About This Game
Resist or Embrace
Sundered is a chaotic hand-drawn metroidvania where you resist or embrace ancient eldritch powers. Confront hordes of terrifying enemies in an ever-changing world inspired by the works of H.P. Lovecraft. Sundered is a challenging and unique take on a classic genre from the creators of Jotun, now with local co-op!
You play Eshe, a wanderer in a ruined world, trapped in ever-changing caverns filled with hordes of terrifying enemies. Harness the power of corrupted relics to defeat gigantic bosses, at the cost of your humanity. Resist or embrace.
Sundered: Eldritch Edition includes the Magnate of the Gong update, adding local co-op multiplayer support for up to 4 players, along with new areas and a chaotic battle against the new Magnate of the Gong boss!
- Beautiful hand-drawn art and animation
- Chaotic encounters against hordes of enemies
- Epic boss fights
- Optional local co-op for up to 4 players
- Hundreds of upgrades and multiple character builds
- A mix of hand-crafted & procedural levels
- Multiple endings and over 15 hours of gameplay
Delve into a procedurally generated dungeon at the heart of a beautiful hand-drawn world. Classic Metroidvania elements such as backtracking, secrets and unlocking new abilities that open new regions are at the core of the exploration experience.
Confront hordes of dynamically spawned eldritch monsters. Put your skills and reflexes to the test through furious melee combat and epic boss fights against uniquely designed enemies. All monster spawns are dynamic, constantly keeping you on your toes.
Designed as a challenging adventure for seasoned gamers, frequent deaths are part of the Sundered experience. But taking our inspiration from our favorite rogue-like games, death in Sundered is only the beginning.
When you die, you respawn in the Hub, where you level up and customize your character. Equip and upgrade a host of unique Perks, stats and special Abilities hidden throughout the world.
- OS: Microsoft® Windows® 7 (64-bit)
- Processor: 1.8 GHz Processor
- Memory: 4 GB RAM
- Graphics: DirectX 10-compatible graphics card with at least 256MB of video memory
- DirectX: Version 10
- Storage: 3 GB available space
 Sundered-RELOADED.iso [1fichier.com]
 Sundered-RELOADED.Torrent [1fichier.com]
 Sundered-RELOADED.iso [userscloud.com]
 Sundered-RELOADED.iso [uptobox.com]
The powerups and abilities are excellent and really give you enhanced mobility and power as your progress through the game. By the end of the game I moved through the levels with ease absolutely destroying enemies. Yet the boss was still a nice challenge even with everything unlocked. I found a lot of the design decisions to be well balanced and extremely well thought out.
I am extremely happy with this game and would love to see a new game plus mode so I can breeze through again and clean up the remaining achievements.
Great job developers
Oh yah, one more thing, the ART is absolutely incredible.
The harshness of the reviews left me really unsure, in the first few minutes, no matter how much I was enjoying, the game design made me fear for what people have said, so let me clarify a few things.
Great game, very challenging, beautiful animation, exploration is rewarded, so is proper strategy (Change your routes and upgrade luck early, please). The randomness is not unfair, it is not unfair, your skills matter. Bosses are great, minibosses often suck. The major flaw is making the "good" path so poor, but the rest is brillant. If you want to have 1 run and the best experience, I’d say "Put the hardest difficulty and fully embrace"
-I’ll start with the worse:
You got decisions that greatly impact gameplay and change the ending completely, but other than that, you don’t feel the story actually shaking. The dialogue changes are nearly non-existant, even fully embracing a malevolent power don’t make you look slightly different, which is quite disappointing. The game also clearly incentivises the player to choose to embrace, even the ending is epic, resisting is the "good" and also harder path, but feels unrewarded (which it should not) and magnifies 1 danger this game has: grinding. Before I get into that, I’ll head on to…
The game has beautifully hand-drawn animations, rather interesting history and concept, great ambientation. I sadly haven’t found the soundtrack slightly remarkable, but the sound effects are SO GOOD and the atmosphere so well done that you don’t even care, you go all in into this feeling of despair.
People said quite a few things like: dismotivates exploration, has bad design, is unfair, grindy af and you know what? They are all untrue.
