LandTraveller
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Players in Game

67 😀     6 😒
80,34%

Rating

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LandTraveller Reviews

See a world from a new perspective in this animal-ear themed constructive action RPG!
App ID522130
App TypeGAME
Developers
Publishers WOLFCODER WORKSHOP LLC
Categories Single-player, Steam Achievements, Multi-player, Partial Controller Support, Cross-Platform Multiplayer, Steam Trading Cards, Steam Workshop
Genres Indie, RPG, Early Access
Release Date9 Jun, 2017
Platforms Windows, Mac, Linux
Supported Languages English

LandTraveller
73 Total Reviews
67 Positive Reviews
6 Negative Reviews
Very Positive Score

LandTraveller has garnered a total of 73 reviews, with 67 positive reviews and 6 negative reviews, resulting in a ‘Very Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for LandTraveller 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: 1452 minutes
Honestly this game is a lot of fun I can only recommend it. Also the art style is very nice . The only issue I have with this game is when you have two monitors the mouse isent locked in. So the mouse always goes to my seconde monitor when I try to build. All in all I am very excited to play more of this game in the coming weeks.
👍 : 1 | 😃 : 0
Positive
Playtime: 1231 minutes
This game needs more advertisement and appreciation honestly I’ve been a gamer for years I haven’t heard of this game this game is awesome I think you should talk to some streamers to get some advertisement talk with Apple also get this cash flow rolling Bring in some more updates and lots of things
👍 : 1 | 😃 : 0
Positive
Playtime: 256 minutes
It's a fun and unique little game that I quite enjoy playing. Its building mechanics, although hard to master, is interesting and unique allowing you to build structures of your choosing. However, it feels like the developer and the small community surrounding the game is either gone or inactive. Worth the buy, though.
👍 : 0 | 😃 : 0
Positive
Playtime: 1491 minutes
It's still early access, even after more than 2 years. I really love this game and am still playing it after thousands of crashes. If just those crashes and restarts would end it wouldve been already perfect! I love it!
👍 : 0 | 😃 : 0
Positive
Playtime: 2375 minutes
This game is free! And its a decent game too. I kind of forgot about it, but seeing its free now I would say you could try it risk free with the only cost being time.
👍 : 1 | 😃 : 0
Positive
Playtime: 4468 minutes
This game gets a lot of things right. Its leveling system is a bit grindy, but thus is the world of LandTraveller. An unforgiving world of sentient animals vs. monsters that disintegrate into a mess of pixels, becomes slightly more forgiving as your level and skills progress, through teleportation and map travel (all as craftables). I have recently opted for the beta, and it seems that my performance has been slightly better than the stable version ( I play on a potato laptop with integrated Intel HD graphics, in window mode with Windows Magnifier @ 175%) and it is very much playable. After switching to the beta, I have since experienced 1 game crash after play for several hrs , but this does not happen frequently. This is one of the only games I play where starting anew still feels fresh, although I do miss gear from my previous char, I find it worth the challenge to build up from square one. On another note about "bugs", I find that in some worlds I create there are objects (most notably trees and cacti) that are placed in front of doors and other usable objects inside of villages that make them unusable, since you cannot destroy inside of "safe zones", which I like btw. Fortunately, everything is craftable but I have experienced this in both the beta and stable version of the game. I purchased this game at full price, although I don't regret my purchase whatsoever I can HIGHLY recommend to catch this little gem on sale if you like open world RPG crafting/ sandbox with a light storyline/humanoid animals.. I believe in its final state it will be worth every bit of $14.99 for the "priceless" gameplay it delivers (I imagine if you're unlike me and have friends to play with on Steam, this would be a great multiplayer experience). If you're on the fence even just a little bit, give it a go; you should be able to tell within 2 hrs of gameplay if it is something you'd like to pursue or not. Honestly I haven't come across another game that satisfies so many "gaming itches" in one. My verdict in it's current state is a STRONG 8.8/10 , with the potential to be a 9.876991/9.876999, am looking forward to the next stable build. Will continue to spam Egress in the danger zone.
👍 : 3 | 😃 : 0
Positive
Playtime: 550 minutes
Cute, fun, and promising. LandTraveller is a throwback to classic action RPGs with the modern crafting game trend mixed in in a natural and unobtrusive way. While the game is rather short in its current state, you can get a good feel for it's personality and how it works. The main story quest gives you freedom to follow the advice of the characters you encounter or rush recklessly into the boss; either path leads to a fight that, while I had a hard time with it, left me feeling accoplished when I claimed victory. I'm looking forward to what else this game is going to have to offer. I can't wait to get my paws on it.
