I used to play this until May 2017, then stopped. Decided to reinstall steam and played CoQ intensively for the last few days.
Here are my impression on what has been done in those 15 months of development:
What I liked:
- Weeps don't produce unlimited pools of liquid anymore (but unfortunately occasionally large weeps can still be found), high ego espers have been made more challenging to play with but in a very interesting original way without being nerfed, and other balancing has been done; this show the devs gave importance to the players' feedback and as a result the metagame has changed making things interesting again.
- The introduction of cybernetics makes true kins more interesting to play and adds further depth and fun to the game.
- The cooking system makes food not anymore an inbuilt anti-farming component, but to be fair it never was in this game (such as in many others.. actually there's only a few games such as DCSS which kinda achieve that purpose with food) as now anyone can always find food just camping anywhere, and the point of advanced food becomes gaining various bonuses. Fun and different nevertheless, positive implementation.
- Being able to chose the starting village is also a nice addition; Joppa is beautiful but everything gets tiring after a while.
- The soundtrack! Was already fantastic, and new awesome tracks have been added. Big, big, big factor in enhancing the mystique and atmosphere of this game.
What I didn't like:
- Minor things such as the inventory necessarily remaining always full of junk which can be sold for more than 4$ per unit of weight (thus better value to weight than water, and players will be carrying those items in the hope of finding merchants with a good enough item to buy such as an encyclopedia of 15 different books, clocks, pelts, hearts, useless cybernetics and weapons, etc).
- Mainly this: after15 monhts I didn't play this, it's a shame to see no visible work has been done on the fixed quests and the right area of the map still feeling very unfinished. The mutation "confusion" still says it's not yet fully implemented (yet it seems to work), and there's still no way to win the game. All of this make it feel like one is playing for the sake of testing, which I don't like. What I did enjoy the most was indeed trying to score as many points as I could with the daily and weekly challenges, but still not ideal that after the main quests have been done, there's no incentive nor direction to progress.
Summary:
I hope the development will go on and focus on removing that feeling of "unfinishedness". Adding a final battle and a couple of endings within a final quest would be good. All of the polishing can be done later.
This still remains one of my favourite roguelikes but I am now uninstalling will play CoQ again in 2019.