The game constantly states that "Luck is an underrated ability", that is because luck increases the rate and quality of random drops, but people don’t really care about it. What they fail to realize is that is makes finding perks a piece of cake and leveling up MUCH FASTER and, since the cost to upgrade gradually increases, making the brutal mistake not to level up luck early will make grinding worse and harder, thus getting repetitive.
The combat is simple and trully mashing, but it is not unfun, you more often than not feel 1 of 2 things: You had absolutely no chance and fail or you feel the rush and adrenaline, but can acctually strategize behind the mashing and feel rewarded. Grinding until they can’t hurt you is a way to go, but boring and unfun, the ones who did this wrote those untrue reviews from a bad point of view because they failed to catch yet another clue the game gives "Your progression should be non-linear". Remember when you said sometimes you feel you had no chance and simply fail? That’s because you really had no chance. Remember when I said "exploration is not rewarded is an incorrect statement"? That’s also because of that. The world is open and the game gives few clues as where to go, if someplace is REALLY HARD, then guess what? You should come back later. Also, chests are not occasional, they are abundant and often well hidden, you can listen to the noise they make and figure some hideout patterns, making careful exploration crucial, since chests drop more stuff than lots of endless waves, making EXPLORATION ALREADY MORE WORTH THAN TEDIOUS GRINDING BY DEFINITION. When you take your time to explore and go in the right ways, you simply feel the grinding as a natural process, the game keeps being fun and you feel your strengh increasing properly along with your progress, even bosses have a way to reward you so that you keep trying instead of grinding your way to victory Breaking their weak spots gives you plenty of money to lvl up, even if you fail, and they got more than 1 weak spot to break .
I should also state that I played both on Hard and Insane and did not found the game boring or unfair, you just gotta learn the rules. Most times yours skills will speak up more than your level (On Insane I got to and nearly beat the first boss with no upgrades at all, I have beaten bosses that had 1 hit kill attacks etc), BUT, as I said, grinding is a threat. Remember how I spoke poorly about the "good" path? That’s because it is a path that handicaps you and gives you some cheap upgrades for a price, it is the path of the grinder and thus the less rewarding. When I reached the final area of the game on Insane while resisting, I felt an unfair need to grind, not because the bosses were hard, on the contrary, they were the easiest part, the waves of random enemies were not. The final boss demand the most of you, thou, and in the grinder path, it demands the greater grind, which is not cool. Even so, at this point your experience tells you the proper, quicker way to grind and it works wonders, it takes a few bunch of minutes, but is not that big of a deal, still not a nice thing to have nonetheless, but I must say this was the ONLY moment I felt grinding was a problem: on the harder path of the hardest mode, totally optional aka you don’t have to do it, ever, not even for achievements.
"Oh, what about endless horde areas? They are unfair and don’t reward exploration etc etc"
Listen up, those areas were meant to be hard af and have but one goal: test your skills on a race towards one great and unique reward, exploring for loot gives you MUCH money, but it is a bonus, you’ll never do that unless you’re really confident or strong enough, and that’s NOT because THE GAME DISMOTIVATES EXPLORATION, it is because THERE ARE A FEW, OPTIONAL AREAS, WHERE EXPLORATION IS NOT THE FOCUS, BUT SPEEDRUN AND REFLEXES. Got that? Great.
The game has 3 major bosses and 4 endgame bosses. 2 endgame bosses are moke like "stages" than bosses, but they are unique. All bosses are great, even if I believe the first is slightly better than the second which is slightly better than the third, all endgame bosses make up for it. The minibosses are kinda dumb, thou, they are powercreeped versions of singular, regular enemies. Some have really neat twists, but most don’t.
That’s all, folks
The combat never feels unfair to me, mostly thanks to a very forgiving damage system featuring an energy shield that regenerates over time. You don’t take damage until the shield runs out, meaning that, with a little practice, it’s entirely possible to get through most normal encounters without taking any damage at all. Seriously, it’s not that hard (at least on Normal, I can’t vouch for the other modes).
