If you follow Shaun's RPG Reload series, and his other posts around here, you likely totally know what I mean by "a Shaun Musgrave game." If not, the elevator pitch of the just-released The Deep Paths [$3.99] perfectly both describes the game, as well as what a Shaun Musgrave game is- The Deep Paths is a super hardcore RPG, it kicks off with a brutal stat rolling system, and doesn't let up with puzzles and gameplay that operate on a level of difficulty that folks used to Candy Crush won't even know where to start.

The Deep Paths is actually the third old school first person RPG made by Steve Jarman, and each new release has seen substantial improvements. Steve kicked off with Descend RPG [$1.99], then joined forces with Crescent Moon Games to publish both Coldfire Keep [$4.99], and now The Deep Paths. I don't think we ever actually reviewed Descend RPG, but Shaun did a full RPG Reload on ColdFire Keep which should give you a fantastic primer on who Steve Jarman is and what you're getting into with The Deep Paths.

We also got a look at the game at GDC, which you've potentially already seen if you've been following along with The Deep Paths pre-release hype:

The game on Steam has seen a mostly positive response, and first impressions are just starting to roll in on our forums. Common criticisms seem to all lean on the game's sky-high difficulty, so as long as you're aware of what you're getting into, chances are you'll really enjoy The Deep Paths.

  • frooq@

    Having played the game for an hour now, it looks great, the puzzles I encountered so far are good, but walking through the dungeon feels sluggish (at least on my iPad Air 2). However, I can't understand why people think it's difficult, no strategy whatsoever to combat, you just hit the enemy with your weapon until it's dead, then you wait until you're healed, which does not add much to the excitement. I predict the idea that movement is blocked until everyone in the party has cooled down will be a major source of frustration to many people who played a lot of Grimrock. The inventory system is a strange beast, I assumed by now most people would agree what a simple and elegant GUI for managing your inventory on touch devices should look like, but I guess I'm wrong. From what I remember about ColdFire Keep, it was roughly the same experience, I wanted to like it, but a lot of the choices in gameplay mechanics ruined it for me. I'm afraid the same thing might happen with Deep Paths.

  • http://www.midnightstargame.com Tim Harris

    Just nabbed it. Anything that's a "Shaun Musgrave" is a me game too. IN

  • tommet

    Always nice to see CM doing things away from the pay to play model.

  • Steve Jarman


  • Boobi

    Looks really good, as always will wait for Shaun's review first.

  • tommet

    Interface is very clunky. Grimrock is a far better game. For that matter so is Coldfire Keep.

    Hopefully we'll see some usability patches.

    There's promise here. But it needs work.