Average Playtime: 2 hours

红石遗迹 - Red Obsidian Remnant

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Red Obsidian Remnant is now on official sale with enhanced features!
Red Obsidian Remnant goes on official sale now, with more enhanced content and features. Six months have passed since the release of the EA stage, Red Obsidian Remnant has grown more mature. The most expected multiplayer mode will also be added recently. In the following period, we’re hoping for more suggestions and feedbacks from you. Thank you for all your support. Please stay tuned for more updates.

Thank you.Game System Introduction
  • ★ A Roguelike gameplay and action system combined dungeon game.
  • ★ Up to three weapons—used alternately in the battle, forming intricate attacks.
  • ★ Props with many varying results to enrich your decisions in adventure as well as your outfits.
  • ★ Monster differentiation system—the same monster may be affected by various differentiation elements, becoming tough to deal with.
  • ★ With similar event mechanism like TPRG, all kinds events contain a certain choice and randomness.

What are the creative motive, game plot and game mechanism of the Red Obsidian Remnant? Which games do you use for reference in the process of designing?
As our first independent game, we choose the Roguelike dungeon type, because it is relatively well controlled. All the game experience is concentrated in a single hour of the game time, so that we can be more focused to make it rich and harmonious. Faced with the emerging of more and more roguelike dungeon games, what we can think of is to combine our game with ACT in order to make a difference. We hope the finally added plot can make the game more complete though the story is not the main part of the game.

Speaking of reference, we’ve seen a lot of good works and I think that encourages us to make our own. So, you may feel intimacy while playing the game. Since we all have been more or less influenced by Falcom, I think our game style is somewhat similar to that. In the aspect of Roguelike elements, we borrow a lot from The Binding of Isaac. I am an old player of the retro arcade games. I played a lot of SNK’s classical fighting games and the Last Blade is my favorite. I like to play on the arcade fighting platform occasionally, to recall the past.

What elements of the Red Obsidian Remnant do you think are interesting and innovative? In your opinion, what’s the core of the dungeon exploration roguelike game?
It’s our first time to make a Roguelike game, but we played a lot and we learn from others. The Roguelike game is the concentration of the long-term RPG, in which players have to experience a time to develop, and to develop changing routines in order to maintain freshness in each play.
The Red Obsidian Remnant is an action game and its fighting routine changes reflect more in moves. Besides, the equipment in the Red Obsidian Remnant is the key to influencing the development of the role. So we let the roles carry more weapons. The moves of each weapon can be used alternately and the combination of different weapons can directly form a fighting style. This can be counted as a solution, which just solved problems in the design. I think rules are born under various restrictions.

What are the characteristics of the monster system in the game? How to keep the balance of the monster system and the difficulty of the game?
As the action game, its basic part is to design monsters with different moves, based on which we add monster differentiation system. The differentiated monster will be attached around with spinning balls and each kind of the balls carries various effects, which may cause the monster explode or parasitize, split after death. You can simply do the math. Besides, there exist no monsters with pure armors since the armor will lead to the invalidity of the ACT basic system after the attack, and the failure to attack consistently, which will make you feel suck. Therefore, the characteristic of armors here is only adopted as part of the monster’s moves.
As for the difficulty and the relationships among monsters, we will enhance the AI initiative of the monsters, times of differentiation and the probability of the emergence of dangerous houses in the high difficulty mode. The premise is to maintain the basic value of monsters.Sina Weibohttp://weibo.com/ROStudio
Platforms
Release date
Developer
Red Obsidian Studio
Publisher
Beijing New Era Network Technology Co
Age rating
Not rated
Website
http://www.ror-game.com/