I’m choosing to focus on the combat, since it’s such a divisive topic, but the whole game is great. The controls are very responsive, and it has just the right amount of open-endedness without being overwhelming (see Hollow Knight). And, of course, the animation is outstanding, but that goes without saying. I just got to my first real boss fight, about 3 hours in, and I already feel like I got my money’s worth. This game deserves more attention.
Just finished my first playthrough, still love it. I’ve always had mixed feelings about metroidvanias, and this is the first one I’ve ever actually completed (I usually get hopelessly lost about half-way through). The map system gets extra points for always giving you the information you need to progress without holding your hand, and I’m a big fan of the half procedurally-generated design that constantly keeps you on your toes, and prevents you from relying on memory.
The hordes do get pretty overwhelming at times, and there are certain areas where they spawn infinitely, far faster than you can kill them. In those situations, your only hope is to just get through that area as quickly as possible while minimizing damage, almost like an auto-scroller. It’s pretty intense, so I guess not for everyone. I think it’s comparable to Cuphead, in terms of both the overall difficulty and the quality of the animation. Like in Cuphead, most of the individual enemy attacks are simple and easy to avoid, but you’re always dealing with a bunch of them at once. It’s tough but fair (the Cuphead of metroidvanias?).
I realize that my update slightly contradicts my original review. The difficulty ramps up significantly after the first boss, and the final boss took me at least 2 hours. So yeah, it’s harder than I thought, but that doesn’t change my recommendation. The boss fights are epic, btw.
Direct mechanics-wise I have zero problems and technically nothing to complain about (apart fromt he fact that traps don’t hurt enemies).
The skill tree is actually fun and let’s you kinda sorta keep tabs on the lore and the illusion of progress and difficulty synergy is a palpable one.
So what’s the problem?
4 hours in and I can already tell that this is one of the games I’d abandon towards the middle.
Sundered is very grindy and repetitive. And yes, even if you juggle a few textures around and call it procedural. Come on guys… this is as much procedural level design as fruit is nature’s candy and a Smart is an actual car. Yes, technically, you are correct, but also not really.
Most of the time the rooms are so full of enemies that I will now say something I never thought I’d say: there can be too many tentacles, eyeballs and railguns in a single screen.
That’s not fun. That’s tedious. I already have to backtrack because I died. Kissing the dirt in games like these should be fun! You’re supposed to learn and try again and hit your head as hard against that wall as you can until it breaks.
Having the game throw minions at you like somebody popped a hentai pinata and drown the character in tentacles and power-worms while those hunter bots clearly have their own opinion on what constitutes as ‘a reasonable amount of firepower to stop a woman in a cloak’ just bogs down this whole process without any good reason.
The fact that enemies constantly respawn anywhere and all the time didn’t really help either and adds to a certain feeling of ‘what the hell is the point?’
And after some deaths and traversing the level it dawned on me that this will be the whole game, with the boss battles as a refreshing exception and that’s just not my kind of pacing/beat, at least not with this floodgate/horde enemy gameplay.
I could see though that this game is fun for people who can get past these complains and/or are happy with a gorgeous game and smooth, responsive controls or who enjoyed Hollow Knight but need more lasers and roughly 10 times more enemies per room to fight.
That’s why I still recommend this game.
Also, negative reviews kill developers. And I don’t want that just because the game’s not quite what I like : )
TL;DR at bottom.
First things first the visuals and audio:
Sundered. Is. BEAUTIFUL. The environments and backgrounds are simply gorgeous and the maps are HUGE. The animation is smooth and fluid with some flashy combat moves as well. Visually this game is nothing short of eye-candy. It’s not quite up to the same level of beauty as Ori and the Blind Forest but it’s not very far behind. The music and sound effects are also very fitting and suit the overall theme and mood of the game beautifully. Beware the gong.
The story is pretty cool but you have to pay attention to the narrator as well as read the lore texts on the abilities in the upgrade tree to really pick up what’s going on. There’s also quite a bit that left up for interpretation as well so you have to infer a bit if you really care to pick up the storyline.
