291:, with combat being initiated when a player's character is moved to a tile occupied by an enemy with nearby enemies and characters in the created party able to enter a battle. Combat may also be initiated if a character is ambushed by enemies while traversing unoccupied tiles. During the battle, participants may either directly attack one or more opponents, weaken the abilities of an opponent, strengthen the abilities of an ally, or use consumables. Party characters that have their health bar depleted may be revived by allies if lives are remaining in the shared pool, and combat ends either when one side is completely defeated or when one side retreats. Focus may be utilized in a battle to increase the odds of an action or attack succeeding.
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to three characters in size. The cosmetic appearance of each character can be chosen as well as the character's class, which determines starting weapons and gear as well as how strong or weak the character will be in regards to each trait, of which there are seven in the game; strength, vitality, intelligence, awareness, talent, speed, and luck. The value of each trait ranges from 1 to 95, but rarely falls below 40 for a character, with the value corresponding to a percent chance of succeeding at an attack or other action that is associated with the respective trait, making the combat and exploration system behave similar to the dice-based systems of traditional
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various towns throughout the map offer services that replenish focus or health, markets where goods can be bought and sold, and a location where side quests may be started, which can grant large sums of gold, extra lives to the shared pool, or items. These side quests generally involve defeating enemies and acquiring and delivering quest items. An adventure ends when the final dungeon is cleared or when all characters die in a battle. Throughout an adventure, players may accumulate 'lore' which functions as a currency the player may utilize to purchase new classes as well as new points of interest and items that have a chance to appear in future adventures.
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or consumables. Movement is based on a character's speed trait value on land and talent trait value at sea. When a player initiates combat with an enemy on a particular tile, nearby characters from the party and enemies may join the fight. Additionally, characters may encounter random events in the game which provide an opportunity to obtain benefits such as increased movement, items, or healing. Focus, a resource in the game, may be utilized by characters to increase the chances of desired outcomes in and out of combat and may be replenished by abilities or consumables.
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praised the agency granted to players, in particular, the ability of the party characters to split up, adding a unique twist to the gameplay and separated the game from others in the genre. However, Reseigh-Lincoln believed the high variability that resulted from the dice-based combat and exploration
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playthroughs are available. The arenas for these maps are randomly generated for each playthrough, but overall each adventure is consistent in which towns, enemies, and terrains appear throughout the map. Prior to beginning each adventure, a party is created by the player or players, ranging from one
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Much of the game's design elements come from a board game concept created by Colby Young several years prior to beginning the project. Young has stated that the game's clean and simple art style was largely inspired by first-generation 3D RPGs and also allowed the small team to easily create greater
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The various tiles that comprise the game's map are hexagonal, and the player's character may interact with an enemy or location when their own character is moved onto the same tile. Each character in the party takes turns being able to move and purchase or sell acquired items such as weapons, armor,
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In each adventure, players traverse Fahrul and collect gear, complete side quests, battle enemies, and progress in the adventure's respective main questline. The game features a day-night cycle, which can change which enemies are present on the map and whether certain shops are accessible. The
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are medieval professions, rather than strictly warfare-based titles. For example, the in-game blacksmith role takes on the traditional 'warrior' or 'tank' class role and the scholar class takes on the traditional 'mage' class role.
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likewise found the gameplay punishing at times but that it ultimately allowed for a rewarding end game. He also found the game's art style to be very enjoyable and at times humorous.
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with a full release in April 2018. Gameplay revolves around exploration, clearing dungeons, and collecting new gear and weapons across the fictional land of Fahrul, with both
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campaign, the game's production was funded. The campaign originally had a goal of CA$ 40,000 but eventually raised CA$ 133,661 from over 3,000 backers.
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448:" aspect of the game could create some especially difficult scenarios for the player that left little in their control. Jonothan Bolding of
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on the PC, Xbox One, and
Nintendo Switch platforms and a "mixed or average" rating on the PlayStation 4. Dom Reseigh-Lincoln writing for
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s development was undertaken by a core team of three people; Colby Young, Gord Moran, and David Lam, who worked in both the
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elements. Players may choose from one of several adventures, which offer a unique goal or challenge for the player. Both
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video game industries. The members of the group had previously worked on games such as
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472:"For the King 2's tabletop-inspired RPG action gets November release date"
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developed by
Canadian game developer IronOak Games and published by
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variety in the environment, items, and characters within the game.
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565:"For The King Interview: A Dead King, Adventure, And Chaos"
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209:. It was released in February 2017 to early access on
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received "generally favorable" reviews, according to
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599:Reseigh-Lincoln, Dom (May 20, 2019).
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637:Bolding, Jonathan (April 26, 2018).
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221:modes being available. A sequel,
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671:"For The King by IronOak Games"
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279:A typical combat scenario in
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763:"For the King Playstation 4"
261:tabletop role-playing games
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869:Role-playing video games
793:"For the King Xbox One"
240:role-playing video game
203:role-playing video game
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864:Roguelike video games
854:Nintendo Switch games
730:"For the King Switch"
639:"For the King Review"
601:"For the King Review"
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884:IronOak Games games
859:PlayStation 4 games
478:. October 5, 2023.
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162:Turn-based strategy
677:. November 6, 2019
538:. April 19, 2018.
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834:Curve Games games
700:"For the King PC"
571:. April 9, 2018.
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44:IronOak Games
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805:. Retrieved
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380:XONE: 84/100
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50:Publisher(s)
40:Developer(s)
25:For the King
844:MacOS games
839:Linux games
675:Kickstarter
486:October 23,
392:Publication
378:PS4: 74/100
337:Kickstarter
299:Development
207:Curve Games
183:Multiplayer
84:Platform(s)
66:Colby Young
62:Director(s)
55:Curve Games
823:Categories
797:Metacritic
767:Metacritic
734:Metacritic
704:Metacritic
569:gamingbolt
506:curvegames
458:References
446:permadeath
435:Metacritic
374:PC: 79/100
370:Metacritic
361:Aggregator
329:, and the
289:turn-based
476:eurogamer
352:Reception
347:Reception
248:roguelike
200:roguelike
157:Roguelike
807:July 19,
801:Archived
777:July 19,
771:Archived
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738:Archived
714:July 19,
708:Archived
681:April 6,
655:July 18,
649:Archived
644:PC Gamer
617:July 18,
611:Archived
579:July 18,
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546:July 17,
540:Archived
516:July 17,
510:Archived
480:Archived
451:PC Gamer
414:PC Gamer
244:strategy
231:Gameplay
144:Genre(s)
117:Xbox One
171:Mode(s)
126:Release
420:75/100
72:Engine
536:Steam
395:Score
364:Score
311:indie
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256:co-op
242:with
238:is a
215:co-op
211:Steam
198:is a
102:macOS
97:Linux
77:Unity
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683:2024
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416:(US)
407:7/10
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