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(1 edit) (+2)

I'm browsing the book in preparation for a game, and unfortunately I've noticed some errors. Mostly it's minor stuff like you/your typos or a doubled line, but some are fairly important.

The most serious one I've noticed is the description of Wesanfall realm, which contains the following text:

"• The Reaper can no longer die when they reach 0 Health except when fighting the Horror. Each time you reach 0 Health without dying, apply the following effects:

     • The River begins to flow backwards, and the Horror awakens fully in the Deep Lock

     • A Drowned Villager appears in every fight at each point. Place it in any open space.

     • The Reaper can no longer die when they reach 0"

As you can see, an explanation of what happens when you reach 0 Health is missing, instead there is just an aborted repeat of effects happening as the clock fills.

Secondly, Thrice Dead Halls contain the following text in explanation for the Stranger path:

"Fill one segment of the Vessel when you:

• Fill one segment of the Vessel when you:

• Win a Fight (repeatable) [etc.]"

I assume it's just a doubled line that can be ignored, but if there is another way to attune to the Vessel, that would be good to know.

Finally, Broken Fathom realm includes a weapon Anselm's Last Gasp with the following ability:

"Fend: Targets harmed do not move this round."

I assume it should be "targets harmed do not move next round", same as Spectral Step and Bone Spear, since the attack (and thus the Fend ability) would be resolved after enemies moved.

(2 edits)

Yeah, Wesanfall in particular is plagued by problems. I played through recently, and these are other issues I remember:

  • One of the vessel attuning conditions is having 3 gears, but only 1 gear is available in the adventure.
  • The Clock info is missing the death-alternative mechanics (as illhousen mentioned).
  • Required fights should be highlighted somehow rather than require the player to read their text to discover they're not optional.
  • Several fights require enemies not included on the relevant pages.
  • None of the enemies offer viscera. Considering the references to viscera in the adventure, I don't think this was intentional.
  • The Elevator requires a key that is not mentioned anywhere else in the adventure. I assume it was intended to be the reward for the Search action at Point 1 which currently has no reward.
  • The Possessed Apparatus is mistakenly a copy/paste of the Minor Demon in two different places.
  • The Submerge effect on the Drowned Villager is incomplete/cut off.
  • The flavor text on the Demonologist is incomplete/cut off.
  • As written, the Horror battle quickly becomes unwinnable and potentially a stalemate due to the Time Twist effect. Even if you allow a reset of the value after it triggers (which I assume is the intention even though it's never mentioned), the fight is still a brutal slog in the absolute worst sense of those words. It's the one Rune/Reap fight that I've ever given up playing out. I played for 30 minutes with all of my gear in soul form. When I finally pulled the plug, both my Reaper and the Horror were still at full health. The total lack of viscera certainly didn't help, but its presence alone would not have made the difference. Both the Horror itself and its relationship to its terrain would benefit from some rethinking.