ROTA: Bend Gravity
https://store.steampowered.com/app/1993830/ROTA_Bend_Gravity/
It is said that it will change from a free game to a paid game of $4.99.
The deadline is tomorrow, the 24th at 2 AM, so make sure to get it before then.
S1733926583684912 caught 87 dinosaurs!
I got 200 Flakes as a challenge reward.
Top Ranker Mode ON 👑
But you mustn't let your guard down!
🦕Catch the moving dinosaur
Take the challenge now!
👉 [Play on the Stove App]
Mochimochigukmochi caught 45 dinosaurs!
I got 0 Flakes as a challenge reward.
🦕 The dinosaur is laughing at Mochimochigukmochi...
Next time, try faster!
🦕Catch the moving dinosaur
Take the challenge now!
👉 [Play on the Stove App]
It's a bit ambiguous to watch if you're really into it, but if you watch it lightly, you'll probably enjoy it.
Interview with Hundal Media Studio, the creator of the visual novel game <Eternal One>
*This is an indie game developer interview series. The photos and interview content used in the interviews were provided by the creators through Discord, etc. Game developers who are interested in participating in the interview can contact me through various methods (email, Discord, SNS address, post comments, etc.) and I can conduct interviews regardless of the platform.
Interview: Q (hashiruka48) / A (Hundal Media Studio)
Game Title: <Eternal One>
Genre: Visual novel, simulation
Creator: Hundal Media Studio
Q. What kind of vision and philosophy does Hoondal Media Studio have as an indie development team?
A. <Imagine in Seoul, go to London, and make it a reality in Tokyo> We, Hoondal Studio, are a content developer that grows together with global users as a bridge connecting world cultures.
Our previous title, It Started to Rain, but the Leaves Wet, taught us not only how to develop a game, but also how to grow with the users.
We want to build story-driven content that evolves through feedback, communication, and emotional connection. Not a static game, but content that lives and grows with the players.
And such experiences are not limited to our own country, but are connected to many cultures around the world.
Our studio wants to play that role in the global content market.
Q. It started raining on the stove, but the leaves were already wet. is a Korean-supported version, but the Steam version is in English. Are you pursuing a differentiated strategy for each platform?
A. Yes, that's right. As per our vision, each country has a different culture, and the content that works in each culture is different. Our vision and strategy is to function as a bridge connecting different cultural content in such a global market.
Specifically, for the Japanese version of <Eternal One>, we plan to release a special DLC containing Japanese cultural content, <Memories of Kumoko Island> for that reason.
And we want to integrate these diverse cultures into one space called Hundal Studio and become one.
As the saying goes, “OO has no borders,” we strive to ensure that this applies to content as well.
This Eternal One will be released for free on Stove, but we plan to release it on Steam (main story) for a fee. We also think that it is our job to provide users with a choice of platforms. Therefore, we plan to differentiate the price, language, and events by platform, so that users can enjoy the content on the platform they want.
Q. It started to rain, but the leaves were already wet. This work was released as an e-book pod book. I think there are many people who enjoyed the game but don't know about it unless they search for it themselves. Could you please give me a detailed introduction?
A. Our previous work, <Rain Fallen Leaves>, was not limited to games, but expanded into various fields such as music and books, in order to broaden the range of genre choices.
Especially in the case of the POD book you mentioned, since <Rain Fallen Leaves> was originally written as a novel, you can feel a different kind of excitement and fun from the game. Since the book does not include pictures or music, it can further enhance the reader's imagination, and if you play the game later, you can double the excitement.
Q. Another feature of Hoondal is the impressive music of Sono0. I am curious as to why he puts so much effort into music.
A. Up until now, we have seen many cases where the importance of music in games has been overlooked. When we say “game music,” we often imagine flashy or grand BGM. However, we wanted to further enhance the quality of games by mixing various music genres, including “vocal songs.”
Looking at many major games that are currently out, I wondered what it would have been like if they had put more effort into the music, even though they were already popular and certainly good games. This curiosity led me to the realization that “even without fancy illustrations, just putting immersive music on a black screen is enough to create a dramatic effect.” I wanted to make the general public more aware of the presence and importance of music in games.
In the competitive gaming market, we thought music would be our competitive edge, and that's why we're putting more effort into music to establish it as our signature.
Q. Eternal One is a visual novel game, but its network update system using the network is impressive. What is the meaning of the title 'Eternal One', and is this game a game that will continue to expand?
