Vivid Knight

Vivid Knight

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Samseng Yik 15 Jun, 2021 @ 11:23pm
Replayability of the game?
If Compare to "Monster Train" base game. (Assuming no change difficulty)
- 1 faction has 2 heroes
- 1 main faction can team up with 1 of the other 4 faction. Once for each heroes.
This sum up to 40 different play through experiences. Different start and upgrade.

How about this game?
Love turn based combat, eye-ing this game :berserk:
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Showing 1-3 of 3 comments
Xuande 16 Jun, 2021 @ 12:06am 
Can't relate to keeping Monster Train on Ascension 0/1, but I got around 150 hours out of it on mainly Ascension 25, with perhaps 25% of that being post-DLC play.

Vivid Knight, I've got 70 hours so far and am likely to exceed 100 hours before I start to get bored, though I have to admit I'm an exception to the norm. Its reasonably possible to clear all existing content and unlocks in ~20-30 hours if you play particularly fast, skilled, and min/max heavily.

The following could be considered spoilers, but its a summation of currently existing content:

Two characters, who each have their own dungeon progression. They're not as distinct as MT factions are, some elements are similar while others are mostly different.

Current dungeon content is four "tutorial" mini-dungeons, seven "mainline" dungeons with progressing difficulty, five "alternate ruleset" dungeons with progressing difficulty, and one "mana starved" dungeon. Metaprogression is such that you're likely to finish it before finishing all dungeons, though recent "you must be this meta-progressed to challenge" additions to the "mainline" dungeons might be a pain if you're particularly ahead of the skill curve. This can be easily solved though, if you start using the second character to speed up metaprogression. Dungeon time varies by player, as a multitasker I find that most full runs are in the 1-2 hour range.


Going for 100% completion is likely in that ~20-30 hour range if its your only goal, but there's replayability in experimenting with various strategies. If you enjoy that, you might get significantly more playtime out of VK.

A warning though - if you find Monster Train difficult at lower Ascension levels, you're likely to find Vivid Knight difficult as well. The community seems to be divided between those of us craving more endgame content, and those of us getting stuck in tutorial or early mainline dungeons. Since launch the developers have added two extra dungeons plus a number of balance tweaks (mostly making the game easier, though there has been a Symbol nerf and arguably a character nerf).
Samseng Yik 16 Jun, 2021 @ 12:09am 
Originally posted by Xuande:
Can't relate to keeping Monster Train on Ascension 0/1, but I got around 150 hours out of it on mainly Ascension 25, with perhaps 25% of that being post-DLC play.

Vivid Knight, I've got 70 hours so far and am likely to exceed 100 hours before I start to get bored, though I have to admit I'm an exception to the norm. Its reasonably possible to clear all existing content and unlocks in ~20-30 hours if you play particularly fast, skilled, and min/max heavily.

The following could be considered spoilers, but its a summation of currently existing content:

Two characters, who each have their own dungeon progression. They're not as distinct as MT factions are, some elements are similar while others are mostly different.

Current dungeon content is four "tutorial" mini-dungeons, seven "mainline" dungeons with progressing difficulty, five "alternate ruleset" dungeons with progressing difficulty, and one "mana starved" dungeon. Metaprogression is such that you're likely to finish it before finishing all dungeons, though recent "you must be this meta-progressed to challenge" additions to the "mainline" dungeons might be a pain if you're particularly ahead of the skill curve. This can be easily solved though, if you start using the second character to speed up metaprogression. Dungeon time varies by player, as a multitasker I find that most full runs are in the 1-2 hour range.


Going for 100% completion is likely in that ~20-30 hour range if its your only goal, but there's replayability in experimenting with various strategies. If you enjoy that, you might get significantly more playtime out of VK.

A warning though - if you find Monster Train difficult at lower Ascension levels, you're likely to find Vivid Knight difficult as well. The community seems to be divided between those of us craving more endgame content, and those of us getting stuck in tutorial or early mainline dungeons. Since launch the developers have added two extra dungeons plus a number of balance tweaks (mostly making the game easier, though there has been a Symbol nerf and arguably a character nerf).
Oh I play MT exclusively on 25 and finished several "Last Divinity"
Still trying very hard for all heroes and each combination to beat it. This will take time.
OK, pretty comprehensive info from you. Thanks
Originally posted by Xuande:
Can't relate to keeping Monster Train on Ascension 0/1, but I got around 150 hours out of it on mainly Ascension 25, with perhaps 25% of that being post-DLC play.

Vivid Knight, I've got 70 hours so far and am likely to exceed 100 hours before I start to get bored, though I have to admit I'm an exception to the norm. Its reasonably possible to clear all existing content and unlocks in ~20-30 hours if you play particularly fast, skilled, and min/max heavily.

The following could be considered spoilers, but its a summation of currently existing content:

Two characters, who each have their own dungeon progression. They're not as distinct as MT factions are, some elements are similar while others are mostly different.

Current dungeon content is four "tutorial" mini-dungeons, seven "mainline" dungeons with progressing difficulty, five "alternate ruleset" dungeons with progressing difficulty, and one "mana starved" dungeon. Metaprogression is such that you're likely to finish it before finishing all dungeons, though recent "you must be this meta-progressed to challenge" additions to the "mainline" dungeons might be a pain if you're particularly ahead of the skill curve. This can be easily solved though, if you start using the second character to speed up metaprogression. Dungeon time varies by player, as a multitasker I find that most full runs are in the 1-2 hour range.


Going for 100% completion is likely in that ~20-30 hour range if its your only goal, but there's replayability in experimenting with various strategies. If you enjoy that, you might get significantly more playtime out of VK.

A warning though - if you find Monster Train difficult at lower Ascension levels, you're likely to find Vivid Knight difficult as well. The community seems to be divided between those of us craving more endgame content, and those of us getting stuck in tutorial or early mainline dungeons. Since launch the developers have added two extra dungeons plus a number of balance tweaks (mostly making the game easier, though there has been a Symbol nerf and arguably a character nerf).
Does completing any dungeons after Witch's Maze 1 offer new endings or is it just looping the gameplay with increased difficulty with no story reward?
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