couple of weapons reskinned for each element. Shooting different colors of otherwise identical bullets is somewhat disappointing compared to how distinct the heroes and their abilities are.<\/p>\n<\/p>\n<p><strong>Tower defense, in Spaaaaace<\/strong><\/p>\n<p>It\u2019s impossible to go through an entire level without facing off against at least some waves, and as you uncover more places for monsters to spawn from, those waves become bigger. That\u2019s where the excellent tower defense elements come into play. Most rooms contain a series of nodes where you can create automated stationary weapons to help control the mobs. As the numbers of enemies increases, so too will the need for adequate defenses. Turrets are placed instantaneously at the touch of a button, making the construction process fast, easy, and a lot of fun.<\/p>\n<section data-transform=\"quoteBox\">You\u2019re going to have to risk opening a door.<\/section>\n<p>The tower defense elements depend on managing a simple, but well implemented economy. Every time you open a door you gain Industry, Science, and Food points. Industry is spent both on building turrets and activating generators that increase the number of points you gain from each door. Science is used at Research Terminals you discover to unlock and upgrade new turrets, like long range acid shooters. Food is used to purchase health packs and character buffs. Want enough points to build one more turret? You\u2019re going to have to risk opening a door to get it.<\/p>\n<section data-transform=\"user-list\" data-id=\"90440\" data-slug=\"justins-top-roguelites\" data-nickname=\"koreis\"><\/section>\n<p>These strategic decisions with the pressure of an ever approaching wave are a crucial part of what makes Endless Dungeon so compelling. Using an upgrade terminal to unlock turrets that fire bolts of electricity can be just what you need to slow down some Bots, but you might not be in a position to survive the wave that activating the upgrade summons. There are times where intentionally leaving doors closed is worth losing the materials you would have gotten because it forces enemies into turret-filled choke points, and others where all you can do is go all-in on reaching the exit, doing your best to cover the Crystal Bot while it makes its way through a heavy assault from all sides. <\/p>\n<section data-transform=\"quoteBox\">That\u2019s the one area where the randomization can be a bit of a downer.<\/section>\n<p>Planning for the types of enemies you will face becomes crucial on the harder floors, and that\u2019s the one area where the random nature of the available weapons and turrets can be a bit of a downer. There were runs where weapons and upgrades were common, and I could feel like a tactical genius by deploying exactly the right types of turrets and using weapons tailor made for the enemies in the area. It\u2019s so much fun watching an army of monsters evaporate as they are torn to shreds by well placed defenses. But then there are moments where bad luck would rear its ugly head, with no relevant upgrades to be found and monsters behind every door. Being helpless when a wave starts, with nothing to hold the hoard back through no fault of your own, isn\u2019t a great feeling \u2013 though thankfully those times are rare. <\/p>\n<\/p>\n<p><strong>Roguish charm<\/strong><\/p>\n<p>The sting of that randomness can be eased by the fact that Endless Dungeon is a roguelite at its heart, and a damned good one. Your team of up to three heroes will make runs to escort the Crystal Bot deeper and deeper towards The Core. If you or the bot dies, you are sent back to a starting hub called The Saloon, which resembles a mix between a hotel lobby bar and a space station. It\u2019s a wonderfully chill space to hang out, catch up on interesting lore you\u2019ve uncovered, and recruit new characters while vibing to the excellent soundtrack. <\/p>\n<section data-transform=\"slideshow\" data-slug=\"endless-dungeon-review-screenshots\" data-value=\"endless-dungeon-review-screenshots\" data-type=\"slug\" data-caption=\"\"><\/section>\n<p>It\u2019s also where you can spend Cells and Scraps on permanent upgrades, and there are quite a few to be had. The Saloon itself can be improved with things like the Hazard Almanac, a cool bestiary that also tracks your kills, or booster chests that can be purchased at the start of a run to quickly get better equipment. The heroes can each socket up to three ability enhancing chips as well, while all of the different weapons can be upgraded twice. These strike a great balance of being consequential enough to feel worthwhile, but not so powerful that they trivialize the challenge of subsequent runs. <\/p>\n<\/p>\n<p>The stages themselves become more challenging the further down you go \u2013 enemies get tougher, relics that apply buffs to monsters become increasingly common, and dark rooms, which prevent you from building turrets, become frequent. Most runs will end in defeat, but return with enough resources to upgrade a few of things back at the Saloon and the next run is just a bit easier. This is extremely effective at making every run feel meaningful, regardless of how quickly it ends, even on the diabolical lowest levels. <\/p>\n<\/p>\n<p>You can do all this solo, switching between your three selected heroes while AI controls the two you aren\u2019t in direct control of, but playing with two friends in co-op is a thrill not to be missed. Dividing the duties of planning defenses, exploring, and escorting the Crystal Bot feels great when you can talk through those plans out loud, and counting down to calling it to an exit, knowing that all hell is about to break loose, is so much more fun with friends. The times where a seemingly unstoppable hoard was bearing down on us as we held the line at a doorway felt like playing through the climactic battle of a sci-fi epic, and it\u2019s hard to overstate the exuberance when you and your allies erupt in cheers after beating seemingly impossible odds to snatch victory from the jaws of defeat. <\/p>\n<\/section>\n<\/div>\n<p><a href=\"https:\/\/www.ign.com\/articles\/endless-dungeon-review\">Go to Source (IGN.com)<\/a><\/p>\n<p>All content and images belong to their respected owners. This article is aggregated for informational purposes only with full credit to the source.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>There\u2019s a reason our cars aren\u2019t also boats. It\u2019s often as hard as it is risky to combine two very different functions into one package, especially when designing a system to do one thing well can be hard enough. That\u2019s why, as I sat in front of my computer taking stock of the 20+ hours<\/p>\n","protected":false},"author":3,"featured_media":36985,"comment_status":"registered_only","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6,9],"tags":[772,899,10585,1569,583,315,2690,2754,8286,672],"class_list":["post-36984","post","type-post","status-publish","format-standard","has-post-thumbnail","category-pc","category-reviews","tag-also","tag-arent","tag-boats","tag-cars","tag-hard","tag-its","tag-often","tag-reason","tag-risky","tag-theres"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Endless Dungeon Review | Xtreme Servers<\/title>\n<meta name=\"description\" content=\"View Endless Dungeon Review for free, here on XtremeServers. Discover more great articles on our site. 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