System requirements for PC

Minimum:
  • OS: Windows XP/7/8/10
  • Processor: 2GHz
  • Memory: 2 GB RAM
  • Graphics: GeForce 8800
  • DirectX: Version 11
  • Storage: 300 MB available space
  • Sound Card: Any
Recommended:
  • OS: Windows XP/7/8/10
  • Processor: 2.8GHz
  • Memory: 4 GB RAM
  • Graphics: GeForce GTX650
  • DirectX: Version 11
  • Storage: 500 MB available space
  • Sound Card: Any
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Last Modified: Aug 28, 2019

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Skillful Adventurer
The clearance of the『Hard』mode will unlock the『Nightmare』mode.
50.00%
Forward Traveller
Successfully passing trials of four floors under the 『Normal』 mode.
100.00%
Adventure as a Beginner
Successfully passing trials of four floors under the 『Easy』 mode.
100.00%
Companion
Hire at least three adventurers in an adventure.
100.00%
A Valuable Soul
The first clearance of the 『Underground Prison』on the 3rd floor will unlock『The Corruption』on the 4th floor.
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红石遗迹 - Red Obsidian Remnant reviews and comments

Translated by
Microsoft from Deutsch
Early Access Review Wonderful Game. I recommend it to anyone who is a Fan of Hack 'NSlash Games and Binding of Isaac. Don't be put off by the initial grinding flair! The Game gives you the Opportunity to bridge your skill lessness by grinning. But anyone who does not manage to master the 3rd Floor after 3-4 runs I can probably only say: git gud m8 Inmates but sometimes a short Rating of the Game: Sound: 5/10 feels appropriate, but just doesn't have much Variety. Nothing I would listen to on the go. Graphic: 6/10 Looks very good in itself, but brings a light anime flair. The Rooms are practically the same in a Floor, which makes for the mediocre Rating. Gameplay 9/10 A Dream. Skill really has an Impact on whether you are progressing well or not. The various Weapons provide a lot of variety and can be perfectly integrated into a Combo. In Total, the Game also offers a good Strategic Fact To load a bit on the Brain. Just knock into the Room and on it won't get you far. Price: 8/10 For just under 10 Euros a very entertaining game that can keep you happy for a very long time and through the early access phase gives me hope that it can get even better. Finally, I can only make a clear Recommendation to buy. Achja And a Controller are recommended.
Translated by
Microsoft from Spain
Early Access Review Pros:-The best combat system in a Roguelike: Combos. Aerial combos, cancellations, counter-attacks, blockades, evasions, effects of state control (stun, freezing, demolition, throwing in the air...). It Has everything you need a good combat system so that in case you only guarantee hours of fun. It Works, it's fluid and very fun, don't look for another like this, it doesn't exist. -The deep talent tree and not based only on boring percentage improvements, there are interesting things to unlock as the double jump (with which we lengthen the air combos and evasions), improvements in blocking (perfect blocking, insta blocking) etc... -It Is One of the few Roguelikes in which the skill counts. This is that if you do not have good objects, but you are efficient with combos and dodge/blocks, you will do well (at least in the first difficulties)-Good loot system, purchase/sale and improvement of objects... Even the items that are not worth you can sell and make them profitable to improve if you are worth. You Can make interesting builds by combining objects with good synergies. -Variety of enemies you must face in different ways. There is No definitive combo that defeats all-Good music. Cons:-It Doesn't have much content yet. You Can tell that they have settled playable bases, but the depth and variety you are looking for in this type of games you will not find yet: Little variety of objects, weapons to combine, levels to clean, bosses to fight, songs to listen to...-Tradu Ccion to the bad English, most of the time or understand that makes X object or movement until you see it for yourself-The system of "props" or consumables is broken, rotate between them and use the one you want sometimes is impossible because the game is Bugea and shows you run Ctamente. In Short, it is the roguelike with the best combat system/combos that currently exists, but at the moment does not offer much content beyond the first 15/20 hours, in which only play to unlock more permanent skills of the talent tree . I Hope the cons are solved as they finish their development, because the game has a very good potential. I recommend It if you are a fan of combos and roguelikes.
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