Unlike most metroidvania games Sundered’s map is procedurally generated. This in my opinion is both a pro and a con to the overall game design. There are set blocks on the map that do not change (i.e. boss rooms, shortcuts, ability shrines, etc) but the pathways in between those points change every time you die, warp to the Sanctuary, or enter a different region. This ensures that getting from one area to the other is always a challenge because you’re not just running back and forth over the same memorized roads. Treasures also respawn when the map changes so there’s always a reason to explore. Unfortunatly the changing maps can also lead to a lot of frustration as well since if you die right before you reach your goal you gotta do it all over again (there’s no other penalty for death other than a map reset). Then again if you do reach your goal there is a sense of accomplishment that makes giving the proverbial middle finger to the map very satisfying.
Exploration of this ever changing map is also different than other metroidvania games because there really isn’t any set route for you to take. There are only two minibosses you have to fight before you have the capability of getting all the abilities in the game. Their locations are even revealed on your map so you have a general idea of how to get to them. On my second playthrough I ran around and got all of these abilites including the secret one in about two hours before I fought the first boss. Once you get all of these upgrades you can literally go anywhere you want. There is nothing stopping you from saying "SCREW THIS" to one region and going to a different one. Granted the abilities located in the higher difficulty regions are a bit tough to reach if you don’t level up a little bit but it’s doable.
Now what really sets Sundered apart in terms of exploration are the monsters. Sundered is meant to be OVERWHELMING. Monsters will spawn at any given time and quite often in very large numbers. There are even sections of the map with the moniker of ‘Endless Hordes’ where monsters won’t stop spawning until you leave the section. You can choose to run or fight. Running is easier to survive but most of your enemies won’t stop chasing you and some are just as fast if not faster than you are. If you panic easily than Sundered might very well give you a heart attack, if you’re one of those lame emotionally immature gamers who think they’re waaaaay better than they actually are then Sundered will probably make you rage and punch your monitor or throw your controller across the room. For gamers like that I have this to say: Git Gud Son. Most games these days are too easy so suck it up or go play Battletoads.
Now if you’re a gamer like me who likes a challenge and getting their moneys worth out of a game then you will find a great sense of accomplishment from defying those endless swarms and reaching your destination and goal like the true badass you are.
The combat in Sundered is very fluid and fast paced if a little button mashy. You will spam that attack button so fast you’ll be worried about it starting on fire. You will jump, dodge, run, hack, slash, shoot, stab, and pray to all of your Gods that you won’t die while in the midst of swords, lasers, fireballs, whips, teeth, explosions, and poison. Luckily the controls are very intuitive and the various abilities all mesh together really well so your survival is really a matter of how well you use them. Like I said earlier, git gud. Also the finisher moves are REALLY cool.
The boss fights are also HUGE! You literally feel like you’re taking on kaiju in them. But you’re a badass soooo that’s doable right?
Leveling up is done via a skill tree that you purchase upgrades from using the shards you collect from enemies, treasures, and breakable objects. Every new ability will unlock a different section of the tree with access to different powerups all of which are useful in their own right. You can also equip perks that increase a certain aspect while decreasing another to customize how you play. None of these upgrades are essential to beat the game but they do make it SIGNIFICANTLY easier. It takes A LOT of shards to completely unlock the tree (oddly enough there’s no achievement for doing that) so you should really consider what you want to level up if you don’t like grinding (theres a powerup that reveals the location of ALL treasures on the map including the three hidden Elder shard fragments which will help a lot with this). As of yet THERE IS NO NEW GAME+ so think carefully about how much you want to invest. That being said you can refight bosses so it’s not a waste if you do decide to unlock everything.
The big decision to make in Sundered is to either Embrace or Resist. Without giving away much this is done by either using or destroying the Elder Shards (using the incinerator two squares to the left of Sanctuary in the first region) you collect in the game. Because the game autosaves constantly this is a permanent decision and you’ll need to start a new game if you want to get all the endings ( there’s three). Both decisions provide a bonus that changes how you can play. Using the Elder Shards directly and immediatly upgrades one of your 7 abilities and you can choose which ones to upgrade and when. Destroying them gives you access to a new branch in the ability tree that gets bigger with every additional shard destroyed. These upgrades are unique from the regular branches. You don’t have a choice on what gets unlocked and you have to pay regular shards to buy them. There are advantages to either decision.
