![]() Hostages are in the line of fire and will die without intervention. Upon battle completion, a reward choice is given between 3 random pre- upgraded spells instead of normal spells.Ī Distress zone contains one of three scripted combat scenarios with 1 to 2 Hostages. Hazard zones contain a normal combat encounter, but adds random Hazards, Hostages, and timed Serapiles, making combat more chaotic. Treasure zones contain a timed treasure chest and untimed Serapiles. Clearing this zone does not grant rewards. The Dark Shop replaces the Shop zone in Dark worlds. The Dark Shop zone also contains the Shopkeeper, but this time she enables usage of her Shop to spend health on items. If playing as the Shopkeeper, or if the Shopkeeper has been killed, Shop zones will be replaced with another combat zone. There can only be up to one Shop zone per world, regardless of type. ![]() The Shop zone contains the Shopkeeper, who enables usage of her Shop to trade Money for items. There can only be one of these zones per world. Upon most zone completions, a reward choice is given between 3 random spells.īattle zones contain a straightforward combat encounter, used to gain experience and Money.Ĭamp zones contain a campfire which drops 250 HP total in Heals, a Bunny, and the Shiso/ Gunner assists, if active. Zones can be passed through by more than one route. Routes are composed of several zones, leading to a Boss zone. Each zone you enter is identified with a specific symbol, allowing you to plan out your routes. It even has co-op for anyone whose frends are also Xbox Game Pass subscribers.The Worlds you traverse on the way to Eden are made up of sequences of Zones. It has a steep learning curve, but One Step From Eden is undoubtedly worth trying for fans of Mega Man, deck builders, roguelikes, and impressive pixel art alike. ![]() There's pacifict and genocide endings ala Undertale that players can activate by sparing or killing each world's boss (the eight characters not chosen for a run). Like many of its contemporaries in the roguelike genre, players could spend hours learning everything about One Step From Eden and still have plenty to discover. Resources like money and health can be used to trim down a deck or upgrade cards mid-run, not unlike fellow Game Pass title Slay the Spire, and the further players get the more experience they receive - unlocking new cards, artifacts, as well as alternate skins and starting decks for each character. For example, Anima is elemental spells, Hexawan primarily summons structures, and Phalanx is all about buffing shields. Each character starts with an inherent attack and a themed deck, but players can decide to weigh the game's rewards toward at most two of 10 specific focuses that encompass niche play styles. Player agency branches out exponentially. In each stage, players move their character along a 4x4 grid and cast attacks or buffs from their deck, most impacting a specific area across the board that differs card-to-card. Players not only have a choice of which zone they'd like to explore next, they also choose between multiple routes through each that include an inherent risk-reward spread of stages. While story isn't at the forefront, a lot of character is on display thanks to the game's character designs and snappy menu design - clearly supercharged by Kang's prior experience with UI/UX development. Their goal is a safehaven called Eden, and every death lets players know how close they got to the city until they're just one step away. These characters traverse a post-apocalyptic landscape with four distinct environments, each full of magical beasts and rampant machinery. Players have to work their way through eight worlds using one of nine unlockable Heroes (starting with the de facto mascot Saffron). Though One Step From Eden is decisively not narrative-driven, there is an underlying lore.
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