Seven- Days Long Gone

Dante Rising
Dante Rising
edited December 2017 in Video Games
This game just released yesterday, and it is apparently created by some ex-Witcher developers. Basically, imagine an action RPG cyberpunk world that meets Shadow Tactics sprinkled with bits of an isometric Assassin’ Creed, but from an isometric perspective. <whew!> it has fairly high production values and competent voice actors (British voiceover work)

The game is about 15hours long, up to 25 if you are a completionist. And for $27 on Steam I think it’s a steal. Play an hour and if you hate it, return it. But I love to support small developers that try something a little different, so I thought I would make people on the forum aware of the game.

http://store.steampowered.com/app/471010/Seven_The_Days_Long_Gone/

Comments

  • MonkeyFinger
    MonkeyFinger
    GT Member
    Picked it up, downloading now...
  • EngineNo9
    EngineNo9
    GT Member edited December 2017
    I really want to like this game, but so far it's falling into that "get spotted and die" problem of stealth games. Dying over and over and over. :angry:

    Maybe it's just because I'm at the beginning, but I feel like it's just more obtuse with everything than a game like Shadow Tactics was and definitely does not ease you into the game or mechanics very smoothly.
  • Dante Rising
    Dante Rising
    GT Member
    EngineNo9 wrote: »
    I really want to like this game, but so far it's falling into that "get spotted and die" problem of stealth games. Dying over and over and over. :angry:

    Maybe it's just because I'm at the beginning, but I feel like it's just more obtuse with everything than a game like Shadow Tactics was and definitely does not ease you into the game or mechanics very smoothly.

    You are definitely right that the game is more obtuse. I absolutely recommend reading the tutorial journal. A few things that make the game much easier:

    1. Eliminate any guard to dress up like him. This then allows you to walk past the other guards without being noticed. But you need to do it quickly, as they will become suspicious of you if you stay in their proximity.
    2. Use parkour to your advantage. Jump, roll, and climb out of harm's way. I spend much of my time above everyone.
    3. Don't forget to use the provided traps.
    4. You can use the 'hard lock' mode to lock on to an enemy and make fighting much easier.
    5. You can knock down an enemy and lunge/stab him in the chest to do massive damage before he can get up. Then....disappear into the shadows until you recover stamina or health.
    6. Use the search mode function to set the camera into free roam mode. It is slightly obtuse, as you need to keep the button pressed while doing so.

    Once I understood combat mechanics, I was able to assissinate multiple guards on the first map without too much trouble. There were two separate occasions where I needed to run for my life, however. ;)
  • EngineNo9
    EngineNo9
    GT Member
    So...is there a way to assassinate somebody from behind while you are in stealth? Every time I tried to do something like that it just kinda stabbed him only doing a little bit of damage and then alerted him (and everyone else nearby). What kind of stealth game doesn't have backstabbing or throat slitting?
  • Dante Rising
    Dante Rising
    GT Member
    EngineNo9 wrote: »
    So...is there a way to assassinate somebody from behind while you are in stealth? Every time I tried to do something like that it just kinda stabbed him only doing a little bit of damage and then alerted him (and everyone else nearby). What kind of stealth game doesn't have backstabbing or throat slitting?

    Are you early in the game? Insta-kill backstab is weapon damage dependent and not available until upgrades are available. Non lethal takedowns are preferred until then. (Unequip weapons)
  • EngineNo9
    EngineNo9
    GT Member edited December 2017
    EngineNo9 wrote: »
    So...is there a way to assassinate somebody from behind while you are in stealth? Every time I tried to do something like that it just kinda stabbed him only doing a little bit of damage and then alerted him (and everyone else nearby). What kind of stealth game doesn't have backstabbing or throat slitting?

    Are you early in the game? Insta-kill backstab is weapon damage dependent and not available until upgrades are available. Non lethal takedowns are preferred until then. (Unequip weapons)

    Yeah, super early. As I said, I'm dying over and over in one of the early stages. It's where you're infiltrating some place, then your buddy blows up a thing to distract so you can go into the security area. I inevitably start a battle, even if it's just one guy in the guard building, and that just calls tons of guys over. The game hasn't explained a damn thing about equipment, inventory, combat, etc. I hate it so much.
  • shon
    shon
    GT Member
    I'm not feeling the game as well. Something about the movement/animation feels a bit slow or off.