👍 : 9 | 😃 : 0
Positive
Playtime: 184 minutes
Highly recommend this game! It's amazingly deep and packed with things to do along with awesome graphics and sound! The developer is also really nice and very polite/helpful which means the world to me. If you like exploration and building you can't go wrong with this little gem!
👍 : 2 | 😃 : 0
Positive
Playtime: 10193 minutes
[b]This review is for Story mode using the beta version with the latest updates. You can opt into this version from game settings in Steam.[/b] Seems like a great game so far. I've run into a few bugs but overall it's been pretty enjoyable - moreso than I expected. There are plenty of open world crafting sandbox games but this is one of the few that is also a complete RPG and didn't just contain a few RPG elements. There's an Explore mode that leaves the story out. It also has multiplayer, which I haven't tried yet. [b]Nice character creation.[/b] When you create your character you can choose your gender, race, skin color, hair color, fur color, eye color and clothing color. The color options seem a bit too limited, especially for the clothing. A color slider similar to Terraria may be the best way to go. Your character will have different stats and be better or worse with certain types of weapons and skills depending on what race you choose. For example I chose Fox, which is really good with magical abilities but has low HP and deals very low damage with physical attacks and I think they each have their own unique abilities that can be learned. There are 8 races to choose from. Wolf, Cat, Bear, Fox, Deer, Mouse, Raccoon and Rabbit. [b]Good character progression.[/b] You have a character level as well as skill levels for every weapon, tool, element and type of crafting in the game. You can learn new abilities depending on what type of skills you've leveled up. Leveling up weapon and tool skills makes you swing faster but does not increase damage dealt, to increase your damage you need to spend ability points, craft stronger weapons or craft and wear other gear that increases damage output. [strike]I'm not sure but I think leveling up elements increases the chances of applying status effects.[/strike] (It doesn't but might in the future.) Increasing crafting levels makes you craft faster. You find objects containing ancient knowledge to unlock more skills and crafting recipes as you play through the game. [b]Crafting[/b] There's a huge list of craftable items that expands as you progress, luckily there are some filters to help you find what you're looking for. To make weapons, armor and tools you have to first craft pieces of it and them assemble them. You can apply various elemental upgrades to your gear during the assembly process, which is a nice touch. You can build your own house or village and craft lots of furniture to decorate it with. [b]NPCs[/b] There's a lot of NPCs that you can interact with, most of them are pretty likeable. Most of them have several options when interacting, such as asking various questions, inspecting them and buying, selling or trading. In Explore mode you can create a village and random NPCs will move into the houses! [b]Story[/b] It's a simple yet decent story. [b]Bugs I've encountered:[/b] When entering the volcano the scout was under attack. If I moved forward to initiate the cutscene, surviving enemies would disengage and begin to wander and then the game would freeze. I had to force close the game. This happened twice in a row. The third time I entered the volcano I waited until the scout killed all the enemies before moving forward and this made it so the cutscene didn't freeze the game. At the end of the volcano a reward box was spawned but I couldn't open it. It was one of those boxes that vanish when opened, so I think the area being a safe zone with unalterable terrain made it so the box couldn't be opened. The game has locked up a few times in random locations. [b]My only real complaints so far are:[/b] [b]The sound.[/b] [strike]While most of the sound effects are at a comfortable level, leveling up a skill makes a high pitched noise that hurts my ears. I believe this should be toned down a bit; the same is true for picking up multiple items. Every time I chop a tree down and loot several items simultaneously it again creates an obnoxiously loud sound.[/strike] [b]EDIT::[/b] The sounds have been improved! [b]The lack of resolution options.[/b] [strike]I noticed pressing F2 - F4 changes the windowed resolution. Using the F4 resolution seems best as the game doesn't seem to be designed with the others, or 1920 x 1080, in mind. Without using the F4 resolution I sometimes see graphical glitches around the edges of the map. I'd like to be able to choose a higher resolution but with the same aspect ratio as the F4 setting from the game options. Right now I'm using a program called Resizer to set a custom resolution and center the game window. I think I'm using 1720 x 800.[/strike] [b]EDIT::[/b] My resolution issue was apparently due to a glitch. If I fullscreen the game and then press an F button to change the resolution, the game becomes windowed and I cannot resize it using the mouse. Toggling fullscreen off makes it so the game window can be resized using the mouse. [b]The mortar and brewer progression.