I love this game. I picked it up on sale and I don’t regret it at all. It’s beautifully made with great controls and intense combat. I highly recommend it to anyone who likes a good challenge.
Beautiful, intense game with overwhelming combat and a map that resets when you die.
You will die a lot.
Git Gud Son.
I play this whenever I’ve hit a rut in Dark Souls and I can’t devote my undivided attention to another whole Dead Cells run.
Exploration is pretty unique – there are many different areas you have to traverse to get to your next goal. All doors are shown on the map, but getting to them is what the game is all about. Some areas are locked, so you have to find an alternate path around to figure out how to unlock that area. I think it is a pretty brilliant system.
The combat is where this game divides people, it seems. The horde system can bring you some of the most intense combat sequences, and the hordes can arrive at inopportune times. Maybe you’re in a fairly tight area with not much room to maneuver . . . wham, a horde arrives and you have to deal with it. I think it’s a ball of fun. And, when you get a horde in a huge room with plenty of space, all the better. Regardless, the horde battles are super crazy and intense combat experiences.
It’s all about finding the path to the next upgrade, or the next unlock room to open up another path to yet another new area to explore.
The skill tree is very well done, and lots of fun to decide what to upgrade as you move through it.
I am having an absolute blast with this game, and highly recommend it. Great fun. I can’t stop playing!
And I feel that most people playing this game would actually NOT enjoy the game, at least in the beginning. That’s because in most games, you want to defeat all the enemies on screen before moving forward. However, in this game, that is NOT the way you want to do things. That’s because enemies BARELY drop any shards/loot. Instead, you get most of your shards/loot by defeating bosses and finding treasure chests. This is why unless the game forces you to fight, it’s always a better idea to run away and continue exploring. This was a very….. "interesting" choice by the developers. I am not sure why they chose to do it. I know in horror games you’re expected to run away from the enemies, and so maybe the developers wanted to invoke a "horror" feeling? I dunno. I think it’s just going to frustrate players whose first instinct is going to be "KILL ALL THE ENEMIES" instead of "RUN LIKE YOUR♥♥♥♥♥IS ON FIRE".
With that said, if you can do the following two things, I think everyone should have a really fun time with this game:
• Run away from all enemies you meet and only stop for bosses and treasure chests
• Explore everything you can (I would recommend Region 1 —> Region 2 —> Region 1 clean-up + boss —> Region 2 clean-up + boss —> Region 3)
That’s because the core of this game is sooooooooooooooooo much fun. In my opinion, this game has the best and most fluid movement of any Metroid Vania game I’ve ever played. There are so many abilities you get that enhance your movement in a fun way:
• When you attack an enemy while you’re jumping, it resets your double jump so that you can double jump again. This is so god damn useful when fighting in mid-air
• You eventually get an ability that lets you dodge attacks in mid-air. While that’s good, you can only move horizontally (as expected). However, later on, you can enhance this ability so that you can dash in ANY direction (including UP). This made movement such a joy. Keep in mind that you can dash 8 times in a row (using energy that recharges once you stop using it). This helped with platforming and made avoiding enemies so much easier (remember, you’re invulnerable while dodging).
• You eventually get an ability to stick to walls and crawl up them. This also resets your double jump, further enhancing your mid-air movement capabilities.
• You also get an ability to "hook" onto enemies. If you just press the button, it acts like a "slingshot" so that you can move vast distances really quickly. The further away you are, the greater your momentum. You can also enhance this ability so that after a slingshot, you can do a "boost jump" in ANY direction.
Not only are all these movement abilities great by themselves, but the 3rd region in this game is a giant OPEN place with platforms far away from each other and a lot of verticality to a lot of places. After getting all these movement abilities, going around in this area is such a joy.
