
Clim Snail
One day, Slow hears from a fairy that "there is a tree that grants wishes."
Hey, could there be such a tree?
Half in doubt, Slow embarks on a long adventure towards the 'tree' the fairy mentioned to gain courage.
The player controls a small snail and moves through the world that connects from bottom to top.
You will climb up one step at a time using jumps, growth, and item-based controls.
If you fall, you may return to a lower section, so you must be careful with each jump.
Genre - Platformer, RPG, Adventure
Creator - Spirit
Distributor - Spirit
Rating - Suitable for ages 12 and up
Release Date - 2025.12.04
View Game Details
👉 https://store.onstove.com/ko/games/102835


Gluttony is heading to DDP (Dongdaemun Design Plaza)!
At the Beaver Rocks Festival held from December 5th to 7th,
Experience 《Gluttony》 firsthand.
Various events are also prepared to enjoy on-site.
Event 1 : Play Reward
If you play 《Gluttony》,
Hamburger(Jelly)and Beaver Rocks Quest stickers will be given.
Event 2 : Steam Wishlist Reward
If you add [Gluttony] to your wishlist on Steam,
You can receive a keyring and a mini postcard set.
Event 3 : Discord Channel Entry Reward
If you participate in the [Gluttony] official Discord,
Limited edition stickers will be given on a first-come, first-served basis.
Event 4 : Boss Clear Reward
If you clear Chapter 1 boss ‘Burger King’
A Burger King (real) Whopper set gift certificate will be given.
Also, you will be registered in the Time Attack Hall of Fame.
Bonus Event
The player who clears the boss the fastest during Beaver Rocks
Will have their name added to the ending credits and will be made into an in-game Easter egg.
Gluttony's booth is G-30 :) See you at DDP!
Team FG Dream



I definitely turned it...?


It's hard to click~ I thought I was playing a hardcore grind game..
Should I do a thousand too~ or not~



I'm afraid to press play
Did pve change that badly?



‼️Main Problems
① Excessive decrease in basic attack power and combat power reflection value
Attack power is significantly lower than other weapons, resulting in a large loss in combat power calculation.
Difficulty entering some content with power limits, and hunting speed is very slow for both single and wide-area skills.
Overfarming relying on shields is meaningless due to lack of space in higher hunting grounds.
The motion of the buff skill is large and long, making it inefficient even in solo play.
---
② Lack of supporter role performance
Buff performance is significantly lacking compared to other roles (e.g., sword/shield), making the support position almost uncompetitive.
Skill application range is narrow during wide-area engagements (melee), and the actual contribution is very low as it is limited to 'party members including yourself'.
Role performance is virtually impossible in large-scale battles as application is not expanded to party/raid units, and a complete review of the overall role design is needed.
---
③ In-game weapon appearance not implemented
Appearance by grade is applied to all weapons, but gauntlets are displayed completely barehanded except for the enhancement effect.
Even when equipping a mythic weapon, the appearance is not displayed, so the value of charging and equipment growth rewards are not visually felt at all.
The fact that the equipment image for each grade is not applied in the game makes the game look incomplete.
---
④ Monotony of skills/motions and inconsistency with job concept
Most skill motions consist of monotonous motions such as one-two/front kick repetition, which greatly reduces the sense of hitting and fun.
Unlike the setting of 'master of bare-handed combat', there are dirty skills that do not fit the concept, such as throwing stones and rocks.
The probability of inflicting abnormal status is too low, so utility and control abilities are also below expectations.
Action unique to gauntlet weapons such as kicks, consecutive hits, and roundhouse kicks is needed.
---
⑤ Fundamental limitations of overall weapon balance and mastery structure
It is difficult to fully perform the identity of 'close-range supporter' because the balance is not right in terms of attack, buff, motion, and utility.
The mastery structure does not match the current meta, so the contribution in party play and large-scale battles is very low.
Among users, the weapon value evaluation is so poor that many say, 'If a gauntlet comes out when acquiring a mythic weapon, they are very disappointed.'
Just for rerolling or less.
---
Improvements needed
1) Readjustment of overall attack power and basic performance
Increase the basic attack power correction and combat power reflection value to a reasonable level compared to other weapons.
Optimize the delay and overall motion delay of single and wide-area skills.
2) Complete review of supporter role structure
Expand the buff/shield application range to party/raid units.
Expand the range available in wide-area engagement situations and improve judgment.
Increase abnormal status probability.
3) Apply weapon appearance in-game
Implement weapon appearance by grade normally in the game.
Improve satisfaction with equipment growth by visually enhancing the appearance effects of mythic and high-grade weapons.
4) Complete renewal of skills/motions
Add motions using actions unique to gauntlets (consecutive hits, roundhouse kicks, consecutive strikes, etc.).
Redesign skills that do not match the concept (throwing stones, rocks, etc.).
Modernize the skill structure focusing on hitting feel, speed, and linkage.
5) Improve mastery/utility structure
Reorganize mastery in a direction that increases contribution in party-centered play.
Introduce a variable utility structure that can properly utilize the characteristics of a close-range supporter.
---
Conclusion
The current gauntlet weapon needs improvement in all areas, including attack power, support ability, appearance, motion, and mastery.
A fundamental redesign at the level of a reboot, not just numerical adjustments, is needed.
Users see the gauntlet not just as a balance issue, but as an issue of weapon identity and completeness.
In order to maintain the game's job diversity and the fun of weapon selection, we request that this weapon be actively reviewed and improved.



