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New RPG Cyclopean: The Great Abyss is a Lovecraftian Ultima homage, and I can’t get torches to work

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New RPG Cyclopean: The Great Abyss is a Lovecraftian Ultima homage, and I can't get torches to work

Cyclopean: The Great Abyss seems to have impressive dungeon graphics, but I am unable to confirm as torches do not seem to work for my character. Typically, your character should automatically light torches when entering a dungeon, transitioning the view from top-down to first-person, reminiscent of classic Ultima games. However, my character refuses to light any torches, despite looting or buying them. It’s unclear why my character always shows zero torches in inventory. Am I consuming them unknowingly? Are they too scared to light them and reveal the horrors within the dungeons? Do I need to refer to the manual for guidance? Or is it simply a bug?

For now, I navigate the catacombs in complete darkness, relying on the minimap and the sound of my character bumping into walls. Occasionally, I stumble upon ghasts, Dark Sentinels, or other Lovecraftian creatures, though I cannot see them. The turn-based combat sounds strangely cartoonish, as if I’m punching a snowman. While I understand the concept of not revealing the monsters in horror games, a glimpse would be helpful when facing imminent danger.

I long to witness the monsters in Cyclopean: The Great Abyss, as it holds promise as a cosmic horror game with minimalist, retro RPG mechanics. The game casts you as an English aristocrat who finds themselves in the Great Abyss and must find a way back to the Waking World. Starting with basic equipment like a dagger and rags, you embark on a journey filled with challenging encounters, traps, and mysteries to unravel.

Cyclopean recently launched in early access, offering core elements of combat, stealth, and dialogue. Players can experience three potential endings in the current build, with plans to expand quests, NPC interactions, and a sanity system in the upcoming 1.0 version. Despite my struggles with visibility and survival in the demo, I look forward to exploring the game’s full potential upon its official release.

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The developer, Schmidt Workshops, hails from Chicago, Illinois, and has a history of creating unique RPG experiences like Islands Of The Caliph. As the game progresses, I am curious to see how they address the sensitive subject of Lovecraft’s problematic views within the cosmic horror genre. In the meantime, interested players can try out the demo on Steam.

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