Become a daring thief in City of Brass, a punishing first-person rogue-lite filled with treasure, traps and ghoulish foes. Armed with scimitar and a versatile whip, youâll lash and slash, bait and trap your way to the heart of an opulent, Arabian Nights-themed metropolis â or face certain death as time runs out.
Uppercut Games’ first roguelite is a strong entry in the crowded rogue-lite genre thanks to its amusing, thievery-based brand of creativity. Though I’ve had my fill for now, I imagine in a few weeks I’ll find myself running through the haunted halls and squares of some haunted desert setting gleefully filling my pockets with every shiny piece in sight.
Using the scimitar and the versatile whip, roaming through the levels with free gameplay approach and play everytime different levels is a real pleasure. With an elaborated story and a higher budget, City of Brass could've been a even better game.
A videogame experience with very clear ideas.
City of Brass' enemy difficulty and character upgrade system is tuned well enough that you will never be too over- or underpowered at any stage of the game.
Interesting enough to be noticed, City of Brass lacks in terms of environmental variety and refinement.
City of Brass is a charming and accessible roguelike game.
Procedural generation is another thing that’s killing this game. Each level is an agglomeration of rooms, streets and passages with no rhyme or reason behind it. Of course, new types of traps and monsters are being added to the mix all the time, but every new map ends up looking just the same. [Issue#230, p.62]