A. Yes, that's right. Although the update system is not the core strength of the game, it functions as a visual novel where content is continuously updated based on user feedback, and we have established a market entry strategy with the title of "serialized visual novel" to increase trust from the public.
"Eternal One" literally means "eternal one", and it is a title that reflects the message of loyalty that "we are forever one" in the final story, along with the meaning that the clues and main characters that are scattered in various pieces within the work will be gathered into one through the player's choice.
Our game is designed to be an omnibus-style game where users play through each story, and new main stories and DLC are continuously released, so that users are not limited to one-time content, but can continuously enjoy various content and form fandoms.
Q. Does the prelude, main story, and DLC require network update authentication? Will they run in offline mode (based on Steam)?
A. All content can be played offline. DLC content can be played without internet if downloaded online (on the platform) in advance. Our update system is not intended for large-scale updates or certification of the game, but rather as a supplementary tool to quickly respond to typos (due to the nature of visual novels), errors, problems, or suggestions.
For most of the big updates or periodic updates, we will be using the excellent servers that already exist on platforms like Stove and Steam.
Q. I'm looking forward to the story, but are the interface and UI ready to prevent gamers from getting confused by the various updates, such as the prologue, main story, and DLC?
A. Yes, we are structuring the game with a clear story structure to prevent user confusion. The main story and DLC are clearly and intuitively categorized, and within the boundaries of these two contents, episodes are newly released and updated, so we expect to minimize gamer confusion.
Additionally, we want to maintain an appropriate balance between the main story content and the DLC content so that users do not experience a significant gap in their storyline due to purchasing DLC.
Q. I'm curious about the reaction to PlayX4 2025 and are you planning to attend Tokyo Game Show 2025? I'm curious about the feedback from gamers.
A. PlayX4 was our first exhibition participation, so we were quite unprepared. However, thanks to the great interest and support from the visitors, we were able to learn a lot and gain momentum for game development.
We also aim to get one step closer to our vision and realize successful localization and overseas expansion by participating in the Tokyo Game Show booth at Makuhari Messe in Chiba Prefecture in late September 2025.
Thank you for your interest.
Q. When can we expect the Eternal One to be released in 25 years?
A. Due to additional budget securing, additional content planning, etc., the release schedule has deviated significantly from the originally planned release date. We ask for your understanding, and through quick and precise work, we plan to release the Korean version on Stove and Steam in June or July 2025, and then plan to release the global version in conjunction with the Tokyo Game Show schedule.
One thing I can tell you is that the voice acting work is currently being finalized, so I think Korean gamers will be able to play the game very soon.
Q. Please introduce the main characters of Eternal One.
A. (Currently, the character introduction is only available in English, but I am sending it to you for your reference.)
In this release of Eternal One (Season 1), there are regular members of each episode, Security Bureau agents Yumi and Ray, who work together with the Administrator (the main character) to solve cases and help with judgment.
In Part 1, Customer Center, Lucica, Daylin, Toa, and other key figures (including hidden characters) of Tripper Department Store try to protect the department store from an unknown force.
Part 2, Dark Workshop, features the members of the idol group Q-Season fighting against malicious commenters and overcoming many hardships before their debut.
In addition, there are exclusive characters provided through DLC (Satona and Toa in kimono, etc.), and the number of characters is expected to increase further with future updates and new seasons.
Q. What engine were used to make Eternal One and Rainaek?
A. Both games were made using Ren'py. Since it is an engine optimized for visual novels, I am still using it, but I think it will be necessary to consider moving to a different engine or generalization for future rich content such as minigames and game elements.
Q. How do you think the use of AI has actually revolutionized storytelling or character design?
A. I think that using AI maximizes efficiency as an auxiliary tool for game development. In fact, in the early version of Eternal One, even though the illustrations were not yet complete for smooth development, the temporary use of AI illustrations increased development efficiency, and I think it also helps a lot in story writing, overseas translation, localization, QA, etc. However, from our perspective of viewing game development as an “art activity,” this is only an auxiliary tool, and I think the innovation of AI in the area of expressing actual works is separate.
Q. Is the Eternal original work structured so that the ending changes depending on the choices made? If so, how many endings are there?
A. Eternal One is basically an omnibus story structure. As such, each story is structured separately, and each story has multiple endings.
The stories that have been revealed so far are Main Story 1, True Ending, Normal Ending, and 4 Main Story 2, 5 Main Story 2, and Memories of Kumo Island, 4.