    The first guard you see you are able to stealth kill him then the others not so much. I did see all the armor on him and thought maybe to try that on and sneak around and apparently that is what the game wants you to do but never mentions it which is cool and frustrating.
  • EngineNo9
    EngineNo9
    GT Member
    You were able to stealth kill the first guard you saw? I tried to kill those idiots by the rocks/trees like a dozen times and never got a prompt and never killed one without several attacks.
  • Dante Rising
    Dante Rising
    GT Member edited December 2017
    I just use rocks to distract the guards, and then I blow past them. I've put a few guards to sleep which is very easy to do,, but it doesn't last for long.

    I think both of you may want to return it before your two hour window closes. Have you guys tried abandoning some of the slow stealth and tried more of the parkour roll-past-the-guard and jump on a ledge options? Have you dressed up as a guard? Stayed at higher elevations? There are several easy ways to make it through the first level now that I understand the game better.

    But they definitely could have used a better tutorial. I'm preferring the map after the heist sequence much better, but probably because I understand the tools at my disposal better. Also, I'm using a game pad, so that might be a difference.

  • EngineNo9
    EngineNo9
    GT Member
    I would definitely return it if I could. Unfortunately I bought it at Humble in order to get my extra 10% off. :anguished:

    I did try it again today, and was able to get the assassinations to work. I think you need to hold the button down in order to do that instead of a normal attack? I dunno...overall it feels really clumsy to do lots of simple things like that, including having to hold down B in order to crouch (and then crouch doesn't persist if you do anything like climb a box).

    I'm sure there's a great game underneath, but it's just working on a different wavelength than I expected or something.
  • Dante Rising
    Dante Rising
    GT Member edited December 2017
    Two new patches have improved stealth and crouching, added backstab indicators, reduced NPC noise sensitivity etc:

    Day and night system will no longer cast shadows during the night.

    GAMEPLAY:
    NEW: Added backstab, and dropkill prompts - the special marker will visualise the window of opportunity.
    NEW: Backstab and dropkill prompt will now inform you about the lethality of your weapon's attack.
    NEW: Display stat for opportunity damage modifier (backstabs, dropkills, finishers) on weapon tooltip.
    NEW: Stash accessible now through every crafting and alchemical station.
    FIX: Unified backstab damage. Damage dealt with the backstabbing attack will be the same no matter if the target is aware or unaware of player.
    FIX: Weapon opportunity damage upgrades will now add proper damage bonus.
    FIX: Due to popular demand monster respawn delay has been made longer.
    FIX: Arena champions and keepers have proper attitude settings now.
    FIX: Badelisk navigation snap adjusted, so they don't stick to the ground anymore.
    FIX: NPC AI teleporting back to the bottom while using ladder no longer appears.
    FIX: Changed type of AI Territory volume near Cliffs, so it does not prompt player falsely about trespassing.
    FIX: Anim Montages Items fixes.
    FIX: NPCs locations adjusted in Artee Village.
    FIX: Food machines now should not lose interaction.
    FIX: One-sided geometry has proper collision settings now - AI should no longer see you through walls/floors.
    FIX: Lowered invisibility active cost by half.
    FIX: Increased lining armour capacity bonus.
    FIX: Crafting tier III upgrades for lockpicks and driller will now require the II tier upgrade.
    FIX: Tier II upgrades for drills and lockpicks will no longer be displayed if Tier III had been crafted.
    FIX: Players who crafted Tier II after crafting Tier III will now have proper DrillerTier set.
    FIX: Chromosphere radius upgrades will now make its radius bigger.
    FIX: Fall damage stat will be displayed correctly.
    FIX: Skill passive Fighter will allow displaying enemies' resistances in Sense Mode.
    FIX: Armor upgrades for movement speed won't apply the enormous amount of movement penalty for armour parts with base 0 penalty.
    FIX: Missing disguises recognitions added.