[/b] [strike]Before completing the volcano area, you find the materials required to craft antidotes and other things than need the mortar and pestle crafting station but you cannot obtain mud to make the mortar and pestle. As soon as you reach the next area, you can get mud and sand to craft clay which is used in the brewer and just skip the mortar and pestle altogether. I think mud should be added to the first zone (or perhaps make mud craftable from dirt and buckets of water) so the mortar can be crafted earlier, otherwise there's little point for it to exist.[/strike] [b]EDIT:: [/b]The issue with the mortar was resolved. It now uses a wooden bowl instead of mud to craft, making it craftable in Era 0 (Before defeating the first boss). [b]Safe zones.[/b] So far it seems impossible to create your own safe zones. You can build a house almost anywhere in the game, light it up with braziers and put a bed in it, but it will never be considered safe. So you can't research new abilities or recipes nor can you heal from sleeping in the bed. Also, monsters can spawn in your house even with it sealed off from the outside world. [b]Water[/b] [strike]Growing crops actually uses water and reduces the water levels of adjacent tiles. I really like this mechanic but I can't seem to transport water to refill it. I crafted a bucket and filled it with water but I can't seem to use it for anything.[/strike] [b]EDIT::[/b] The water issue was resolved. I can now use the secondary fire button to place water from the wooden bucket. [b]Gender[/b] A lot of the time it's difficult to tell what gender an NPC is. This doesn't really matter much but perhaps it could be displayed when inspecting them. You could just add the symbol by the race. [b]Pausing[/b] Crafting items takes time, but it also pauses the game. I believe pausing the game during crafting makes the timers less meaningful. It's silly that I can stand in the middle of a group of enemies and craft 100 units of twine and make a few hundred arrows while they just stand around. Leaving the game unpaused during crafting would provide more meaning to the timers, instead of 'just wasting time', it would require players to plan ahead a bit better. For example, if a player was poisoned they could simply open the menu, craft a workbench, craft a mortar and pestle and then use that to craft an antidote to heal with (provided they had the requisite materials on hand), without taking any poison damage - essentially making the crafting timers meaningless. My suggestion is to either make crafting instant or to leave the game unpaused when in the crafting menu. The dev is very responsive and open to critical feedback. As you can see, some of the issues I mentioned in this review were resolved in the same day. Overall it's a great little game that exceeded my expectations. There's a lot of content for such a small game (22.3MB) and I look forward to future updates.
👍 : 10 | 😃 : 1
Positive
Playtime: 16693 minutes
See the full review here: https://saveorquit.com/2021/01/14/preview-landtraveller/ The simplest explanation is "It's Minecraft in Legend of Zelda: Link to the Past's perspective." Also, there's a story mode with a largely linear plot in the procedural sandbox world, and you play as catgirls. You'll probably enjoy it around as much as that elevator pitch appeals to you. It's SNES-inspired sound and graphics aside, LandTraveller is an "and the kitchen sink" dabbler in many different genres, including some born after the 16-bit era, and not all of these ideas play well together. LandTraveller has some of the base-building of Minecraft or Terraria, however, it doesn't want to let you actually use those for fighting bosses like in Terraria, and in Story Mode in particular, bases are almost entirely just a storage bin and crafting bench. Why bother customizing something you only see for 5% of the game? LandTraveller is built towards a heavy combat roguelite focus like in Binding of Isaac, but it has the old SNES-style "you have to move towards the target to shoot" system and slow movement (and no dodge rolls) that make evasion a matter of rote memorizing enemy patterns and dodging before they attack, plus the monsters never stop spawning even when you just want to dig or build a house. RPG mechanics mean that level and gear can skew combat, with speedrunners getting in for serious issues with being underleveled while anyone who wants to take time exploring will be overleveled. In fact, since movement speed is also based on RPG-style stats, and there is no "run" or inversely, "slow down" button, a slow character (bears) might find it impossible to evade attacks, while fast characters (mice and rabbits) might find platforming or just plain placing blocks in narrow areas nearly impossible, as it's extremely difficult to line up on a single block when your character is only a couple pixels narrower than a block. Because of this, your melee attack stun-lock enemies, and by-and-large combat devolves into just stun-locking things button mashing until they die. The title, "LandTraveller" is also well deserved. Unlike Minecraft, worlds are not infinite, and you are constrained to an area of only about 16x16 chunks per map. The game has you travel... the land from map to map. (Recent updates have added a whole world map and ship to explore it with, teasing many, many more maps to come. At the same time, you can only fast travel to bases on the