Liberte Reviews
Liberté is a deck-builder roguelite inspired by the French Revolution and body horror. Brave the war-torn streets as Rene - a regular Parisian entangled in a civil war caused by a cryptic invader from another dimension, Lady Bliss. Collect cards, nurture alliances, and try to stay alive!
App ID | 1590160 |
App Type | GAME |
Developers | Superstatic |
Publishers | Anshar Publishing |
Categories | Single-player, Steam Achievements, Steam Cloud, Multi-player, Co-op, Shared/Split Screen Co-op, Shared/Split Screen, Partial Controller Support |
Genres | Indie, Action, RPG |
Release Date | 23 May, 2023 |
Platforms | Windows |
Supported Languages | English |

179 Total Reviews
121 Positive Reviews
58 Negative Reviews
Mixed Score
Liberte has garnered a total of 179 reviews, with 121 positive reviews and 58 negative reviews, resulting in a ‘Mixed’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Liberte over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
1434 minutes
thankz
👍 : 1 |
😃 : 1
Positive
Playtime:
101 minutes
The game has been a blast so far.
There is a few things i have to mention though. The normal enemy attacks sometimes arent visibel enough. I would love if there was some sort of indicator. I was in a enemy horde quite a few times and saw/heard an attack and dodged it, but got hit anyway, because another enemy also attacked. Maybe add liek a white small glint or something, nothing too strong, just a little indicator.
Apart from that, it was very fun. It seems a bit repetitive, but thats usually the case in a roguelite. Ill update my review if i find something else.
so far, 7.5/10, but has a lot of potential for a higher rating, depending on future updates.
👍 : 3 |
😃 : 0
Positive
Playtime:
623 minutes
Graphics and gameplay are nice but you'll be doing the same thing over and over again, it was too boring for my wife and I so we stopped playing after 10hrs.
👍 : 3 |
😃 : 1
Negative
Playtime:
1045 minutes
I know nothing of the development of this game but it plays like a first project.
It took me a while to fully understand why its so shit. The devs couldn't figure out collision.
Enemies do not reliably lock their direction when an attack begins. When they have a longer windup they frequently 'recheck' the players location right before firing. So you see a big swing, dodge behind the enemy, and the enemy instantly turns around to land the attack on you. To compensate for this they tried to make red outlines on the ground, but said outlines frequently do not line up with the attacks and have no animation to indicate timing.
For example musketmen project a red line on the ground when they aim, you have a solid 2 seconds or so till the damage actually lands. Pistoleers project the exact same solid red line, but fire almost instantaneously. Other games have solved this by filling the red area in time with the attack.
This is made substantially worse by the slow deliberate combat with permanent health loss. Every time you get clipped by an attack from an enemy that projected a red arc forward then turned around and did the actual attack in the opposite direction to catch you that is a loss of resource that will not come back for the whole run.
The game has movement,I-frame "parry" dodge, and a basic 3 hit combo. You unlock additional abilities by spending energy on cards that you gain by leveling up. You draw said cards from a deck that you can customize. There are limited duplicate cards and when its out its out. In order to apply these cards you need energy. Energy only comes from burning cards or from shops that have a random chance of spawning.
So leveling up stops doing anything around level 18-20 when you've drawn your entire deck. This happens at about stage 2/4 in each run. This means that cards are a hard-limited resource. However the main way to gain energy to play cards and improve your character is to 'burn' the cards permanently destroying them for mana.
So optimal play is spending an hour plus each run without the 4 abilities you can unlock with cards, and few or limited buffs, hoping that you'll get another shop where you can fill your mana at the cost of money and actually use upgrade cards. (which still might not be very good)
Money itself is a problem because it drops from stage decorations. Which means again optimal play is running around and destroying every box on every stage. Even then your coins cap out at 500 for reasons unclear to me, giving you just enough money to clear out the shop once and then start over from almost nothing. This is made worse by the random shops I mentioned earlier. They are truly random, sometimes you'll get a level then a shop alternating over and over till you hit a boss. Meaning you get about half the chance to gain money, which limits what you can do at the shop, which in turn limits what you can do with your character.
There are a bunch of factions and the setting is interesting, but they usually only give you 2 random options for missions and no guarantee that either is for a faction you like. They have no effect on the story and frequently repeat. You see two faction leaders having an amicable conversation and then kill a bunch of the other side's people then work for the other faction. There's absolutely no reason to care and no positive or negative repercussions save for unlocks when the faction influence gamer pass reaches its next experience level. It's just baffling how you can make a story about lovecraftian entities in the french revolution utterly boring. (answer: nobody seems to give a fuck about the monsters)
Speaking of the monsters, you occasionally run into little corruption nodes. You get a choice here: Either purge the corruption by facing a boss and maybe gain some of its power, or let the corruption fester and gain power from the corruption.... That's how the choice is phrased, and it seems interesting, kinda like maybe trading the city's health for power or protecting it or something.
The reality of the choice is either have a boss fight (not very hard) and win a random 'ultimate' ability card which are limited use and may or may not be useful in any capacity. Or don't have a boss fight, get the same card, and add a negative modifier from the pool of negative modifiers that already get applied each run. So... always do the boss fight. That's the most that you interact with your eldrich patron.
This is a collection of interesting ideas executed horribly.
It's like the coding, animation, and art teams were all locked in separate dungeons and forced to make a game. Recommended to game devs as a 'what not to do' and to literally nobody else.
👍 : 7 |
😃 : 0
Negative