    QUEST:
    FIX: Vaetic will now correctly spawn in the "Very Old Friends" quest.
    FIX: "The Crucible" Arena Keeper will now properly activate an objective upon returning for reward and not fighting anymore.
    FIX: Lady Firefly has now a correct oneliner response after quest resolution.
    FIX: Du Motier's doorman now has a proper dialogue response set after you escape the party.
    FIX: Adjusted meeting trigger with Vaetic in Prologue.
    FIX: Quest "Now Who Is The Crazy One" - mapping handling fixed in Wildermage's Lab, visual error for empty crystal holder fixed.
    FIX: "Poor Sister Of Mine" - fix for sister not leaving home after destroying all mines.
    FIX: Quest "Very Old Friends" will now properly spawn missing Vaetic in his tower in Everglade Swamps.
    FIX: Refreshing Arena Keeper dialogue after winning each fight.
    FIX: Quest "Petals And Promises" - will now correctly start after talking to Farmer.
    FIX: Quest "Lady's Plus One" - now quest will fail properly after fleeing party without getting artefact first, confiscated weapons will be automatically added to player's inventory after leaving.
    FIX: Quest "Petals And Promises" - recovering quest functionality for Players who could not start it properly after talking to Abel.

    LEVEL:
    FIX: Broken Shortcut - deleted fence which was blocking Players from entering wealthy district in Warden's Hold.
    FIX: Ladders should now work all over the map.
    FIX: General geometrical bug fixes pass.
    FIX: General action point and work item bug fixes pass.
    FIX: White plane no longer visible after loading a game straight after arrival at Peh.

    SOUND:
    NEW: Added Keepers by Miracle of Sound to safehouse jukebox when you finish the "Veil of Darkness" quest.

    UI:
    NEW: Added new images and videos for tutorials.
    FIX: Item tooltip will now display the proper amount of components player would receive upon dismantling an item. For stacks of items, the cumulative amount of components is shown instead.
    FIX: Issue with playing a tutorial movie when selecting an entry for the first time should no longer exist.
    FIX: Item tooltip resize bug fixed.
    FIX: Dialogue speaker names will no longer be cut in different languages.
    FIX: New image for cinematic portraits on low settings.




  • Dante Rising
    Dante Rising
    GT Member edited December 2017
    FIX: Optimization of determining attitude between teams.
    FIX: Disabled Oculus Rift integration. Oculus headset should not capture audio anymore.

    Gameplay fixes:
    NEW: Show all available skill upgrades in skill panel (incompatible upgrades are greyed out).
    NEW: Show base health and energy statistics in equipment panel.


    FIX: Crouch will now be retained after climbing.
    FIX: Crouch will now be retained after backstabs.
    FIX: NPC AI behavioural reaction pass - NPC's will not be as sensitive to noise as before



    FIX: Multiplying loot in Environment Puzzle with rotating cubes is no longer an issue.
    FIX: Guards routines adjusted with spawn points at Checkpoint 02.
    FIX: Visa Scan Drones have been turned off until their AI problems are solved.
    FIX: Status effects displayed as white rectangles on HUD no longer present.
    FIX: Lowered tall grass meshes to avoid confusion if it is sneaking spot. Added foliage footstep sound to tall grass.
    FIX: AI Unit fixes for Technomagi in Warden's Hold bar, changed profile.
    FIX: Removed improper action points for ghouls in Warden's Hollow.
    FIX: Hard landing of player character no longer cancels crouch.
    FIX: Disguise functionality added for Zealots and Warehouse guards in Warden's Hold.
    FIX: Merchants friendly to each other - no more wild brawls in the merchant areas ;)
    FIX: Input will no longer block on being hit by stun attack while using a ladder.
    FIX: Overweight problem caused by obsolete hidden syringes no longer occurs.
    FIX: Added missing tooltip stats to chips, abilities and weapon upgrade.
    FIX: Displaying inappropriate attribute values in the character panel.
    FIX: Weapon Upgrade Sight tooltip icon added.
    FIX: NPCs stay asleep longer after choking.
    FIX: Thief Lining Upgrade stats corrected.
    FIX: Backstab bleeding, and energy drain tooltip icons added.
    FIX: Jumpthrow upgrade tooltip icon added.
    FIX: Removed choke push counter-attack on released input when choking an enemy.

