Overview
Slash'em presents a brutal yet fascinating dungeon-crawling experience that divides its small player base. As a heavily modified version of Nethack, it delivers staggering depth through punishing permadeath mechanics and intricate systems governing everything from starvation to fractured limbs. While its sheer complexity and lack of handholding repel casual players, the game commands respect from roguelike veterans for its uncompromising vision. Early impressions suggest this isn't the Diablo-like action RPG some expect, but rather a chess-like strategic ordeal where every keypress carries life-or-death consequences.
You can die from almost anything. Kicking a wall too often may break your leg... making you an easy prey.
Anonymous
A Masterclass in Strategic Depth
Slash'em transforms dungeon crawling into a high-stakes tactical exercise where movement follows strict turn-based rules. Each step triggers reactions from every entity on the floor, creating tense standoffs where positioning and resource management trump reflexes. The staggering breadth of mechanics – from identifying magical items to navigating hunger systems that force consumption of monster corpses – creates unparalleled emergent storytelling. Veterans praise how seemingly minor decisions cascade into major consequences, with one player noting how a mistimed wall-kick resulted in permanent mobility loss that doomed their run. This intricate web of systems demands meticulous planning, transforming each descent into a cerebral puzzle where knowledge of obscure interactions like "stone to flesh" spells becomes essential for survival.
The Brutality of Perfection
What truly defines Slash'em is its merciless commitment to consequence. The permadeath system erases saves upon death, magnifying every risk into a potential campaign-ending disaster. Players recount harrowing tales of starvation after misjudging food supplies, or instant death from unidentified cursed items. This unrelenting difficulty creates exhilarating tension but also frustrates newcomers expecting conventional progression. The complete absence of tutorials or quality-of-life features forces self-driven education through repeated failure – an approach some find rewarding but others deem needlessly archaic. Combined with primitive ASCII-style visuals that one player bluntly describes as sucking, the presentation actively fights against accessibility despite the rich systems beneath.
Verdict
Brutally deep roguelike demands masochistic dedication