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Corrections for creature inspiration and appearances


** It's easiest to start with the one ''exception:'' lizards. While they resemble salamanders more than lizards and have unusual capabilities, they are still lizard-shaped.
*** However, in a hilarious twist of irony, the actual named "Salamanders" are more akin to ''axolotls''.
** The "slugcats" comprising the player characters resemble rodents, and most frequently get compared to them, with Five Pebbles even outright calling Rivulet a "wet mouse". WordOfGod says they are neither furry nor slimy; they are naked.
** "Vultures" are floating black boulders with seemingly ornamental, tentacle-like wings, and no other limbs. They move mainly by gaseous propulsion, and while their faces are relatively bird-like, they wear individualized masks, apparently made of carbon fiber. "King vultures" additionally have a pair of retractable, laser-sighted harpoons they launch to spear prey.

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** It's easiest to start with the one ''exception:'' a downplayed one: lizards. While they They resemble salamanders with crocodile jaws more than lizards and have unusual capabilities, they but real adult salamanders are still lizard-shaped.
*** However, in ** In a hilarious twist of irony, the actual named "Salamanders" are more akin to specifically resemble ''axolotls''.
** The "slugcats" comprising the player characters resemble rodents, rodents or musteloids, and most frequently get compared to them, the former, with Five Pebbles even outright calling Rivulet a "wet mouse". WordOfGod says they are neither furry nor slimy; they are naked.
** "Vultures" are floating black boulders with seemingly ornamental, tentacle-like wings, and no other limbs. They attack live prey instead of scavenging for carrion, they move mainly by gaseous propulsion, and while their faces are relatively bird-like, they wear individualized masks, apparently made of carbon fiber. "King vultures" additionally have a pair of retractable, laser-sighted harpoons they launch to spear prey.



** "Daddy long legs" are based in design on [[https://upload.wikimedia.org/wikipedia/commons/d/d2/HeLa-IV.jpg epithelial cancer cells]], being composed of fleshy, blob-like growths and extruding long, stringy tentacles to capture prey, which is drawn into the central mass to be slurped up.

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** "Daddy long legs" are based in design on [[https://upload.wikimedia.org/wikipedia/commons/d/d2/HeLa-IV.jpg epithelial cancer cells]], being composed of fleshy, blob-like growths and extruding long, stringy tentacles (more like an octopus's limbs than a harvester's) to capture prey, which is drawn into the central mass to be slurped up.



** ''Downpour'' gives us "gooieducks", which are odd, crunchy fruits, named after a kind of real-life clam.

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** ''Downpour'' gives us "gooieducks", which are odd, crunchy fruits, fungi, named after a kind of real-life clam.
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On March 28th, 2024, Akupara Games announced a second DLC, ''The Watcher''; which involves the eponymous retooled Nightcat exploring canonizations of many fanmade, sharply-colored regions; namely Badlands, Aether Ridge, and Coral Caves.
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Gameplay can be described as a CinematicPlatformGame with SurvivalHorror elements in a {{Metroidvania}} style map. It also relies quite a bit on EmergentGameplay and ImmersiveSim elements, with the main gimmick being the ecosystem of the world, which is highly reactive and nonscripted, and the interaction between the different creatures frequently hindering and helping the player in unexpected ways. For starters, the game is segmented into "dry seasons" when the titular rain stops, forcing the player to return to shelter with enough food in stock to properly hibernate and survive. In addition, the game is further divided up into nonlinear "regions" rather than one cohesive map. To move forward, the player must accumulate enough "Karma" by successfully surviving regions enough times, and in doing so can move on. Graphically, the game's standout feature is that almost all creatures, including the slugcats themselves, operate on a system of procedural animation: rather than having premade animations, the game's physics engine determines the motion of every creature in real time and the character models respond accordingly.

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Gameplay can be described as a CinematicPlatformGame with SurvivalHorror elements in a {{Metroidvania}} style map. It also relies quite a bit on EmergentGameplay and ImmersiveSim elements, with the main gimmick being the ecosystem of the world, which is highly reactive and nonscripted, and the interaction between the different creatures frequently both hindering and helping the player in unexpected ways. For starters, the game is segmented into "dry seasons" when the titular rain stops, forcing the player to return to shelter with enough food in stock to properly hibernate and survive. In addition, the game is further divided up into nonlinear "regions" rather than one cohesive map. To move forward, the player must accumulate enough "Karma" by successfully surviving regions enough times, and in doing so can move on. Graphically, the game's standout feature is that almost all creatures, including the slugcats themselves, operate on a system of procedural animation: rather than having premade animations, the game's physics engine determines the motion of every creature in real time and the character models respond accordingly.
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Gameplay can be described as a CinematicPlatformGame with SurvivalHorror elements in a {{Metroidvania}} style map. It also relies quite a bit on EmergentGameplay and ImmersiveSim elements, with the main gimmick is the ecosystem of the world, which is highly reactive and nonscripted, and the interaction between the different creature both hindering and helping the player in unexpected ways. For starters, the game is segmented into "dry seasons" when the titular rain stops, forcing the player to return to shelter with enough food in stock to properly hibernate and survive. In addition, the game is further divided up into nonlinear "regions" rather than one cohesive map. To move forward, the player must accumulate enough "Karma" by successfully surviving regions enough times, and in doing so can move on. Graphically, the game's standout feature is that almost all creatures, including the slugcats themselves, operate on a system of procedural animation: rather than having premade animations, the game's physics engine determines the motion of every creature in real time and the character models respond accordingly.