    Quest fixes:
    FIX: "Master Brewer quest in Lewmer", one mapping added for the shrine, so it is easier to find.
    FIX: "Butch's Day Off" listener (Butch released scene).
    FIX: "Now Who Is The Crazy One" rotating crystal was not behaving properly upon loading a save game.
    FIX: "What a Pair" - added feedback to player log about payment for returned socks.
    FIX: "Exorcism For Beginners", fire burn area now playing proper fire sound.
    FIX: Correct audio cues connected in dialogue with Ilsa in "Petals And Promises".
    FIX: Patrol in Grukbara Mansion won't be running around anymore, they do patrol with their regular speed.
    FIX: "Deep in the Mire" daemon has a proper response voice set now.
    FIX: "Prickly Maneater" portal working properly, quest blocker removed, now it is possible to get back.
    FIX: Removed blocker on dialogue with Drax during the "Wanted Man".
    FIX: Biomancers removed from Mortbane after it was taken over by Voort followers.
    FIX: Headhunters despawned after meeting Drax in "Wanted Man".
    FIX: Teriel falling properly into the trap during the "A Wanted Man" quest.
    FIX: "Exorcism for beginners", an old unused lamp was deleted.
    FIX: "Petals And Promises", the merchant could no longer turn hostile after dialogue with him.
    FIX: "Cinderman": Improper option to ask before the reward after getting rid of Cinder Man removed.
    FIX: "The Vault", Final Artanak dialogue flow fixed.
    FIX: Turned off Headhunters inside Warden's hold - too much mayhem caused by them, can still be found hunting for you in other areas.
    FIX: It is no longer possible to exit the Artee village with the elevator staying on top.
    FIX: Deactivated wall clock clue in Mayor's house can now be interacted with upon reaching Mayor without investigating the house.
    FIX: Warden's Hold Master Crafter and Master Brewer are no longer turning hostile over and over again after entering their workshops.

    Audio fixes:
    NEW: Laughing reactions SFX.
    NEW: SFX for tech rot leak devices added.
    FIX: SFX fixes added to "Wanted Man scene.
    FIX: Mixed properly cargo arrival audio in Safehouse Cutscene.
    FIX: Replaced erroneous "planting charges" SFX with correct "syringe bandelisk" SFX in "You Skratch My Back".
    FIX: Lewmer Cliffs Cue concurrency fix - now only single Cue is played resolving loudness issue.

    Misc:
    NEW: Save file details are now displayed on death screen.
    FIX: Spelling errors in credits corrected.
    FIX: Accessing not allowed panels using key shortcuts disabled.
    FIX: Few NPC locations adjusted in Warden's Hold.
    FIX: Duplicated gate removed from the scene in Warden's Hold.
    FIX: Adjusted hunters locations at Hunters Camp in Everglade Swamps.
    FIX: Smaller spawn trigger for spiders near Hunters Camp in Everglade Swamps.
    FIX: Bandelisk navmesh snap parameters tweaked.
  • EngineNo9
    EngineNo9
    GT Member
    I've been watching this closely (since I can't get a refund), and I'm hopeful that these changes make it all behave a bit more as I expected. It certainly sounds like some good improvements.

    I may have to give this another try this weekend. Though I would love to get an infinite inventory mod...so much crap in the world and hard to know if/when you'll need it.
  • Dante Rising
    Dante Rising
    GT Member
    EngineNo9 wrote: »
    I've been watching this closely (since I can't get a refund), and I'm hopeful that these changes make it all behave a bit more as I expected. It certainly sounds like some good improvements.

    I may have to give this another try this weekend. Though I would love to get an infinite inventory mod...so much crap in the world and hard to know if/when you'll need it.

