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Arcanium: Do you need another deckbuilder?

Mogri

Round and round I go
(he)
Staff member
Moderator
I've just spent 30 hours with Arcanium, and now you have to suffer the consequences in the form of this essay.

"Slay the Spire is beyond reproach, and Monster Train is among the best games of all time. What does Arcanium offer?"

Great question. I think that if Arcanium came out ten years ago, it would be enshrined as Slay the Spire is. But we've definitely hit deckbuilder fatigue, and so any newcomer has to be stacked against the titans of the genre.

Here's the short version: Arcanium is not as good as Monster Train, but it is better than Roguebook while doing a lot of the same things as Roguebook.

The long version is that you have a party of three characters to manage (out of a pool of something ridiculous like 20). Characters have their own hands and their own energy ("AP" in this game). At the start of the game, they gain 3 AP and draw 3 cards each round. AP carries over from turn to turn, but it caps at 5, and the hand limit is also 5. When you get enough experience ("Essence"), you can increase a single character's AP or card draw. Cards generally cost from 1 to 3 AP. Unlike many similar games, it is very common for cards to cost 2 or 3 here (compare STS, where it's not terribly uncommon for a card to cost 2, but most cost 1 and very few cost 3), so upgrading AP is generally the priority. The interesting thing about all of this is that you start quite close to the cap. You'll get stronger, but you won't ever go endless.

Each AP you spend on cards also generates that much Fury. When you have enough Fury, you can use your character's Ultimate. There's a pretty wide variety in ultimates, but they tend to be very impactful. Each character starts with one ultimate, but you can unlock two variant ultimates via meta progression. My experience is that the default ultimate is just fine for all but one or two of the heroes. There's a ton of unlockables in this game, but surprisingly, you don't feel hampered at the start except in terms of character selection (you will unlock one or two new characters in most successful runs).

Combat takes place in three lanes: your three heroes against three enemies. For 1 AP, a character can swap positions with an adjacent character. This is important both for tanking dangerous attacks and for executing attacks that can't target other lanes. You won't reposition every turn, but you'll do it a lot more often than you might expect.

There are four varieties of combat:
  • Assault: kill everything
  • Defense: survive 4 rounds; killed enemies respawn a round later
  • Breach: when you kill an enemy, it is replaced by a barrel, and an enemy respawns in that lane a couple turns later; kill the barrel to win
  • Super Elite/Boss: just kill the center enemy

Standard battles are always assault, but elites can be defense or breach. Standard battles are barely worth your time, both in terms of reward and threat posed, but they occupy an outsized portion of the map.

And the map is one of the best parts of Arcanium, at least in terms of distinguishing it from its peers. The map is divided into hexes, and each hex has something of interest. There are plenty of non-combat nodes, but accessing one requires you to clear out all adjacent combats. The first time you enter a node, you gain a point of Threat. Every 10 points, the game gets harder; at 30 points, the game wants you to proceed to the endgame, so each Threat you would generate instead litters the map with boss nodes.

Scattered across the map, visible from the start, are the shard battles -- the Super Elites. These are the most difficult but also the most rewarding, since they guarantee an heirloom artifact. Heroes have three regular artifact slots and one heirloom slot; heirlooms are hero-specific relics that provide a huge boost to a hero's toolkit. Each hero has a pool of three heirlooms. Some heroes feel borderline unplayable until you've got an heirloom; some heroes feel borderline broken with the right heirloom.

What do I like about Arcanium?

There's a strong emphasis on status effects. You can absolutely build around big numbers, but you really want at least some status thrown in. As an example, I just cleared the highest difficulty, defeating the 700 HP last boss in two rounds. My primary damage dealer didn't have a single card with a printed number above 6. What she did have was a bunch of weak multihit cards and an artifact that inflicts Shock on each hit. Shock deals 1 damage in an area per stack. I killed off both of the 250 HP adds without ever targeting them. (This was Goat/Tiger/Elk -- I don't remember the character names, but this is my favorite team comp.)

Most of the characters feel pretty distinct, which is impressive given how many there are. All of them have a passive that often ends up defining their playstyle. Many of them have a signature mechanism that gets augmented by their heirlooms. There's a good amount of overlap, because there are only so many roles a character can fill, but the game does a good job of making Tank A feel a little different from Tank B.

The combat presents a variety of challenges that favor different approaches. There are lots of ways to get the enemies' HP to zero, but some of them will be far more effective against certain enemies than others. At the same time, the game never hard-counters any specific build. Some bosses have abilities that will shut down certain strategies (for example, "return 50% of all direct damage" basically means your team will not be doing anything to the boss), but they cycle through their pool of abilities, so you're only shut down for that turn instead of taking a hard L. I'm impressed by how well the game does in challenging a wide variety of builds while keeping so many viable.