same continent, further undermining the value of any base you build, and pushing you towards building quick and utilitarian bases, undermining the block-building appeal.) Due to the slow speed of your character, however, each map will take several hours to fully explore. You [i]will[/i] want to fully explore them because you need to gather the records of fallen civilizations (clay tablets, scrolls, tomes, etc.) in order to unlock crafting recipes you need to build the things it takes to survive. Hence, the worlds are smaller, but because you have to go everywhere, you wind up spending much more time in transit in LandTraveller than in a game like Minecraft. With some of the more recent upgrades and inclusion of rubri (coffee) beans giving a "Buzz" perk on a bunny-hopping rabbit, you can actually go quite fast... but this just causes problems with having no way to change direction mid-air and having bounds that cross nearly an entire screen in one go leading to possibly slamming face-first into a monster you didn't see when you made the jump. Please drink coffee until you're bouncing responsibly. Combat involves selecting a tool (weapons and tools all fill hotkey slots, one of which is your current equipment) and either using the "main attack", which just swings it or fires an arrow if using a bow, or using the "special" attack, which is the equivalent of magic in this game. Bows (and with upgrades, swords) have free specials, but others cost EP, and your EP bar is quite hard to refill. This would be fine if you only rarely use specials, but the problem is that this is a game with RPG mechanics that heavily rewards specialization. You basically need to build your whole character around using one or two specific attacks, and specials gain attack power based upon different stats than normal attacks, so pick one or the other. In fact, if you forgo magic entirely, there's an orb that turns your EP into extra HP and weapons like crossbows/guns cannot use special attacks. (The "special" button turns into "reload".) The RPG mechanics can be a bit of a trap, themselves. You start out by picking an animal race that is specialized in one of the five stats, each of which are in turn the most important stat for a particular type of attack. (With the exception of Power, which increases all attacks' power, but less than the specialist stat.) From there, you have a skill tree that allows you to specialize your character with both general abilities (like choosing specific stats to boost or picking one style of combat to specialize in), and racial abilities based on the animal you picked. (Rabbits, for example, get a "bunny hop" skill that lets them move up to 50% faster when repeatedly hopping, while specials-focused deer get a "Woods" skill that lets them fire special attacks through trees.) Every chapter relates to a specific technological era. A boss is in a boss area map (which is another 16x16 map or a chain of a few smaller maps), and killing the boss (which are quite capable of killing you very quickly) gives you access to the next era. Start in the Stone Age with wood, stone, and copper tools, looking for clay tablets to unlock more, then advance to the Bronze Age and gain... bronze weapons and tools, and look for scrolls for more. Eight chapters are planned, but only four are in so far. One of my biggest complaints, however, is the confusing camera angle. Every elevation level correlates to a single tile up or down the map, and while this isn't [i]too[/i] confusing for gentle slopes that cover [i]most[/i] of the terrain, any change in elevation greater than one quickly becomes extremely confusing, often leading to my falling through holes I don't recognize as being there despite looking right at them, or constantly trying to walk into a floating block I think is two tiles further south than it actually is. The "brick" tiles (like sandstone bricks in the desert) are especially awful because while dirt blocks have "edges" that are a visual clue of a change in elevation, there is absolutely no visual difference between a sandstone brick that is the edge of a cliff and one that is continuous. I've almost exclusively died in this game because of the visual style making me fall into a pit, not because of any difficult combat. When the most deadly enemy in a "twitch action game" is the camera, there's a problem! The game is fully playable with keyboard or controller, but it really feels made for controller. Mouse support is rather lacking, basically being confined to menus. You play with keyboard, not keyboard and mouse. It does have rebindable keys, so find what you're comfortable with. With all that said, I'd rather play an interesting game with flaws than a game that is polished but forgettable, and LandTraveller's quirky mish-mash of genre concepts definitely makes it interesting. The developer seems to be someone who made the game the way it is because they didn't like the way things were done in other games like Terraria, and made their own rebuild of the genres, actually doing what some gamers say they would do when looking at mechanics they don't like. Its flaws are unique flaws, and in an industry that is so derivative, that can at least open up some questions about what aspects of genres you really appreciate.
👍 : 18 | 😃 : 0
Positive
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