    I would wait another week, possibly. My understanding is the next patch deals mostly with performance, but some other UI and gameplay elements are also being tweaked based upon feedback

  • MonkeyFinger
    MonkeyFinger
    GT Member
    Work has been a bitch and then I got sucked into The Punisher, so not much gaming lately. Sounds like when I actually get some time to play this for more than 10 minutes, they will have ironed out some (most?) of these initial issues. :)
  • EngineNo9
    EngineNo9
    GT Member
    Another big update. Do you think it's safe for us "normies" to try out now?
    GAMEPLAY:
    NEW: Crouch will now be retained after jumping.
    NEW: Possibility to scroll through tutorial content in tutorials panel using gamepad.
    NEW: Possibility to remove saves from Load and Save submenu.
    NEW: Possibility to override manual saves from Save submenu.
    NEW: Quick Save option in in-game menu.
    NEW: Saves are sorted by the date of their creation instead of file modification date.
    NEW: Disabled possibility to save from in-game menu if saves are locked.
    NEW: Equipment Panel - show on equip list items equipped in other slots.
    NEW: Proper particle effect added for the Guffnaw Grenade.
    NEW: Possibility to craft or upgrade crafting/alchemical station using crafting components from stash. When the same component is in inventory and in stash, components from inventory are used first.
    NEW: 'Assemble' and 'Upgrade Station' panel display amount of items needed to craft/upgrade station as a sum of items from inventory and stash. Additionally these panel will show how many of said items are in stash.
    FIX: Item weight display fixed.
    FIX: Climbing will no longer cancel invisibility.
    FIX: Icons for warned status should now display properly over NPCs heads.
    FIX: Opening in-game menu will no longer freeze for a while if player has lots of save files.
    FIX: Showing 'Continue' option in main menu if any saves are available.
    FIX: Saves that are issued automatically by Fast Travel system aren't failing anymore.
    FIX: Properly handle sprint action when sprint button is pressed. Fixes issue with necessary to press sprint button again after certain gameplay actions.
    FIX: Fixes for gamepad crouch button behavior.
    FIX: Equipped active skill will now properly retain assigned upgrades after loading saved game.
    FIX: Weapon will be now properly holstered after moves like choke, backstab, dropkill.
    FIX: Including equipped items when showing 'owned items count' in assemble crafting panel.
    FIX: Increased damage for exploding trap, grenades and darts.
    FIX: Critical Damage Upgrade now displays stats properly.

    ...Too long to post, continued in next post
  • EngineNo9
    EngineNo9
    GT Member
    QUEST:
    NEW: Setting proper dialogue for father after "Petals And Promises" completed and family was saved.
    NEW: Unique ferals for "Now Who Is The Crazy One" will glow golden in sense mode.
    FIX: Blackscreen after finding Cremmel as last in "Hide And Seek' is no more fixed.
    FIX: Objective "Find Crecks drug operation" now displays proper area mappin.
    FIX: Clues in "Veil Of Darkness" and "Belly Of The Beast" will be enabled after the quest starts.
    FIX: "Taken" quest handles now the situation where Yantar was killed before his sister was met.
    FIX: Now refusing deamon in "Exorcism For Beginners" and then talking to it again progresses the quest normally.
    FIX: Techrot leak dealing damage deleted from scene in Giant's Graveyard.
    FIX: The Birdcage arena keeper cannot be hurt by arena crowd and mercenaries now.
    FIX: Removed tresspassing in Mortbane Grove and Voort altar after Voort people take over Mortbane.
    FIX: Sanctuary Gate will now open properly after it was enabled by switch.
    FIX: "Hunting The Treasure" will now display area mappings around each clue.
    FIX: Dead Biomancers clue is now visible after reloading saved game in "The Lost Disciple".
    FIX: Exclamation mark added for Idris when collecting reward in "The Lost Disciple".
    FIX: Marker for hidden passage added after Mayor tells about it in "Burden of Leadership", if the passage was not opened before.
    FIX: Creck cap is no longer taken away after player is stunned in Offle's Slaughterhouse.
    FIX: Area mappings added for safes location in "A Great Honour" quest.
    FIX: "Gold Rush" area mapping for Our Saviour's Temple nectar will now disappear correctly.
    FIX: Quest "The Only Way Out" will no longer fail after leaving Thyra in Warehouse alone.
    FIX: Switches with minigames will now be saved properly with minigames available after loading game.
    FIX: Birthday boy Ganler is now friendly to player, saving lock is applied for drinking minigame with him in "Cinder Man".
    FIX: Safe doors now opened and not interactable before starting quest "For Whom The Disc Tells".
    FIX: No longer possible to get a reward for artefact from Lady Firefly and Wave Witch in the same time.
    FIX: No more freeze in Elias dialogue after collecting the reward for Kolohawk Matriarch.
    FIX: "Cinder Man" quest will no longer falsely fail if Technomagi in Bar are hostile.
    FIX: Input lock applied and taken off properly after all crafting ingredients are given to Master Crafter.
    FIX: Van Lumier from "A Great Honour" will no longer get stuck on entering ruined wall to the secret vault.
    FIX: The Last line in any tailor dialogue will now be spoken by correct actor.
    FIX: Acquiring seromile pill from Biomancer Priest from the chapel is now visible in the log.
    FIX: Genders of bartenders in brothel and technomagi bar now set properly.
    FIX: People to eavesdrop on from "Down The Rabbit Hole" now cannot be hurt by NPCs.
    FIX: Birthday boy Ganler cannot be harmed by NPCs anymore.
    FIX: Yantar of "Taken" quest will no longer fight with hunters from his camp.
    FIX: Disabling question mark mapping on minimap after investigating pylon in "The Lost Disciple".
    FIX: Cloyt of "Cirrhoshide" friendly to other bar members.
    FIX: Proper interactive dialogue set after drinking contest starts in "Cirrhoshide".
    FIX: Offle and Technomagi chatting in yard will not despawn on sight in "You Skratch My Back...".
    FIX: Sisters in "Poor Sister Of Mine" can no longer be damaged by traps.
    FIX: Vault door will now save properly in "Great Honour".
    FIX: It is no longer possible to escape from slaughterhouse during "You Skratch My Back".
    FIX: "Poor Sister Of Mine" will progress after user destroyed all traps earlier.
    FIX: No more sudden teleport to Vault field after uploading Kade in "Belly Of The Beast".
    FIX: "Possession With Intent" merchant's dialogue will now be saved properly.
    FIX: Level with ferals in Checkpoint 07 laboratory is no longer falsely loaded.