The exploration is a nice change of pace.

What do I dislike about Arcanium?

With so many characters, they can't all be winners. Rhino seems to want to be some sort of bruiser, but he doesn't really have the toolkit for it. Ram is clearly trying to be a weird support/minion tank, but he's only OK at support, he's bad at minions, and he's terrible at tanking. Carrion (actual character name!) has a fun thing going on with the ramping undead minions, but he feels like a strictly worse Crocodile. (Crocodile is a lot of fun, though)

Runs are long, easily two or three hours. This doesn't bother me much but could easily be a dealbreaker for some. (You have some control over the length of your run -- it goes quicker if you prioritize non-combat nodes and slower if you keep exploring after the boss becomes available.) I saw a thumbnail for a 55-minute speedrun on YouTube. For comparison, I think the Slay the Spire speedrun is something like 3 minutes (although it's fairly degenerate).

That's really it for grievances. I guess the other dislike is that Monster Train is still a better game. That's not that much of a complaint, since, as I said, Monster Train is among the best games of all time. There's no future in which Arcanium ends up taking more of my hours than Monster Train, though, and I can only recommend Arcanium for people who have gotten their fill of Monster Train or who bounced off it but liked STS/Roguebook.
 

MCBanjoMike

Sudden chomper
(He/him)
Runs are long, easily two or three hours. This doesn't bother me much but could easily be a dealbreaker for some. (You have some control over the length of your run -- it goes quicker if you prioritize non-combat nodes and slower if you keep exploring after the boss becomes available.) I saw a thumbnail for a 55-minute speedrun on YouTube. For comparison, I think the Slay the Spire speedrun is something like 3 minutes (although it's fairly degenerate).
Wait a sec, that's pretty long. What's the suspend situation with this game? Is it easy to walk away from and pick up later?
 

JBear

Internet's foremost Bertolli cosplayer
(He/Him)
I already wishlisted this earlier when I saw you mention it on Discord, but only after I took a look at it on Steam and managed to get a look at the map, which they sure do a good job of hiding! Why are you ashamed of your map, game? I will always fuck with a hex grid. Anyway, as per my usual, I probably won't get to this for a million years, but I bet I'll like it when I do!

ETA: Also, I can't let a phrase like "Slay the Spire is beyond reproach" just sit there, so pretend I reproached it here.
 

Falselogic

Lapsed Threadcromancer
(they/them)
I already wishlisted this earlier when I saw you mention it on Discord, but only after I took a look at it on Steam and managed to get a look at the map, which they sure do a good job of hiding! Why are you ashamed of your map, game? I will always fuck with a hex grid. Anyway, as per my usual, I probably won't get to this for a million years, but I bet I'll like it when I do!
But it is on sale now!
 

JBear

Internet's foremost Bertolli cosplayer
(He/Him)
By the time I get around to it, it'll be cheaper still, I'm sure.
 

Mogri

Round and round I go
(he)
Staff member
Moderator
Wait a sec, that's pretty long. What's the suspend situation with this game? Is it easy to walk away from and pick up later?
It's like Monster Train in that it autosaves after every battle, and if you quit mid-battle, you can/must restart. This is very good, because I get semi-frequent crashes playing on Deck. But it's even better news if you're playing on PC, because it means you can just quit whenever.
 

Mogri

Round and round I go
(he)
Staff member
Moderator
I already wishlisted this earlier when I saw you mention it on Discord, but only after I took a look at it on Steam and managed to get a look at the map, which they sure do a good job of hiding! Why are you ashamed of your map, game? I will always fuck with a hex grid. Anyway, as per my usual, I probably won't get to this for a million years, but I bet I'll like it when I do!

ETA: Also, I can't let a phrase like "Slay the Spire is beyond reproach" just sit there, so pretend I reproached it here.
My opinion on Slay the Spire vacillates between "it's quite good" and "well, you know, it's foundational to the genre." Dream Quest might be the better game, but I haven't played Dream Quest recently enough to be confident.
 

JBear

Internet's foremost Bertolli cosplayer
(He/Him)
It was pretty, and it was early, but it is one of my least favourite entries in one of my most favourite genres.

But this thread isn't about that game!
 

Mogri

Round and round I go
(he)
Staff member
Moderator
Runs are long, easily two or three hours. This doesn't bother me much but could easily be a dealbreaker for some. (You have some control over the length of your run -- it goes quicker if you prioritize non-combat nodes and slower if you keep exploring after the boss becomes available.) I saw a thumbnail for a 55-minute speedrun on YouTube. For comparison, I think the Slay the Spire speedrun is something like 3 minutes (although it's fairly degenerate).