Half worried, half expectant.
I think I've always watched the LOA showcase with this feeling.
When did it become like this ㅜㅜ
Originally, I only had expectations, sob sob..
Anyway.. it has become like that.
I'll work hard on my homework today and watch it well tomorrow.
Have a good weekend everyone ~




Dear Heirs of the Covenant!
I amEditor Kaka!
December 3rd! The new story of [Ballad of the Burned Ember], as well as the changes and various updates to Epic Seven, have all been revealed to the Heirs through this SHOWCASE!
Are you, like Editor Kaka, also looking forward to the changes in the world of Orbis?!
Please tell us which part of the content revealed in the "[Ballad of the Burned Ember] New Story SHOWCASE" you are most looking forward to! All commenters will receive participation rewards, and ten lucky people who write thoughtful comments will receive additional rewards~!
■ 「[Ballad of the Burned Ember] New StorySHOWCASE」Video Release Commemoration! Update Review Event
[Event Schedule]
Taiwan Time 2025/12/04 (Thursday) ~ 2025/12/10 (Wednesday) 22:59
[How to Participate]
1) Watch the 12.03 [Ballad of the Burned Ember] New Episode SHOWCASE on the Epic Seven YouTube channel12.03【熄滅餘燼的悲歌】全新Episode SHOWCASE(Link)
2) Please leave a comment in the following format about the content you are most looking forward to in the showcase video to complete your participation in the event!
-> Format: Nickname/Server Name/SHOWCASEThe update or content you are most looking forward to in the revealed content
*If the comment format does not comply with the rules, or contains special symbols not listed in the format, you may be excluded from participating in the event. In order to participate smoothly, please be sure to leave a comment according to the above format!
[Event Participation Rewards]
- All Participants:3 pieces of Leaf of Life
-> Lucky Draw Rewards (10 people):3 Superior Greater Accessory Enhancement Stones
※ Will be sent to the in-game mailbox on 2025/12/12 (Friday) (storage period is seven days).
[Please be sure to read the following!]
- If you do not fill in the correct game nickname and server, you will be excluded from the list of participants.
- Rewards will be distributed based on the "game nickname" filled in when participating in the event.
※ When changing nicknames, rewards may not be delivered correctly.
- Each account can only receive the event reward once, and repeated participation will be excluded from the distribution list
(cannot participate in the same STOVE forum event in other languages at the same time).
- Please check the 【[Event Regulations]】for other details.
Thank you!




A comprehensive nerf patch was implemented on the 5th,
so I was curious about how much of a difference it would make and played it.
In conclusion, I barely beat Doo-shik-ni with the above deck and died in the mid-2nd floor.
To explain it one by one as a summary,
First, you must use everything you have to its full potential and confront it head-on.
In the past, smooth play was possible by picking a few things from what I had and using only those properly, but now each one has become precious.
Second, you must properly understand the enemy's characteristics and actively respond to them.
As the player's overall total damage has decreased, the time given to the enemy has increased,
to the point where you can see almost all of the enemy's patterns.
This means that a deck combination that can cope with all of the enemy's patterns is essential.
Third, increase in combat turns and increased importance of early build-up
Because the difficulty has increased, I didn't feel a sluggish tendency even though the combat turns increased. Rather, I couldn't let my guard down even during the first floor build-up.
But conversely, since it is difficult to clear with most deck combinations, if you don't get the deck you want on the first floor, it's better to just die and start over. (Rather, the boss sends me to the main screen on its own.)
Fourth, deck compression is difficult
To give an example with a swordsman character with the relic '10 additional damage next turn if you don't attack this turn',
rather than struggling to break the opponent's shield and dealing 3-4 damage, it was often better to just give up the damage this turn and deal 10 additional damage next turn,
as the combat turn became longer, it became possible to cope with powerful attacks later on by properly blocking the enemy's attacks, so I ended up using just the right amount of defense charms.
As a result, the misfortune of 'no more charms to obtain next turn, so no more are created' occurred frequently due to the accumulated charms.
In other words, in this game, it is better to utilize a large deck of 20 or more cards than compressing the deck to 10-15 cards, which conversely means that the probability of not getting the charm you want at the desired timing increases, and it also means that more charms need to be strengthened.
I'll cut it short here and tell you the conclusion,
Overall, it has become very difficult.
It's become like a 'Soul'-like deck-building game...?
The difficulty feels like a wall to me, who mainly plays games with a lighter difficulty than notoriously difficult games like Darkest Dungeon or Slay the Spire ;ㄷ;