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Gameplay can be described as a CinematicPlatformGame with SurvivalHorror elements in a {{Metroidvania}} style map. It also relies quite a bit on EmergentGameplay and ImmersiveSim elements, with the main gimmick is being the ecosystem of the world, which is highly reactive and nonscripted, and the interaction between the different creature both creatures frequently hindering and helping the player in unexpected ways. For starters, the game is segmented into "dry seasons" when the titular rain stops, forcing the player to return to shelter with enough food in stock to properly hibernate and survive. In addition, the game is further divided up into nonlinear "regions" rather than one cohesive map. To move forward, the player must accumulate enough "Karma" by successfully surviving regions enough times, and in doing so can move on. Graphically, the game's standout feature is that almost all creatures, including the slugcats themselves, operate on a system of procedural animation: rather than having premade animations, the game's physics engine determines the motion of every creature in real time and the character models respond accordingly.
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Gameplay can be described as a CinematicPlatformGame with SurvivalHorror elements in a {{Metroidvania}} style map. It also relies quite a bit on EmergentGameplay and ImmersiveSim element, with the main gimmick is the ecosystem of the world, which is highly reactive and nonscripted, and the interaction between the different creature both hindering and helping the player in unexpected ways. For starters, the game is segmented into "dry seasons" when the titular rain stops, forcing the player to return to shelter with enough food in stock to properly hibernate and survive. In addition, the game is further divided up into nonlinear "regions" rather than one cohesive map. To move forward, the player must accumulate enough "Karma" by successfully surviving regions enough times, and in doing so can move on. Graphically, the game's standout feature is that almost all creatures, including the slugcats themselves, operate on a system of procedural animation: rather than having premade animations, the game's physics engine determines the motion of every creature in real time and the character models respond accordingly.

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Gameplay can be described as a CinematicPlatformGame with SurvivalHorror elements in a {{Metroidvania}} style map. It also relies quite a bit on EmergentGameplay and ImmersiveSim element, elements, with the main gimmick is the ecosystem of the world, which is highly reactive and nonscripted, and the interaction between the different creature both hindering and helping the player in unexpected ways. For starters, the game is segmented into "dry seasons" when the titular rain stops, forcing the player to return to shelter with enough food in stock to properly hibernate and survive. In addition, the game is further divided up into nonlinear "regions" rather than one cohesive map. To move forward, the player must accumulate enough "Karma" by successfully surviving regions enough times, and in doing so can move on. Graphically, the game's standout feature is that almost all creatures, including the slugcats themselves, operate on a system of procedural animation: rather than having premade animations, the game's physics engine determines the motion of every creature in real time and the character models respond accordingly.
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Gameplay can be described as a CinematicPlatformGame with SurvivalHorror elements in a {{Metroidvania}} style map. The main gimmick is the ecosystem of the world, which is highly reactive and nonscripted. For starters, the game is segmented into "dry seasons" when the titular rain stops, forcing the player to return to shelter with enough food in stock to properly hibernate and survive. In addition, the game is further divided up into nonlinear "regions" rather than one cohesive map. To move forward, the player must accumulate enough "Karma" by successfully surviving regions enough times, and in doing so can move on. Graphically, the game's standout feature is that almost all creatures, including the slugcats themselves, operate on a system of procedural animation: rather than having premade animations, the game's physics engine determines the motion of every creature in real time and the character models respond accordingly.

