I do have an old Logitech rubber dome full-size keyboard from the dark ages before I became a mechanical hipster, but I hate it.Įverything about this game so far suggests massive incline. I'm almost tempted to use this game as an excuse to buy a full-size Ducky mechanical keyboard. Most of the keybindings are rebound aside from Wait commands, Force Attack Up, Force Attack Down, and a handful of others I haven't decided where to place yet. I'm using directionals for movement plus Insert, Delete, Home, and End for diagonal movement. The laptop layout is pure bullshit, although I understand why it's included. Problem is, I use a tenkeyless keyboards these days, and rebinding the many functions and combinations that use numpad keys (without even properly knowing how to play yet, or having muscle memory for any of them) is a huge chore. I've owned this game for years because I knew just from reading about it that it was something special, but it's been relegated to the back burner. ![]() If the game continues to develop to completion I'm sure it will be considered one of the all-time great RPGs by those with refined taste. Overall: game is amazing, up there for me with classics like Fallout 1/2, ADOM, Darklands, Ultima Underworld. ADOM, which I also enjoy but no where near as much as Qud), beautiful graphics (for me anyway), really truly great music (though it needs more), new features and bugs squashed every week, optional permadeath and saving/loading, dynamic faction allegiances, infectious diseases with procedurally generated cures, tons of items to craft and various ways to modify gear, cybernetic implants, strategic turn-based combat (of course, since roguelike)Ĭons: main quest is not yet finished, and after countless hours in Qud starting a new character in Joppa for the umpteenth time feels a bit tedious (but still worth it) to the logic of Russell and to Socrates are awesome for someone who knows any philosophy), huge amount of ability to customize character both at start of game and throughout play, huge amount of player agency (as there should be in any proper roguelike, but this world and its emergent gameplay feels more natural than e.g. Pros: huge game world, intuitive UI, incredibly unique and deep setting w/ lore contained in books, characters, descriptions and the physical environment (and the philosophy references e.g. Then I suddenly come upon a group of sludge-beings that spontaneously evolve from primordial goo and lava and who are just barely able to collectively melt me to nothingness despite my psychically boosted toughness, sleeping gas spraying out and a clutch of grenades. ![]() (brief) REVIEW: I am cutting and freezing my way through the post-apocalyptic mushroom jungle wearing my clone's face, on a quest from a race of subterranean albino ape technologists, feeling like a powerful mutant warrior wielding a surreptitiously acquired fist of the ape god. The review below is obviously rather over-the-top positive, and there are definitely things that could be improved-like more/different kinds of quests, more dialogue and C&C-but the current state of the game warrants greater attention from the codex. Figure I'd re-post my early access review for CoQ here to try to get more people on the codex interested-to me this game has as much potential as underrail did when it was in early access (I also overplayed that before it came out) and most of the criticisms from early in this thread, including about poor ASCII graphics, are no longer applicable.
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