Levelling up gives you access to a choice of randomised upgrades, the right combinations of which can utterly change how you play. Upgrades are somewhere between those found in Curse and the system seen in Hades. Each stage is a series of rooms (though it’s more open than in CotDG), and each one may contain upgrades such as chests or tomes tied to timed challenges. Ravenswatch does have Passtech’s trademark artstyle and procedural level design. There’s a long way to go until launch, and Passtech haven’t finished balancing difficulty, adding features, or even putting in all the art assets. That said, a lot of what I’ve played is still placeholder. There’s plenty of famous folklore or fairytale heroes out there, so these additions feel a little out of sorts. Well known characters as mentioned above are mixed in with characters like Melusine, who may be a take on the Little Mermaid, and the generically named Snow Queen. Perhaps Ravenswatch biggest issue is that these characters are finite – or they’re just not using their imagination. Little Red Riding Hood, Beowulf, the Pied Piper of Hamlin, Aladdin… There’ll be 10 when the game finally launches in 2024, but so far I’ve seen six (though only four are playable in the current build). The eponymous Ravenswatch is like a secret society of public domain heroes. What makes it interesting is the characters you do it with. It eschews the procedural tomb-raiding of that title though, instead throwing you and up to three other players into a nightmarish world wherein you have just four days to become strong enough to vanquish the Master of Nightmares. There’s a pretty cool concept driving Ravenswatch, the new multiplayer roguelite from Passtech Games, the studio behind the superb Curse of the Dead Gods.
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