In our game, if you see the 'True Ending' and the 'Normal Ending', you essentially "cleared" that side, and the Bad Ending is considered "Game Over", so in order to fully enjoy the game, players must choose their options in pursuit of the "True Ending".
Q. What is the most unique system or production device?
A. Eternal One has many features such as various expressions, CG cuts, and checkpoint main menu.
What I want to emphasize above all else is that vocal songs are inserted according to the scene.
Several vocal songs maximize the emotion and lingering feeling for gamers, and also increase immersion into the game.
&lt;span class="fr-mk" style="display: none;"&gt;&amp;nbsp;&lt;/span&gt;&lt;span class="fr-mk" style="display: none;"&gt;&amp;nbsp;&lt;/span&gt;&lt;span class="fr-mk" style="display: none;"&gt;&amp;nbsp;&lt;/span&gt;
As you can see in the video above, the musical elements make the illustration CG and story elements stand out more, and at the same time, the scene and the music fit well together.
Q. Please tell us about game patents.
A. We currently have a patent titled “Method and Device for Developing Game Content Based on User Feedback.” This method is a technology that can automatically or manually collect user feedback within the game, and it visualizes everything from quantitative data such as which scene the player stayed in longer or which character they clicked on more often, to qualitative feedback from communities, etc., and reflects this in the development of the next game to increase user satisfaction. There are already cases of similar insertion in some games, but I would like to tell you that we have applied for a patent because this is the first attempt in the visual novel genre, and if this system is activated more, I think it will be possible to create content with various ideas that are not limited to one-sided content development centered on developers -> gamers.
Q. In addition to the visual novel part in the game, are there any plans to include various mini games (escape room missions, side-scrolling games, etc.)?
A. To be honest, the variety of minigames is expected to be quite limited in this release. Due to engine limitations and technical issues, it is difficult to provide rich content right now, but we plan to grow in the direction of inserting more minigames and updating them through user feedback and improvements in production technology.
For those of you who have been waiting and looking forward to the minigame, we will strive to create diverse content beyond the limitations of a small-scale production company.
Q. How do you collect user feedback, and how do you plan to reflect it in the Eternal One DLC and story?
A. The most important way to do this is through “community.” Our story is currently structured with a fairly open ending. This means that it can change and be modified a lot based on user feedback.
Another strength is that we have DLC that matches the worldview of the main story. As long as it does not affect the main story, DLC can be made with virtually any theme. I think we will be able to show the advantages of a vast worldview a lot in this DLC. We are also developing patented quantitative data collection and network-based game usage information collection technologies, so it seems that they will be inserted in the update version after the game is released.
Q. What is the most important message you want to convey to players through ‘Eternal One’?
A. Eternal One contains many elements such as the many characters, production, music, and vast world view that you mentioned, but
From a story perspective, the work indirectly addresses issues that can arise in modern society (terrorism, idol malicious comments, politics, religion, etc.)
So, you can think of the world view of the work, "Luciosi," as a 'microcosm of the Earth' where we live. The only difference is the name and structure, but it confronts and criticizes many problems occurring in society, suggests solutions, and in the process, it also deals with content such as solidarity between characters and social satire.
And I think that what best expresses that message is our worldview, characters, production, and music.
Q. What common worldview or theme do the two works, 'Eternal One' and 'Fallen Leaves', share?
A. Eternal One and Raindrops are being produced with completely different IPs.
However, we do plan to independently collaborate on the two games in the future, with the goal of forming a fan base, etc. Of course, we will do it in a way that is not too excessive and can increase the fun to a certain extent.
I hope gamers will also show a lot of interest in this part. (Personally, I really like collaborations, whether it's between animations or games.)
Q. Are there any plans for future expansion stories or side stories that follow Eternal One and Rainaep?
A. Eternal One is actually preparing an expansion story and DLC that will continue as originally planned.
In the case of Rainakyeop, the most recently released side story was "Yoona's Winter Vacation Trip", but we plan to release a new side story in the near future, using the remaining time after the release of Eternal One.
Q. For those who love and enjoy visual novels, please tell us why you absolutely must play 『Eternal One』.
A. Since we are a small production company and a startup, Eternal One naturally has experimental elements and unique genres that you don’t see in regular large-scale games. Of course, this may be a reckless attempt, but we believe it will be the cornerstone for creating and leading cultural content and trends in the future, and we are working hard to develop it.
While it's great to have fun experiences all the time, I think it's also the direction our studio should aim to take by occasionally providing fresh and unique experiences.