    AUDIO:
    NEW: Failed quest status now plays the sound.
    NEW: SFX for additional Axe attack animations.
    FIX: Audio works properly now in final scene in "Possession With Intent" quest.
    FIX: Fixed SFX for deamon in Artee workshop.
    FIX: Missing SFX added in "Graveyard of Giants and Men".
    FIX: "A Prickly Maneater" wildermage now uses the correct non-verbal sound bank.
    FIX: A Smoother audio transition between The Job and The Arrival cutscenes.
    FIX: Audio tweaks to Gentleman & Bastard Bar location.
    FIX: Crowd cheer now fading out when leaving The Birdcage after the fight.
    FIX: Added correct soundbank and sfx for Wildermage dying animation.
    FIX: Audio is no longer cut out after completing "Belly of The Beast".
    FIX: Applied proper SFX in Wave Witch and Lady Firefly animations.
    FIX: Missing audio fixes in "Now Who's The Crazy One".

    MISC:
    NEW: Item Tooltip is now displaying upgrades statistics as additional for single item tooltip.
    NEW: "Delete" key added to PC buttons style.
    NEW: New loading screen arts added.
    FIX: Texture and model improvements for common armour.
    FIX: Missing ladder on Checkpoint 04 added.
    FIX: Ladder in Vaetic hideout now works properly.
    FIX: Rotating Player's character accordingly to the setup of destination in Fast Travel Maintenance panel.
    FIX: Safe in Everglade Swamp in Vaetic camp can now be looted properly.
    FIX: Camera vievcones around Warehouse tweaked.
    FIX: Port Horizon Warehouse received more hiding spots.
    FIX: NPCs in Mortbane Chapel will no longer clip while standing on a higher level.
    FIX: Capsules with Technomagi deploying should work properly now.
    FIX: Cameras in Warden's Hold warehouse will now ignore player dressed as proper warehouse guard.
    FIX: MDD device will now disable power sphere correctly after hacking it with the switch.
    FIX: Centered 'Craft item' button in 'Assemble' crafting panel.
    FIX: Dialogue frames for the small daemon in DIY quest fixed.
  • Dante Rising
    Dante Rising
    GT Member
    I think it is safe.theyve changed/fixed about 100 things. :) Stealth is vastly improved since they updated the crouch mechanic, backstab icon, and NPC trigger tolerances.
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