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Dysmantle

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Dysmantle

Nov 16, 2021

Main game

3.28 average rating based on 47 ratings

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The open world action RPG where you can ruin everything. Ascend from your shelter. Escape the wretched island. Explore. Fight. Level up. Survive. Gather. Craft. Harvest. Hunt. Build. Farm. Solve puzzles. Fish. Cook. Live. Enjoy the bittersweet post-apocalypse.
Release Dates
Nov 16, 2021 (Worldwide)
Mac, PC (Microsoft Windows)
Jan 18, 2022 (Worldwide)
PlayStation 5
Jan 19, 2022 (Worldwide)
PlayStation 4
Jan 19, 2022 (North_America)
Xbox One, Xbox Series X|S
Mar 31, 2022 (Worldwide)
Nintendo Switch
May 30, 2022 (Worldwide)
iOS
Jun 29, 2022 (Worldwide)
Android
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User Stats
315
In Collection
23
Wish Listed
8
Playing
112
Backlogged
How Long Is Dysmantle?
Main story: 13.0 hours
Main + extras: 56.4 hours
100% completion: 53.2 hours
Total completions: 6
Related Content
noplotr
noplotr gave Sep 18, 2023
noplotr gave Sep 18, 2023
A Compelling Gameplay Loop, But Not Much Else
This review is for the PlayStation 5 version

The "destroy things so you can build things that let you destroy more things" loop is fun in the exact kind of grindy way that my brain latches onto, but it doesn't really go anywhere. Every mechanic outside that core loop isn't really built out to an interesting level (with some of them feeling like they were abandoned halfway through development), the story is an interesting premise but doesn't exist beyond that (as in, your actions in the game don't drive the narrative at all), and visually it's just a handful of unremarkable assets copied over and over again (but in very generic and mundane configurations, not in a cool Minecraft "ooh, look at that weird rock formation with a waterfall that goes directly into a lava pit" kind of way).

It did, however, teach me something important about what I want from a survival/crafting game. Because normally I bounce off these within an hour or two, and what Dysmantle helped me realize is that it's because they introduce base building way too early. I don't want to be building a base when I'm still barely able to gather any resources, that's tedious and unsatisfying. Base building, for me at …

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The "destroy things so you can build things that let you destroy more things" loop is fun in the exact kind of grindy way that my brain latches onto, but it doesn't really go anywhere. Every mechanic outside that core loop isn't really built out to an interesting level (with some of them feeling like they were abandoned halfway through development), the story is an interesting premise but doesn't exist beyond that (as in, your actions in the game don't drive the narrative at all), and visually it's just a handful of unremarkable assets copied over and over again (but in very generic and mundane configurations, not in a cool Minecraft "ooh, look at that weird rock formation with a waterfall that goes directly into a lava pit" kind of way).

It did, however, teach me something important about what I want from a survival/crafting game. Because normally I bounce off these within an hour or two, and what Dysmantle helped me realize is that it's because they introduce base building way too early. I don't want to be building a base when I'm still barely able to gather any resources, that's tedious and unsatisfying. Base building, for me at least, should be saved for the late game when you don't have to grind as long to get what you need. Also, it shouldn't be "you start by building dirt walls, but then you can build wood walls, but then you can build stone walls, etc." because I don't want to have to replace all my walls every 3 hours. The things you unlock should be, by and large, additions, not substitutions. (Though, upgrades are fine if they're automatic, e.g. I upgrade my walls from wood to stone, and it automatically replaces the wood walls with stone walls rather than making me go around and replace them manually.)

So what Dysmantle does well is it doesn't have you doing base building early on. What it doesn't do well is it also doesn't have meaningful base building at all. Apparently there's a side quest where you can build a house? But that's it, and I didn't even encounter that quest. Other than that you get 3 structures you can build for defence and 2 manufacturing machines...and that's it. Like I said, everything that isn't the core gameplay loop is really half-assed. And there's so much room in the building menu, so it feels like they intended for there to be a lot more stuff there and just gave up.

So because there's no meaningful base building it gets to the point where, ok, I've essentially beaten the game (i.e. gotten the escape pod ready to go), so what's the point of completing the Ark to get a better weapon so I can destroy more things, other than achievement hunting? The ending just falls flat. Like, you can see the peak of the mountain where you think the end of the game is, but then you get 70% of the way the mountain and just stumble across the end of the game, so you realize the peak doesn't actually matter and all your excitement about getting there just kind of fizzles out and you're just standing on the middle of a mountain going "well, I guess I'm done."

What they should've done is instead of having the time-loop McGuffin be the escape pod, they should've had it be some time machine device that you have to build, but it's so advanced that you have to build a whole new fortress around it, so the late game becomes about base building and unlocking new things in the Fabricator (because why did they make a whole other medium of crafting for like 3 things) (also at some point some degree of automation for resource gathering would be cool) until you've got a cool awesome base (with cool defenses as well like Tesla coils and stuff, because as you're building your base it attracts monsters, but you want to attract monsters because you need to harvest the mana orbs to fuel the time machine) and finally you get the time machine working only once you've destroyed like a huge percentage of the island and killed most of the monsters...you know, an actual gameplay incentive to engage with the game at the level they want us to, instead of having like 30% of their game just be for weirdo achievement freaks.

But as it is it's just a bit of a nothingburger.

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Bigdaddyred
Bigdaddyred updated their status Feb 18, 2025
Bigdaddyred updated their status Feb 18, 2025

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Was an OK game, fun enough to get all the achievements for but not really a memorable game. Played great on Steam Deck but didn't bother to fully finish the DLC's because the core gameplay loop became pretty tedious.

Shuren
Shuren updated their status Feb 3, 2025
Shuren updated their status Feb 3, 2025

Ottimo gioco da relax, da giocare con qualcos'altro in sottofondo. Gioco divertente, mai banale. I combattimenti sono appaganti, fino alla fine non risultano mai banali, ma non sono estremamente difficili. La caratteristica principale e più divertente è la piena distruttibilità dell'ambiente. La vera progressione del personaggio si vede con l'aumento della possibilità di smantellare i vari oggetti, muri, alberi, rocce. Si parte dal distruggere oggetti base e si arriva a radere al suolo tutto quello che si vede a schermo.

Trost
Trost updated their status May 16, 2024
Trost updated their status May 16, 2024

Mods saved this game for me.

I installed a mod that enables me to teleport items from my backpack to storage without needing to go to the campfire. This has made the game much less tedious and more enjoyable. Additionally, there are Quality of Life (QoL) improvement mods and others that make the game less clunky and frustrating.

Wokshop mod link: https://steamcommunity.com/sharedfiles/filedetails/?id=3239507702

xXGothGamerBabeXx
xXGothGamerBabeXx updated their status Mar 26, 2022 (edited)
xXGothGamerBabeXx updated their status Mar 26, 2022 (edited)

They made those zombie games in those phone ads real...