So we desperately need your help and support in our challenge. We hope that many gamers from home and abroad will play our game and feel a new excitement or fun for a moment, so please keep an eye on our attempts.
Q. Lastly, please give a word to the game fans who love and admire Hundal Media Studio.
A. Yes, it was a great honor to have the opportunity to interview you today and introduce you to our game and our studio's vision.
We would like to once again thank all of our sponsors and game fans who have consistently shown us much support and interest despite the delays in gift preparation and release.
We will continue to work hard to develop Hoondal Studio in the future, so that we can release better content and contribute to the cultural industry of Korea.
Thank you for your support and interest, and I also carefully attached the link to the overseas crowdfunding (Kickstarter) that is currently in progress! Since it provides a detailed introduction to the game, I think it will be a good reference regardless of whether you support it or not!
https://www.kickstarter.com/projects/hoondahl/eternal-one-your-choice-their-fate
I would also like to thank hashiruka48 for conducting the interview and providing a great opportunity for us to meet. Thank you for your hard work.
thank you!
I wonder if my brothers will say something else, but here's a screenshot from episode 3 of Lord Knight ^^ The secret lab hasn't been mentioned these days ~~ So only alchemy was delayed ?? Trust is important, right? This fucking company that only opens its mouth to make jokes should stop making such noises
congrats
There's nothing to do on the stove??
Stove is Korean! A Korean translation status board that examines Korean translation works of Stove!
Let's take a look at how today's translation is progressing.
The Korean version is released through the following three processes:
/00. Translation preparation /01. Translation /02. Inspection /03. Preparing for releaseThe game is ready for release, all translations are complete and just waiting for release! 🐱🏍
(Clicking on the image or title of each game will take you to the game introduction page.)
It takes a lot of time and effort to release a game, including translation, review, and LQA 😢
Even if it takes some time, these are procedures to show you high-quality Korean games, so please wait a little longer...!!🙇♀️
If you find any mistranslations, typos, or contextually awkward parts in the games translated by Stove, please let us know!
We will forward this to the developer so that it can be fixed quickly.
Are you curious about Stove Indie's upcoming releases ? Check out "New Release Alert" !
Are you curious about the hottest games released this month ? Check out “New Releases” !
You can see at a glance the games that will be new members of the Stove family, including new games that have been added to the store!
Game Introduction👩🎓 Graduation from the status board! Recently released works
■ Master, Seira will provide you with a sticky sweet service that is just like a dream [Shortcut]
Recalling the dreamy moments with the beautiful maid,
Take a break from your tiring daily life.
#한글화현황판 #스토브인디 #출시예정작 #출시공방
Today is the last day of Loa's diary.
As a final commemoration, I will coolly give away 100,000 Epona tokens.
It's not like the issue of RoA being folded or anything is going to end there.
I'll do it until it becomes impossible to raid because there are no LoA people around.
I can't just keep this diary forever, so I'm going to let it go as three months of good memories.
I guess I shouldn't have a long introduction when I'm leaving.
Let's go straight to the 100,000 Epona token dopamine show.
These are Epona tokens I've been collecting for several months.
But you can collect 100,000 of these faster than you think.
If you forget about them and check later, you will find that they have piled up in the tens of thousands.
They give out a few thousand every week right now, so it probably won't take that long to collect them.
I will go into full purchase right away.
This is my first time collecting 100,000 of them.
Usually, whenever I collected 40-50 thousand, I needed emergency funds and used them.
By the way, buying gold with Epona tokens is more profitable than buying small boxes .
I buy big because of the huge gold dopamine hit.
In an instant, 397 Epona tokens remain...
I won't buy a small safe.
I need to save up every penny I have and use it as emergency funds.
GO
690,595G started.
Oh, two huge gold bars have already appeared.
You haven't shown your face even once, but you're coming out all of a sudden.
Still, I am very grateful that you came out to me.
It was all over in an instant.
Here are the results:
Gold change: 690,595G → 949,200G
174 small gold bars (17,400G)
26 Medium Gold Ingots (26,000G)
3 Giant Gold Ingots (30,000G)
Even though I broke 100,000 of them, I'm still pretty lucky.
I've never seen a giant gold bar before, but three of them popped out.
Should we at least say goodbye?
(I repeat, this is not about folding LoA)
After removing all the gold bars, it became 1,022,600G .
I earned a little over 300,000 gold.
I was surprised that it was less than I expected after saving for a few months.
It's okay if you always think of Epona as a bonus.
I will use this gold for purchasing artifacts and refining them to higher levels.
