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How Much Does Adventure To Fate: Dungeons Make?
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Reviews (3)โผ
Best of the series. Every screen is a celebration. Soooo many ways to choose and build out your character. One thumb Rogue like in Portrait. The sheer amount of ways to build is insane. Gear, spells, stats, skills and companions who have their own builds. But despite vast amount of choice, the game itself is completely straight forward and not complicated at all. Few tech notes; Plays outside audio Quick saves like a dream Boots in Airplane mode Plays comfortably with one thumb. Notes from the Dev; Some things that will help. As a melee attacker Agi is one of the most important stats. Hitting/dodging.ย For all classes wisdom is important too. Itโs SP and resist.ย In early game getting your HP up is a good idea when choosing level up stats.ย Making use of defend / vanish is important too.ย Upgrading your belt and shield are high priority since you get more belt slots for potions and shield because they are rare equipment.ย On the boss floors 5 and 10 there is always a sign with a hint on how to conquer that floors boss.ย Search and kill everything on every floor even if you can progress. This allows you to level up and become stronger.ย Hopefully these tips help along with the adjustments version 1.6 brought.ย Thanks for supporting the game and let me know if you have other questions.ย
This game has improved upon just about everything I could think of from combat, to skills, to quality of life that this series has built up. All six classes are very unique, fun to experiment with, and fun to make it more challenging for them as well. Even with a good majority of the quest system completed, I still find a challenge in this game. The Mystic modes offer a ton of different varieties, and I canโt wait to see where it goes next. For some ideas, new classes for sure. Illusionist, Guardian was one I always liked, cleric was really fun in the last game. Maybe even some classes from future arena like alien would be fun in this game. New dungeons would also be great, and even after you run out of elements, you could still mix and match, like doing a dark murky ocean with shadow and water, or doing a burning forest with flame and earth. These could also have hazards, like how lost Island had the volcanic hazards. I think that could add a very interesting dynamic to the different dungeons, and keep the level design fresh. Hoping for a big game of the year update, Because this game definitely deserved it.
Iโve played for a couple days now, and I can tell thereโs a lot of great content in the game. The developer seems to have been working on adding a lot of mechanics and items through the various iterations of the Adventure to Fate games, which is great to see! Itโs also awesome that itโs accessible via Voiceover. My notes for the dev: some UI things could be tweaked for a better user experience. For example, having to click action, then the skill, then the enemy, and then switch back to clicking a button to examine a skill is pretty annoying. Most phone games these days let you long press something to get info. Also, the coloring for whether you have โactionโ or โlookโ selected is likeโฆ black vs dark grey. Itโs quite difficult to tell what youโre about to do sometimes! Another example of an annoying user experience: my inventory doesnโt tell me what equipment slots are what. Instead of showing whatโs a chest, leg, head, etc, itโs just a bunch of boxes! Please allow me to see what Iโm missing!
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A Turn-based Roguelite Dungeon Crawler unlike any other. Built on over a decade of handcrafted systems and content, now expanded with new roguelike me...