#FlakeMission





※ 본 리뷰글은 푸른 달빛 속에서의 얼리엑세스 버전을 기준으로 작성되었습니다.
본격적인 리뷰 시작에 앞서
푸른 달빛 속에서 슬데 1차, 2차 모두 참여한 유저로써
이번 얼엑 출시를 진심으로 축하합니다!
일상, 메인 비중이 적절한 스토리

이 게임을 데모로 처음 접했을 때 제가 남긴 후기 중에 하나가
'일상 스토리와 메인 스토리 비중이 적절하여 좋았다' 였습니다.
게임의 스토리 진행은 초반 부분 기준 크게 세 파트로 나뉘는데
현실 세계에서의 주인공의 대학생으로써의 일상적인 이야기(+소꿉친구 히로인)
이세계(달의 서원)에서의 히로인들과 세계관적인 스토리 진행 및 일상 이야기
주인공의 잃어버린 과거에 대한 회상 이야기
로 진행이 됩니다.
그런데 어느 한 부분의 분량이 지나치지 않고 잘 분배되어 한 챕터에서도 다양한 맛을 느낄 수 있어 좋았습니다.

간혹 메인 스토리에 집중하여 히로인과의 일상 분량이 아쉬운 경우나 반대인 경우도 있는데
이 작품은 이러한 면에서 세계관과 히로인들의 매력을 충분히 즐길 수 있었습니다.
그나마 스토리적인 아쉬움을 꼽자면
앞서 언급한 저 세 파트가 적힌 순서대로 반복되는 느낌이었고
시크릿 플러스인데 현재 얼엑 분량에서 그러한 수위 있는 장면이 없었다는 점...
이 부분은 아마 다른 시크릿 플러스 작품들처럼 후일담에서 즐길 수 있지 않을까 생각해 봅니다.
다회차 요소 그리고 편의성
저는 개인적인 취향인데 일반 단일 스토리 비주얼 노벨보단 선택지를 통해 다양한 엔딩 요소를 볼 수 있는 비주얼 노벨,
단순히 텍스트만 읽기 보단 유저가 직접 플레이할 수 있는 요소가 있는 비주얼 노벨을 선호합니다.
그런 점에서 만약 저와 비슷한 성향을 가진 유저 분들이라면 이 게임에 만족할 것 같습니다.

먼저 이 게임의 장점이라고 할 수 있는 <도전과제> 시스템입니다.
게임을 진행하면서 자연스럽게 얻거나 특정 선택지를 고름으로써 해금할 수 있습니다.
여기서 한 가지 더 개인 취향을 말하자면
제가 비주얼 노벨 플레이 시 싫어하는 것 중 하나가 '의미없는 선택지'입니다.
어떤 선택지를 고르든 텍스트 한두줄만 바뀌고 결국엔 같은 텍스트로 이어지는 것을 싫어합니다.
이 게임도 물론 그런 선택지가 있긴 하지만 대부분은 선택지를 눌렀을 때 도전과제가 해금되는 요소가 있다 보니
이러한 도전과제를 모으는 재미가 더 크게 다가옵니다.
이로 인해 자연스럽게 유저들도 다회차를 하게 되고 아직 못 해금한 도전과제를 깨기 위해
어떤 선택지를 눌러야 되는지 유추하는 플레이적인 요소가 있어 좋았습니다.

또한 이러한 다회차를 위해 바로 분기점으로 돌아갈 수 있는 시스템을 만든 점도 긍정적으로 다가왔습니다.
이는 또 내가 못 본 엔딩은 무엇인지, 해당 분기점에서 얻을 수 있는 도전과제에 대한 힌트 느낌으로도 활용할 수 있었습니다.

한편 한붓그리기와 같은 요소들도 나름 소소한 재미가 있었습니다.
최대한 요점만 적으려다 보니 글이 짧아져 본문에 언급은 안 했으나
수준급의 연출, 게임의 감성과 잘 어울리는 동양풍 OST까지 보는 재미, 듣는 재미도 모두 챙긴 게임이었습니다.
게임이 전체적으로 스토리, 그래픽, 사운드, 편의성 등 모든 능력치가 고루 좋아 모난 곳 없는 큰 육각형 같은 느낌이었습니다.
유일한 아쉬운 점은 얼엑이라 모든 스토리를 즐기지 못하는 부분...(+시크릿 플러스 신)
개인적으로 얼액 부분만 봤을 때는 올해 플레이 한 비주얼 노벨 중 손에 꼽을 정도로 좋았던 게임이고
아마 정식 출시 때 나올 종장 부분에선 스토리가 어떻게 진행되고 마무리될 지 기대됩니다.




@호수씌 





