Compara los precios de Curse of the Dead Gods en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Passtech Games. Publicado por Focus Home Interactive. Lanzado el 23/2/2021. Disponible en PC, Xbox. Géneros: Action, Adventure.

Tight stamina-gated combat, a light-or-die darkness system, and curses that rewrite your run mid-stride make this one of the more mechanically honest roguelites in a crowded field.

I went in expecting another isometric brawler riding the post-Hades wave, and what I found instead was something with its own stubborn personality. Curse of the Dead Gods is an isometric action roguelite set inside three distinct ancient temples, each themed around a different god, each packed with traps, enemy hordes, and a boss standing between you and the exit. The Eagle, Serpent, and Jaguar temples each bring their own enemy families and hazards, and you pick your path through a room map that is closer in feel to Slay the Spire than to a pure randomizer. That planning layer matters, because every decision compounds. The combat is the main event and it earns that billing. You carry three weapon slots, primary, secondary, and heavy, pulling from a pool that includes swords, spears, maces, pistols, whips, and hammers, each with its own combo strings and finishers. Attacks, dodge rolls, and ranged shots all draw from a stamina pip system, so wild button-mashing runs out of gas fast. The parry is almost mandatory, not a bonus: land one and you refill two stamina pips and stagger the enemy, which is often the only way to stay alive in a tight room. The rhythm it produces is deliberate and reads more like a compact Souls-adjacent brawler than the speed-run chaos of Dead Cells. What sets the game apart is the corruption and curse loop. Every door you pass through ticks up a corruption meter. Fill it and you draw a curse, and you can stack up to five before a run-ending final curse kicks in. Some curses are strictly punishing, hiding your HUD when you take damage or making traps invisible without your torch drawn. Others are double-edged, like one that gives you extra gold but makes that gold accelerate corruption too. Clearing a boss lets you remove one curse of your choice, which means boss fights double as negotiation sessions with the run itself. The smartest players learn to lean into certain curses rather than fight them, and when a chaotic build clicks into place it feels genuinely earned. The light system adds another layer that never feels like a gimmick. Darkness amplifies the damage you take by 50 percent, and traps are literally invisible in the dark, not just hard to see. Your torch, which you can swing to light braziers or set enemies on fire, competes directly with your weapon slots in the moment-to-moment flow of combat. Knowing when to sheathe a weapon and grab the torch is a real skill check that keeps rooms from going stale even after dozens of runs. The honest caveats: the game does lose steam over extended sessions. The three temple paths, while distinct, eventually become predictable in layout rhythm, and the lack of any meaningful story or voiced character means motivation is purely mechanical by the end. Critics and players both flag that the first ten to fifteen hours are the strongest, and depth-seekers hoping for the build synergy density of Hades will find the relic system comparatively lean. Daily challenge temples do add curated scenarios with unusual restrictions and help break the monotony for players chasing longevity beyond the core campaign. Controller is strongly recommended; keyboard and mouse makes the stamina and parry timing noticeably rougher. Alex, Scout Team

Curse of the Dead Gods

Curse of the Dead Gods

23 feb 2021Passtech GamesFocus Home Interactive
GamerScout opina

Tight stamina-gated combat, a light-or-die darkness system, and curses that rewrite your run mid-stride make this one of the more mechanically honest roguelites in a crowded field.

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I went in expecting another isometric brawler riding the post-Hades wave, and what I found instead was something with its own stubborn personality. Curse of the Dead Gods is an isometric action roguelite set inside three distinct ancient temples, each themed around a different god, each packed with traps, enemy hordes, and a boss standing between you and the exit. The Eagle, Serpent, and Jaguar temples each bring their own enemy families and hazards, and you pick your path through a room map that is closer in feel to Slay the Spire than to a pure randomizer. That planning layer matters, because every decision compounds. The combat is the main event and it earns that billing. You carry three weapon slots, primary, secondary, and heavy, pulling from a pool that includes swords, spears, maces, pistols, whips, and hammers, each with its own combo strings and finishers. Attacks, dodge rolls, and ranged shots all draw from a stamina pip system, so wild button-mashing runs out of gas fast. The parry is almost mandatory, not a bonus: land one and you refill two stamina pips and stagger the enemy, which is often the only way to stay alive in a tight room. The rhythm it produces is deliberate and reads more like a compact Souls-adjacent brawler than the speed-run chaos of Dead Cells. What sets the game apart is the corruption and curse loop. Every door you pass through ticks up a corruption meter. Fill it and you draw a curse, and you can stack up to five before a run-ending final curse kicks in. Some curses are strictly punishing, hiding your HUD when you take damage or making traps invisible without your torch drawn. Others are double-edged, like one that gives you extra gold but makes that gold accelerate corruption too. Clearing a boss lets you remove one curse of your choice, which means boss fights double as negotiation sessions with the run itself. The smartest players learn to lean into certain curses rather than fight them, and when a chaotic build clicks into place it feels genuinely earned. The light system adds another layer that never feels like a gimmick. Darkness amplifies the damage you take by 50 percent, and traps are literally invisible in the dark, not just hard to see. Your torch, which you can swing to light braziers or set enemies on fire, competes directly with your weapon slots in the moment-to-moment flow of combat. Knowing when to sheathe a weapon and grab the torch is a real skill check that keeps rooms from going stale even after dozens of runs. The honest caveats: the game does lose steam over extended sessions. The three temple paths, while distinct, eventually become predictable in layout rhythm, and the lack of any meaningful story or voiced character means motivation is purely mechanical by the end. Critics and players both flag that the first ten to fifteen hours are the strongest, and depth-seekers hoping for the build synergy density of Hades will find the relic system comparatively lean. Daily challenge temples do add curated scenarios with unusual restrictions and help break the monotony for players chasing longevity beyond the core campaign. Controller is strongly recommended; keyboard and mouse makes the stamina and parry timing noticeably rougher.

Alex
Alex · Scout Team

Catch-all

Etiquetas

steamCorruption MechanicStamina ManagementParry-FocusedDaily ChallengesTorch MechanicWeapon CombosIsometric Dungeon CrawlerBoss-Gated Progression

Requisitos del sistema

Mínimos

Processor
Intel Core i3-2125 (3.3 GHz)/AMD FX-4100 (3.6 GHz)
Memory
4 GB RAM
Graphics
2 GB, GeForce GTX 660/Radeon R7 370
Storage
2 GB available space

Recomendados

Processor
Intel Core i7-3820 (3.6 GHz)/AMD FX-8350 (4.0 GHz)
Memory
8 GB RAM
Graphics
2 GB, GeForce GTX 760/Radeon R9 280
Storage
2 GB available space

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Steam
84%(9,083)

Información del juego

Desarrolladora
Passtech Games
Distribuidora
Focus Home Interactive
Fecha de lanzamiento
23 feb 2021

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¿En qué plataformas está disponible Curse of the Dead Gods?

Curse of the Dead Gods está disponible en PC, Xbox.

¿Cuándo se lanzó Curse of the Dead Gods?

Curse of the Dead Gods se lanzó el 23 de febrero de 2021.

¿Quién desarrolló Curse of the Dead Gods?

Curse of the Dead Gods fue desarrollado por Passtech Games y publicado por Focus Home Interactive.