I ended up watching that speedrun, and I thought, "I could probably do better." So I did! This is my first speedrun of anything ever, and for the moment, it's the world record.


I can see how people could get way into this. I just finished, and I already kinda want to give it another try, because I think I could shave a couple minutes off of that time.
 

MCBanjoMike

Sudden chomper
(He/him)
Congrats! Speedrunning is super fun, at least in the early going when you're dropping your time fairly consistently. Have you submitted your video to speedrun.com?
 

Mogri

Round and round I go
(he)
Staff member
Moderator
I did! Since the video I mentioned is the only one on the leaderboards, I'll be the world record holder once it's approved, at least briefly.

The speedrun strategy I used is a slight variant on my max difficulty win. Because I basically didn't need to worry about taking damage, I took a somewhat more offense-oriented team comp. I think I could take it even further.
 

YangusKhan

does the Underpants Dance
(He/Him/His)
I played the tutorial tonight. Don't have much to say about it yet, but I thought I'd mention that all the heroes appear to be about 70% Furry, if that's another selling point for anyone.
 

Mogri

Round and round I go
(he)
Staff member
Moderator
I think the game is 100% anthropomorphic, and as best I can tell, they never repeat an animal (though they come close -- there's a cat, a lion, and a tiger).

Reminds me of a discussion I read on Steam for a different deckbuilder:

A: How furry is this game?

B: It's about 20% furry.

A: That is an acceptable amount of furry. Thank you.

C: Actually, it's closer to 40%.

A: That is an unacceptable amount of furry for me. Thank you more than the other guy.
 

YangusKhan

does the Underpants Dance
(He/Him/His)
I completed my first run last night. Didn't really have any trouble once I got going, and honestly the Elite battles ended up being more of a threat than the Shard battles, because my team had a much easier time killing 1 enemy with high HP vs. 3 enemies with slightly buffed HP.

I think I only ran into 1 battle mechanics bug, but I did not report it because I did not notice there was in-game bug report button: in one of the Shard battles, the boss somehow ended up cycling on TWO of those boss-passives, rather than replacing the previous turn's passive with a new one. At the same phase, my tank character somehow got Cleansed of all his Poison stacks (this is at the beginning of the turn and I definitely did not have Cleanse effects that triggered). After that turn though the boss passive fixed itself and kept the normal behavior. There's also a decent amount of UI quirks or weirdness that I assume will get fixed in time.

I'm not sure how I feel about the end-game progression; it just kinda feels weird that in order to trigger the final boss you have to visit 30 nodes. This seems kind of rigid and I was absolutely powerful enough to handle anything the game threw at me well before I reached the 30 mark. I'm sure higher difficulties will make that more challenging, but even still I just think the structure is a bit inelegant. Mogri brought up Roguebook as a point of comparison, and I would highlight that game's chapter structure as a better example of what I'm talking about. Into the Breach also does this well.

I am looking forward to getting more heroes; I unlocked 2 more and almost a 3rd after my winning run.
 

Mogri

Round and round I go
(he)
Staff member
Moderator
I think I only ran into 1 battle mechanics bug, but I did not report it because I did not notice there was in-game bug report button: in one of the Shard battles, the boss somehow ended up cycling on TWO of those boss-passives, rather than replacing the previous turn's passive with a new one. At the same phase, my tank character somehow got Cleansed of all his Poison stacks (this is at the beginning of the turn and I definitely did not have Cleanse effects that triggered). After that turn though the boss passive fixed itself and kept the normal behavior. There's also a decent amount of UI quirks or weirdness that I assume will get fixed in time.
Bosses cycle through their abilities randomly, so it's not a bug that you see the same ability twice in a row (or if it is, then it's an extremely obvious one). On most difficulties, enemies gain a 50% resistance to a card color, and each boss ability is tied to a certain color resistance.

With a second attempt, I've taken my speedrun down to 23:50 -- a three-minute improvement! -- and I'm beginning to think that I could probably beat Akhan out of the gate on Casual. The speedrun, then, focuses on generating 30 Threat as quickly as possible, which largely boils down to avoiding combat. It's kind of funny that what should feel like a looming threat ends up becoming a progress bar, but that's certainly less true on difficulty settings that don't start you out strong enough to beat the last boss.
 

YangusKhan

does the Underpants Dance
(He/Him/His)
Bosses cycle through their abilities randomly, so it's not a bug that you see the same ability twice in a row (or if it is, then it's an extremely obvious one). On most difficulties, enemies gain a 50% resistance to a card color, and each boss ability is tied to a certain color resistance.
No I mean that the boss had 2 abilities active at the same time, rather than 1. It just didn't cycle correctly the one time.
 
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