Simp 2 The Resimpining
N/A
United States
Favorite Game
742
Hours played
37
Achievements
Review Showcase
12.5 Hours played
First off, I can both recommend this game and not—there are a few things you need to know before diving in:

Crafting Timers:
Yes, this game has real-time crafting timers. You read that right—actual wait-for-the-clock crafting in a game you’ve already paid $20–$30 for. It feels like a mobile game tactic, and frankly, it’s a parasitic design choice.
If any dev is reading this: it genuinely feels like this mechanic is pushing players away rather than encouraging them to stay. If there’s one thing I’d suggest removing entirely, it’s this.

Difficulty Curve:
The difficulty balance is all over the place. Early on, every enemy feels like a steroid-fueled tank out to steamroll you. Then, seemingly out of nowhere, you become the tank, mowing everything down effortlessly.
Once that flip happens, most mechanics lose meaning, and the challenge just disappears.

Damage Imbalance:
Damage numbers are chaotic for both players and enemies. You’ll be hit with absurd, unpredictable bursts of "F*** you" damage, which makes encounters feel unfair and frustrating instead of skill-based.

Combat System:
Now, this is where the game shines. Combat is smooth, fluid, and feels fantastic on a controller. I didn’t try keyboard and mouse, but if it's even half as good, you're still in for a treat.
However, parrying isn’t well explained or balanced—it feels mandatory in many fights due to the massive speed gap between enemies and the player.
Bosses in the early game are also way too spongey—not because of interesting design, but because your damage is laughably low.
That said, once things start clicking, combat becomes incredibly satisfying, responsive, and fun.

Overall Thoughts:
As someone who loves challenging games, I do enjoy this one—but only when it feels like letting me play. There’s a lot of potential here, but the rough edges (especially in early and late-game balance) hold it back.
It swings from brutal mayhem to boring ease far too quickly. A more gradual and thoughtful difficulty curve would do wonders.

TL;DR:
The game is good, but it still feels like an early access title. It shows its rough edges particularly in the early and late stages. If the devs can tighten the difficulty curve, remove the time-gated systems, and polish up the quality of life—this could become something truly special.

Pros:
Combat is smooth, responsive, and satisfying

Expansive gear system

Visually attractive and stylistic

Performance is solid

Mixed:
Some bugs and glitches

Exploration/level design can feel tedious

Realm system: just let us play in a single world without timers on everything

Healing system could use respawnable healing (it is a Souls-like, after all)

Cons:
Crafting timers—real-life waiting has no place here

Food system feels undercooked (no pun intended)

Enemy speed can feel unfair and unfun (hello, PoE2 vision)

Parrying is too demanding for the average player

Lacking in quality-of-life features—it expects a lot of player patience

7/10, Not quite ready for me, but getting close
Recent Activity
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last played on 31 Jul
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