Combat is also very good. While I said to avoid combat, that’s only because you don’t get any loot/shards for it. When you have to fight, it’s pretty damn fun. You have your regular attack and a "strong" attack that’s called a finisher. By regularly attacking, you build up charges. After a certain amount of charges, the finisher will be charged up and you can use it. You can do different finishers depending on if you’re on the ground or air and what direction you’re pressing (same thing with normal attacks). The general strategy is to use your normal attack in a "safe" place (e.g. attacking an enemy that’s separated from the group) and once the finisher is charged up, dodge into a group of enemies and unleash hell on em. If things get really hectic, you also get a gun that does huge damage in a straight horizontal line, and you can also upgrade this to get a mother♥♥♥♥ing laser. You can also dodge up to 8 times in a row (again, using energy that recharges once you stop using it).
It’s honestly so god damn satisfying to fight the hordes of enemies in this game (like 100+ in an encounter) and come out on top. It feels like Diablo or Path of Exile combat, but more fun because you can’t just mindlessly use your abilities. The enemies are a very real threat and you have to dodge when needed and use your finishers/guns as needed to not let the horde get out of control.
Speaking of combat, all of the main bosses are gigantic beasts that are like…..100 times bigger than you (so the screen expands every time you fight them). Fighting them is always a spectacle and high points for the game. Unfortunately, they’re also like the general combat in this game in the sense that you’re GOING to take damage because of all the♥♥♥♥♥♥that’s going to be on screen. Still, you’ll have the stats to tank through the hits and there’s plenty of skill involved because for the BIG attacks, they’re definitely telegraphed appropriately and so you have to dodge as needed or else risk dying. Also, because they’re so big, you really have to use your movement abilities to the fullest, bringing in the great movement in this game. Taking down these behemoths is so god damn satisfying.
Exploration as well is very rewarding. Not only can you get a lot of shards to boost your stats in the stat tree, but you can also unlock "big upgrades" like a new combat move, reduce the cost of upgrades in the stat tree, make your finishers bigger and more damaging, etc… You can also unlock "perks" which you can equip a total of 3 (4 if you choose the resist ending). These can be used for "mini-builds". For example, you can equip a perk that increases your critical hit chance, critical damage, and the ability to regain energy whenever you get a critical hit. There’s like 25 perks or something, so there are a lot of choices here.
The stat tree as well is very rewarding. It’s basically a Path of Exile skill tree with mini-nodes connected to big nodes which is what you’re actually aiming towards. The big nodes provide fantastic upgrades like being able to view treasures on the map, having your attacks break projectiles, etc…
So yea, this is seriously a great game. Almost every aspect of this game is superb. Still, you can’t enjoy any of it if the progression doesn’t move at a steady pace. So while this a great game, your enjoyment is entirely dependant on your expereience with the progression system.
I backed the kickstarter and I am very happy I did.
Most of the negative reviews on here are commenting on how much they hate the hordes. ( random and insane amounts of enemies that spawn mostly without warning throughout the game) This is going to be something you either hate, learn to deal with, or love. I personally love it. Reading some of the devs comments in the discussions made me think of the system in a new way. One comment said that its something akin to Left 4 Dead, having to hold your ground or run while seemingly endless mobs of various enimes pile on top of you.
I think this is really sundered’s strong point. The world is huge, you feel alone and helpless and at any time you could be overwhelmed and destroyed if you arent careful.
While I do think there has to be some fine tuning done to the hordes (I.E. not having 6 champion style monsters spawn all at once) I think it works really well.
I chose to go about the game by running through areas. I really enjoy the exillhiration of running through tons of enemies and trying not to die, This works most of the time but not all.
The Proceduraly generated level system they designed here is genious. It still is structured well and yet it is random. It feels seemless and works really well with the horde system.
The boss battles are amazing. Though there arent many and I have yet to beat the game, I know what is coming and I am just blown away by the boss design. As with Jotun, they are huge, make you feel insignificant and are well designed.
I love the skill tree. it feels hard to level up after a while but it is giant and there is definately alot of replayabillity here. The choice between dark and light is also a key factor in this. Having different options and concequenses is a great system and presented very well.
I recommend picking up Sundered if you like Dark souls, Salt and Sanctuary, Hollow Night, or Jotun.