And So It Was Reviews
You are the Boy, who escapes captivity and goes through unique areas fighting (or avoiding) enemies while trying to figure out how and why he was imprisoned in the first place. Mouse-driven top-down action adventure with randomized elements and a mysterious, narrated story.
App ID | 432590 |
App Type | GAME |
Developers | VolumeUp Studios |
Publishers | VolumeUp Studios |
Categories | Single-player, Steam Achievements |
Genres | Indie, Action, Adventure |
Release Date | 29 Feb, 2016 |
Platforms | Windows, Mac, Linux |
Supported Languages | English |

2 Total Reviews
2 Positive Reviews
0 Negative Reviews
Negative Score
And So It Was has garnered a total of 2 reviews, with 2 positive reviews and 0 negative reviews, resulting in a ‘Negative’ overall score.
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:
39 minutes
I really really wanted to like this game, but the combat doesn't make sense. Found item said see secrets, couldnt' find where secrets was. The actual game itself looks really good and i love the in-game look, but for game mechanics it seems to fail. Will continue playing for a bit more and change my review if my mind gets changed but so far just doesn't feel worth it.
👍 : 1 |
😃 : 0
Negative
Playtime:
9 minutes
It seemed like a pretty cool game for the few minutes I played it. It's well done and the movement and fighting were good.
Unfortunately, I didn't pay enough attention to the store page to notice that it was permadeath. I no longer have the patience to keep starting over and requested a refund, but if you are ok with permadeath, it is fun for the price.
👍 : 5 |
😃 : 0
Positive
Playtime:
114 minutes
This game looked promising - nice design, nice cool music, dungeon crawler.
This is were the positive stops... At first, this is just another difficult game, so you try to adapt and learn. However you can't rewire your brain or at least not without spending hours trying and dying again.
The main issue is the control scheme: there is no independent movement control from the attack and dodging scheme. I mean no wasd, no directional attack, no directional dodging either: you move, attack with a mouse click, you dodge while moving with a key press (you can't dodge while standing toward the mouse pointer - hence, you have to click toward the direction where you want to dodge then dodge... not very pratical).
Last, this is not a stealth game: enemies can spot you through walls, door - the stealth key has no effect.
Eveything looks promising, however the 5% bad ruins the rest. Last (again), this game is abandoned (no reply to posts in the discussions).
👍 : 1 |
😃 : 0
Negative
Playtime:
147 minutes
I love the look of this game! I also love its randomly generated dungeons, I really do. In fact, I would say that I have been looking for a game with this type of feel for quite sometime. I don't care for the Anime or 8bit styles that dominate dungeon crawls and Rogue like games these days and just wanted something that was Atmospheric and Interesting looking. This game certainly fits the bill. Unfortunately, I am not at all fond of the gameplay itself. It seems to be one of those games that trades content, (interesting locations, brain puzzles, unique monsters) with difficulty that can only be overcome by learning annoying patterns. In other words, to progress through the game you have to learn very specific ways to move and attack and they have to be repeated over and over until they are perfected. So although it's a game that might appeal to people with OCD… for someone looking for a casual fun time exploring a Dark and moody dungeon like myself, it's nothing but frustration and annoyance.
The game even seems to celabrate this “die mercilessly till you get it perfect” philosophy in the narration with becomes very annoying very quickly. At first I thought there was some hidden story. Like each time you died you became slightly more aware of some hidden ability or grand purpose… but NOPE! the game is just mocking you.
It is clear that the game suffered from not enough play testing or it was tested by people that really enjoyed brutal permadeath, acid test, Dragons Lair clones. Or, maybe I was just not their target audience.
Honestly though, I can’t imagine anyone having much fun with this game. Which is so damn disappointing! Because I want a fun and engaging game that LOOKS like this so damn much!
***Edit***
I just learned that this was written by a one person studio and I am very impressed by that. Like I said I love a lot about the game, but I think that is why I was even inspired to write a review, because I would really like to see more of it but feel like that will never happen. its not a matter of being stuck mind you. I understand what I would have to do... its just that I dont consider those things fun or interesting. "up-left-a-b-right-down-jump" gaming is not my thing. Maybe it is yours.
Give it a chance if you like a stiff challenge as well as learning timing and patterns.
👍 : 2 |
😃 : 0
Negative
Playtime:
12 minutes
An initially promising top down hack and slash is dashed by its imprecise and awkward control scheme. The gist of it is the game is very punishing on mistakes so unless you love restarting over and over avoid this one.
👍 : 15 |
😃 : 0
Negative
Playtime:
9 minutes
And So It Was is yet another abandoned project in a long list of dead games on Steam. There is a nice game in here somewhere, with pleasant visuals and mostly developed game play, and it feels like it was almost there before the developers just gave up on it. The main problem is the clunky control scheme, which assigns both movement and attack to the right mouse button and makes it very hard to avoid taking damage. Why the left mouse button is not used at all is anyone's guess. This problem is further exacerbated by the non-existent health pool and seemingly invisible traps. Enemies cannot be killed either for some reason, only temporarily knocked out for a hot minute. Combined, these design flaws prevent any semblance of fun and make this just another generic mobile-looking rogue-like.
👍 : 0 |
😃 : 0
Negative
Playtime:
446 minutes
Fun, funny, delightfully indie, challenging.
Combat feels clumsy at first, but you pick up the nuisances with time, and the spell and passive and deals diversity makes up for it. I couldn't get the whole "sneaking" business going though.
I think that if the developer will keep adding features and content with future updates, this game could become huge.
👍 : 11 |
😃 : 0
Positive
Playtime:
72 minutes
Controls are terrible. Attack is bound to the same button as move, and this cannot be changed. Animations are slow/clunky. Clicking to move in a game that requires fast and precise positioning is just awful. Enemy attacks are slow and look easy to dodge, but the hitboxes are gigantic. Don't get me wrong, I enjoy challenge in my games, what I don't enjoy is succesfully dodging an attack but getting hit anyway.
1/5
👍 : 11 |
😃 : 0
Negative
Playtime:
175 minutes
Very good game indeed. I suck at reaction speed so I died....alot. This happens to me in most games but unlike other games I didn't feel like quiting and giving up. Despite dying (lots) it was enjoyable and made we want to keep trying. Addictive as hell infact. I love the different spells you collect, I love that you can sneak up on enemies which actually makes it a skillful game rather than hack n slash. A nice game that will probably go under most peoples radar. My advice to the devs will be to get youtubers involved. I had been following this game for a while when I found it on Steam Greenlight but not a single youtube video can be found when put into the seach engine.
👍 : 24 |
😃 : 2
Positive
Playtime:
31 minutes
If this is an action-combat game, the controls shouldn't be so freakin' awkward. This might be playable with a controller, but the click-to-move scheme isn't conducive to combat where your first mistake pretty much ends your game.
If this is a stealth game, enemies shouldn't be able to see/hear you through walls when you're standing still or sneaking.
If this is a roguelike, there should be tactical decisions deeper than roll-past-enemy-and-hope-you-don't-get-hit-even-ONCE.
I'm sorry, but I couldn't figure out how to play this game the way it wanted me to play it - and neither the gameplay itself nor the atmosphere could compel me to struggle through.
Unforgiving combat + inaccurate control + non-functional stealth = fail.
👍 : 20 |
😃 : 1
Negative