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Gameplay can be described as a CinematicPlatformGame with SurvivalHorror elements in a {{Metroidvania}} style map. The It also relies quite a bit on EmergentGameplay and ImmersiveSim element, with the main gimmick is the ecosystem of the world, which is highly reactive and nonscripted.nonscripted, and the interaction between the different creature both hindering and helping the player in unexpected ways. For starters, the game is segmented into "dry seasons" when the titular rain stops, forcing the player to return to shelter with enough food in stock to properly hibernate and survive. In addition, the game is further divided up into nonlinear "regions" rather than one cohesive map. To move forward, the player must accumulate enough "Karma" by successfully surviving regions enough times, and in doing so can move on. Graphically, the game's standout feature is that almost all creatures, including the slugcats themselves, operate on a system of procedural animation: rather than having premade animations, the game's physics engine determines the motion of every creature in real time and the character models respond accordingly.
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* WhoWantsToLiveForever: The central conflict of the setting. [[spoiler: All of the ancients are gone, leaving behind massive supercomputers called iterators, all trying to find a way to ascend without using the Void Fluid. One of them, Sliver of Straw, found it, but for whatever reason, was unable to tell the rest. This sets the events of the game in motion.]]

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* WhoWantsToLiveForever: The central conflict of the setting. [[spoiler: All of the ancients are gone, leaving behind massive supercomputers called iterators, all trying to find a way to ascend end their immortality without using the Void Fluid. One of them, Sliver of Straw, found it, but for whatever reason, was unable to tell the rest. This sets the events of the game in motion.]]

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* PaintingTheMedium: As you approach the Void Sea, [[spoiler: the pixel art begins to warp and distort, the outline of your character becoming more and more abstract. This is used to show just how alien the whole place is.]]

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* PaintingTheMedium: PaintingTheMedium:
** The rain is depicted as shears in the pixel art and screen shake, as if it's literally tearing the world apart.
**
As you approach the Void Sea, [[spoiler: the pixel art begins to warp and distort, the outline of your character becoming more and more abstract. This is used to show just how alien the whole place is.]]

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* CompleteImmortality: Thanks to the cycle of life and death, nothing can die permanently, they will just keep reincarnating. [[spoiler: The ancients tried using Void Fluid, but unless they rid themselves of desires, they were left behind as an Echo.]]
* ContinuingIsPainful: Dying lowers your karma by one level, which means you have go through another cycle just to get it back to where it was before.



* CompleteImmortality: Thanks to the cycle of life and death, nothing can die permanently, they will just keep reincarnating. [[Spoiler: The ancients tried using Void Fluid, but unless they rid themselves of desires, they were left behind as an Echo.]]
* ContinuingIsPainful: Dying lowers your karma by one level, which means you have go through another cycle just to get it back to where it was before.
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* CompleteImmortality: Thanks to the cycle of life and death, nothing can die permanently, they will just keep reincarnating. [[Spoiler: The ancients tried using Void Fluid, but unless they rid themselves of desires, they were left behind as an Echo.]]
* ContinuingIsPainful: Dying lowers your karma by one level, which means you have go through another cycle just to get it back to where it was before.
* DeadlyEuphemism: The iterators refer to leaving the eternal cycle of life and death as "Crossing Out".
* DistantFinale: The Saint's campaign is the very last in Downpour's timeline, and the environment has drastically changed to evoke this. [[spoiler:The monsoons are gone, being replaced by blizzards. Several of the creatures have changed appearances, the levels have different names, and Five Pebbles' structure is almost completely gone, among other things.]]



* FantasyCounterpartCulture: The Ancients (or at least, what we hear about them from Looks to the Moon) take a lot of cues from Buddhism, and other eastern religions. There is a focus on reincarnation, ridding oneself of earthly desires, and their garb draws from South Asian aesthetics.



* PaintingTheMedium: As you approach the Void Sea, [[spoiler: the pixel art begins to warp and distort, the outline of your character becoming more and more abstract. This is used to show just how alien the whole place is.]]



* StoryBreadcrumbs: Provided in the form of [[spoiler: pearls, given to Looks to the Moon, dialogue after reaching an echo]], and through the way the ecology has adapted to various locations.



* WarpWhistle: Surprisingly, you can use a Passage to warp to a previous shelter after hibernating. [[NintendoHard Less surprisingly]], it's enabled by a limited-use item unlocked by completing achievements.

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* WarpWhistle: Surprisingly, you can use a Passage to warp to a previous shelter after hibernating. [[NintendoHard Less surprisingly]], it's enabled by a limited-use item unlocked by completing achievements.achievements.
* WhoWantsToLiveForever: The central conflict of the setting. [[spoiler: All of the ancients are gone, leaving behind massive supercomputers called iterators, all trying to find a way to ascend without using the Void Fluid. One of them, Sliver of Straw, found it, but for whatever reason, was unable to tell the rest. This sets the events of the game in motion.]]
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Gameplay can be described as a CinematicPlatformGame with SurvivalHorror elements in a {{Metroidvania}} style map. The main gimmick is the ecosystem of the world, which is highly reactive and nonscripted. For starters, the game is segmented into "dry seasons" when the titular rain stops, forcing the player to return to shelter with enough food in stock to properly hibernate and survive. In addition, the game is further divided up into nonlinear "regions" rather than one cohesive map. To move forward, the player must accumulate enough "Karma" by successfully surviving regions enough times, and in doing so can move on.