Finally, I received the Kage reward.
It's a bit ruined, but it's okay because the Epona box came out pretty well.
I've been running the LoA Diary for almost 3 months without stopping.
I started the series for fun, but I'm so grateful that more people than I expected read it.
It was also fun to chat with readers through comments.
As I continued to write, there were people who kept reading, and I felt proud inside, thinking, 'Someone is enjoying it.'
The Loa Diary ends today, but we will continue to be with you in Akrasia.
After using it for three months, I feel it is a shame to just keep going like this.
I'll come back tomorrow and write a quick summary and review.
Today's weather summary
1. As a final commemoration, I will open 100,000 Eponas.
2. I was surprised that the results were better than I expected. (+300k gold)
3. It would be a shame to continue like this, so I will leave a brief review tomorrow.
안녕하세요! 스토브 크루 1기
크루 김나현입니다
오늘 리뷰할 게임은
귀엽고 몽환적인 아트가 돋보이는 메트로배니아 게임인
디비에이터 입니다
✨게임 첫인상✨
2년전, 열심히 그 게임을 할 시절...
전 패링게임을 좋아합니다 (잘한다고는 안함)
오죽하면 저런 서브컬처 계열 게임을 할 때
대검캐를 찾아다닐 정도...
애정캐도 대검캐라면, 말 다했겠죠?.. ^_^..
추측 해보건대,
리듬을 좋아하는 취향이 액션으로 가면
패링으로 나타난게 아닌가 싶기도 하고요
사실 첫 인상이라기 보다는, 플레이 하면서의 인상에 가까울 것 같습니다
이 게임을 선택한 이유는
푸른계열의 몽환적인 아트 때문이었거든요
저는 유명한 파란색 처돌이임
그냥 순수하게 파란색을 좋아하는 사람이랍니다..
아마도 게임 선택 지분율 반 이상 일거라 생각합니다
그럼 디비에이터 , 어떤 게임인지
인게임 스샷으로 한번 살펴볼까요?
🕹️인게임 엿보기👀
메인화면
게임 로고와
알을 깨고 나온 듯한 비주얼이 비춰집니다
카테고리는 직관적인 편
게임 시작(저장 슬롯)과 설정, 크레딧으로 구성되어 있습니다
저장슬롯
4개의 슬롯을 제공해주고
데이터에는 언제 플레이 했는지 타임 스탬프가 찍힙니다
어디에 저장이 되어 있는지 일러스트도 함께 비춰주는 모습입니다
게임 설정
이 게임은 컨트롤러를 지원합니다
또한 설정에서 알 수 있는 점은
미해금된 기술이 있다는 것입니다
게임에 꽤나 큰 영향을 주는 기술인 것 같아 보입니다
전투의 핵심!
패링 시스템이 존재하는데요
단순 쳐내는 것 이전에,
방어막이 존재해서 최초 1회는 패링 보다는
조금 더 넉넉한 판정으로 공격을 막아낼 수 있습니다
공격은 공격입니다
조금 독특한 점이 있다면
특정 게이지를 다 채우면 강화 공격이 나간다는 점
범위도 늘어나도 타격 횟수도 줄어든답니다
생명의 이슬 = 포션같은 개념
앞서 말한 게이지를 한 사이클 채우면
생명의 이슬이 한 개 주어집니다
총 3개까지 킵 해둘 수 있고
체력 칸이 5개인지라, 굉장히 중요한 요소인 것 같습니다
무려 저장 포인트가 해파리이다.
자동 저장이 아닌, 특정 저장 포인트에서 저장을 해야하는데요
여기에서는 개념 저장, 룬 장착을 할 수 있습니다
게임을 진행하다 보면 추가적인 기능이 열리기도 한답니다
룬 장착
룬= 패시브이라고 생각하면 될 듯합니다
인도의 돌이라는 아이템으로 패시브를 활성화, 레벨 업 할 수 있습니다
저 점들이 미해금된 룬들이라면...
