comments for Gravend
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abaileyatd donator • 2025/12/31 December 31, 2025 developer response: We understand there are UI issues since this is still in the very early stage of development.
That said, most elements of the interface are fully customizable:
Both sidebars can be collapsed, info panels are modular widgets that can be undocked and repositioned, and the central controls can be disabled in the settings to free up additional space. Once you’ve arranged things the way you like, the HUD can also be locked.
Thanks for taking the time to check it out and share your thoughts, feedback like this really helps as we continue refining things.
There is clearly a lot of content on offer already, even for an early beta release. Pretty familiar core concepts - a combat and character build-focused semi-idle RPG with a big world to explore, crafting, loot, different classes and skills to train, a prestige mechanic that also serves as a way to change classes and try out new specs while accruing permanent upgrades and new class options for future prestiges. There are towns, quests, dungeon-like chains of fights with limited potions/consumables, exploration, gathering, grinding, and no doubt plenty of stuff I haven't seen yet.
The biggest standout aspect of the game so far is the art and atmosphere/mood/vibe. After playing so many games on here with no art, or AI generated slop, or generic filler art from some open license asset library, it is really refreshing to play a game where the art assets feel like they are actually part of the game and add to the experience. There's a nifty juxtaposition of comforting pastels and creepy, unsettling elements that have me excited to see where things go. Seems like it may have some original twists on the familiar "wake up from being dead and try to figure out what the hell is going on" premise (I'm tempted to coin the term Sonny-like, it seems to be a thriving subgenre of browser incremental/prestige loop RPGs). I'm a sucker for this sort of slow burn thematically rich setting that incorporates gameplay systems and mechanics into the lore and plot.
tl;dr push past the awkward interface and give this one a chance to grow on you, it's clearly a labor of love and definitely more worth your time than reading this verbose review was ;)
developer response: This can be added. I'll put it on the roadmap
Otherwise really am liking this. Games with interesting stacking systems (like beating a boss to unlock fishing to be used in cooking to be more effective) are the type of incremental games I like.
One other mild issue, I think the map could be a little better. Using the filters to dim/highlight things isn't really strong enough to be easy to distinguish with the images on them. Plus using filters to see level of zones is a bit tedious. The nearby minimap has the nice function of show tile levels but only works on the immediately surrounding tiles.
Another thing I like, the game seems to remember gear sets for classes. Any thoughts on adding a similar thing for skills? Like when equipping cooking, I'm probably going to want the two cooking passives on (if I don't have them sanctified yet).
developer response: In the discord I have floated the idea to the veteran players a few times to give new players a finite (or maybe farmable?) number of teleport to the first temple items to help with the job changing.
It's such a very short period of time that the player doesn't have [tools that I don't want to spoil]
I put a long spoiler filled explanation here but I'm unclear on how to add spoilers on this website I tried a few different things.
There wasn't a lot of enthusiasm for the suggestion though because basically it would be moot after the first couple of day but I'm still considering it.
developer response: There is a Lurker that you need to defeat while an Angler
developer response: This has been implemented somewhat today, you can toggle the overlays which will show surrounding explored tiles tier, and the greenish outline for cleared and red for can be cleared.
Certain tiles just can't be cleared though so you'll need to refer to the full map for some but it should help at a casual glance.
Thank you for the suggestions.
















