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Labyrinth of Refrain: Coven of Dusk

2016

  • role-playing (rpg)
  • strategy
  • adventure
  • fantasy
  • single player

The story

Labyrinth of Refrain: Coven of Dusk is a first-person dungeon-crawler RPG using a party of 5 characters chosen from 6 classes. Later it seems like you can have 5 groups of 3 characters acting as one party with a mix of classes together. "Become the living book, Tractatus de Monstrum, and command a brigade of puppet soldiers as you navigate the twisting passageways of the Labyrinth of Refrain. When at your base, prepare for your journey by upgrading your brigade! Create new puppet soldiers, assign them different squads and formations, synthesize better equipment, take requests from townsfolk, and get assistance from Dronya in the form of Witch Petitions. Once you've entered the labyrinth, be sure to search every nook and cranny as you jump over barricades, solve puzzles, and smash your way through walls to delve further and further downward in search of treasure and rare artifacts. But be careful, the more riches you obtain, the more vicious the dungeon becomes. Can you survive long enough to bring your haul back? Fight past terrifying monsters by giving orders to your puppet brigade. Change their formation, use special skills, or call for an all-out attack! The battles you face will be challenging, so your success depends on your preparation and your strategy."

What it’s like

Torchlit stone corridors and dim, cramped dungeon rooms, rendered in first person with bold anime character portraits and a gothic palette of greys, deep violet and sickly green, with the cheerful clutter of a witch's town at the hub. Battles pair those portraits with cartoonishly grotesque monsters, and the score leans on orchestral swells and gothic choral touches that rise when a fight turns. The pace is methodical: long stretches of mapping, poking into corners and smashing walls, then bursts of tense turn-based combat where formation and timing matter more than reflexes. Its mood is cozy-dark, the feel of a tidy workshop next to a dangerous hole in the ground, with a steady undercurrent of unease that grows the deeper you go. The violence is stylised and frequent but low on gore, more fantasy monster-bashing than anything harrowing, and the dungeon's escalating danger reads as tension rather than horror. It suits long evenings with a notebook, a rainy weekend with a headset on, or a stretch of planning ahead of the next descent. It is for players who enjoy building a party, mapping every floor and tuning a strategy over many hours.

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