얼마나 많은 패시브들을 다룰 수 있을지 기대가 되네요
개념 저장 , 사실상 금고입니다
개념저장은 이때까지 모은 개념을 저장할 수 있는 기능입니다
개념 = 코인, 돈 이라고 보시면 될 것 같고
상점에서 아이템을 사거나
힐 예배당을 업그레이드 시키는데 사용할 수 있습니다
그런데, 이 개념 저장이 있는 이유는... 바로
사망 시, 주인공과 비슷한 형태의 비석을 남긴다
죽게 되면 가지고 있는 개념을 모두 잃기 때문입니다
다행인 점은, 이전에 죽은 자리
즉, 묘비로 돌아가 해당 묘비를 파괴하면
잃었던 개념을 다시 되찾을 수 있습니다
인게임 모습 . 이 장르 처음이니까 못하는거... 이해해주시길 ◠‿◠
개인적으로 반격 모션이 시원시원해서 보기 좋은 것 같습니다
🗒️크루 노트: 어떤 점이 좋았을까?✍️
[1] 푸른빛의 아트와 자연스러운 2D 애니메이션
본게임 시작하기 전의 모습
전반적으로 게임의 분위기가 잘 잡혀있다는 생각이 들었습니다
몽환적이면서, 신비한 느낌을 잘 풀어낸 듯 했습니다
특히나 푸른 색조가 위주인 것이 개인적으로 마음에 들었습니다
상호작용 애니메이션을 보고는 신기했습니다
일단 모든 개체들이 움직이는데 애니메이션이 자연스럽게 적용된 것도 놀라운데
상호작용 모션조차 독특하다고 느꼈습니다
배경에 오브젝트나 npc가 있고, 그걸 돌아보는 주인공
심지어 패드 기준,
R 조이스틱을 고개를 돌리는 것 마냥 움직여 줘야 합니다
사소하지만 이런 연출, 너무 좋았습니다
[2] 입문자도 무난히 할 수 있을 것 같은 난이도
기출변형입니다
플랫포머에 실제로는 처음 해보는 매트로베니아...
어마무시하게 어려울려나 했지만... (텔레빗의 전적..)
생각보다 할만 했습니다
일단 몬스터 패턴들을 읽기 쉬웠고
보스인 우두머리의 패턴들도
체감상 3-4가지에서 더 넘지는 않는 것 같았습니다
물론 이건 초반 우두머리라서 그런 걸지도 모르지만요
난이도 선택이 없는 게임이라, 기본 난이도 자체가 낮은 느낌
그렇다고 해서 엄청 쉬운 것도 아닙니다
우두머리의 경우 몇 번은 트라이 해야 하기 때문이죠
그렇지만 할만한데? 라는 생각이 들어서
계속해서 손이 가는 그런 난이도였습니다
[3] 기믹 요소를 찾는 재미
길을 비키거라
길이 아예 퍼즐요소로 막혀 있어서 가지 못하는 경우가 있습니다
이 길을 뚫으려면 어디에 가야할까?를 생각하며
여러 곳을 돌아다닐 수 있도록 만들어 둔 것 같습니다
이거 어떻게 참아요?...
이런...요소들
누가봐도 뭔가 다른데
아무생각없이 가다보면....
전 여기서 일단 한 번 죽었습니다
억까2222 진짜 머리에 미아핑이 찍혔다
탐험을 하던 도중, 특이한 몬스터를 만났습니다
그런데 이 친구도 방패를 들고 패링을 하고...
아마 한 대 때렸는데 체력 두 칸이 나간 것 같았습니다
그 자리에서 즉사, 그런데...
어딘지도 모른 곳에서 부활했습니다
...........
아, 아무튼
이런 예상치 못한 기믹들이 인상깊더라구요
🎮그래서 이 게임, 맛이 어떱니까~?!🤔
솔직히 재밌게 플레이 했습니다
...그런데 이 게임 앞서 해보기 게임이었더라고요?
어쩐지, npc 대화 스크립트에
추후 추가예정.... 이 적혀 있긴 하더라고요
그래도 딱 한 번 발견한게 전부였습니다
가격도 착하고, 오랜만에 할만한 난이도의 게임을 찾아서
개인적으로 따로 플레이 해볼 것 같습니다
음...뭐, 스토리 관련해서 말이 좀 있긴 하던데요
"스토리나 세계관이 잘 보이지 않는다." 라는 내용이었죠
그런데 사실 저는 스토리를 잘 보지는 않는 타입의 게이머라
크게 와닿지는 않았습니다. 그냥 재밌으면 된다!...
세계관과 스토리를 중점으로 생각하셨다면,
조금은 아쉽다고 생각하실수도 있을 것 같습니다
그치만 저의 경우는 만족했다는점!
💙디비에이터 플레이 하러 가기🎮
(사진 클릭 시, 스토브 스토어로 이동합니다)
스토브 크루로서의 리뷰는, 여기서 마무리 합니다
다음에 또 기회가 된다면 다시 만나요!