to:

Gameplay can be described as a CinematicPlatformGame with SurvivalHorror elements in a {{Metroidvania}} style map. The main gimmick is the ecosystem of the world, which is highly reactive and nonscripted. For starters, the game is segmented into "dry seasons" when the titular rain stops, forcing the player to return to shelter with enough food in stock to properly hibernate and survive. In addition, the game is further divided up into nonlinear "regions" rather than one cohesive map. To move forward, the player must accumulate enough "Karma" by successfully surviving regions enough times, and in doing so can move on.
on. Graphically, the game's standout feature is that almost all creatures, including the slugcats themselves, operate on a system of procedural animation: rather than having premade animations, the game's physics engine determines the motion of every creature in real time and the character models respond accordingly.
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* BoringButPractical:
** While there are plenty of items the slugcat can carry and utilize, none are as ubiquitous and handy as the humble rock. While these items do very little damage, they have a plethora of uses ranging from stunning creatures (specifically flipping Lizards' armored heads back for a clean spearing), as a noisy distraction for sound-sensitive creatures, to knock down hanging fruit or batflies, or even as a traversal tool as part of the game's [[AdvancedMovementTechnique advanced movement techniques.]] Whatever the use, you will always want/have one handy for majority of the game, even with slugcats who have other combat options, such as Artificer and Spearmaster.
** The standard spear will be your staple weapon as it's almost as ubiquitous as the aforementioned rocks and equally as multi-purposed. Besides the obvious, it also serves to create platforms to climb on to help with traversal, with prudent usage even letting you bypass difficult sections. While the explosive and electric spears are more exciting, they're [[TooAwesomeToUse hard to come by and harder to part with,]] making the bog-standard spear your go-to for 95% of the game.
** For the average player, you're much better off avoiding combat altogether instead of engaging it. As a slugcat, your killing potential is very small and the odds are always stacked against you, making it prudent to hide from or evade creatures unless you absolutely ''have'' to engage in combat. Of course, this only counts for slugcats who don't rely on kills for sustenance.

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* SillinessSwitch: [[spoiler: Playing as [[MyNameIsQuestionMarks ???]] makes an otherwise dark, atmospheric game completely silly and somehow even more ludicrously difficult, and ends with a dating sim that is played entirely for laughs.]]

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* SillinessSwitch: [[spoiler: SillinessSwitch:
**[[spoiler:
Playing as [[MyNameIsQuestionMarks ???]] makes an otherwise dark, atmospheric game completely silly and somehow even more ludicrously difficult, and ends with a dating sim that is played entirely for laughs.]] ]]
**Downpour DLC adds the [[https://www.youtube.com/watch?v=MYNnu1iJsQw Eggspedition]] secret (warning: linked video may contain spoilers), which requires you to bring each one of the 8 main playable slugcats over to specific points in the world to wait a few seconds. This unlocks an optional rainbow skin that makes your playable character light up dark areas with a rainbow of colours.

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*** As well, she generally needs to kill scavengers to use their bodies to pass through karma gates. To alleviate this, areas in other campaigns that don't have natural-spawning scavengers will have a few rooms with potential scavenger spawns, as well as the occasional kill squad, to make things easier.

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*** As well, she generally ** Artificer also needs to kill scavengers to use their bodies to pass through karma gates. To alleviate this, areas in other campaigns that don't have natural-spawning scavengers (The Exterior, Shoreline, and Outskirts outside the toll leading to Farm Arrays) will have a few rooms with potential scavenger spawns, as well as scavengers roaming around early in the timeline (forming the occasional kill squad, squad), to make things easier.easier.
** Early campaigns make Drainage System and the path from Subterranean to Waterfront Facility into {{Tide Level}}s that gives windows of time to move through the air in lower parts of rooms. This makes those areas possible for Artificer to traverse at all, since she [[SuperDrowningSkills dies upon staying underwater for five seconds]].
** The Gourmand moves slowly outside flat ground, and its breath meter is drained if it throws a spear, making water more dangerous for it. To compensate, Shoreline has zero Leviathans in its playthrough.
** The Rivulet's campaign is based around travelling through areas at high speeds in short amounts of time. Just to facilitate this playstyle, there are no Miros Birds to hide from in the Rot-infested Memory Crypts.
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New platform namespace


''Rain World'' is a 2017 2D SpeculativeBiology-themed exploration game developed since 2011 by Videocult and published by Creator/AdultSwim for PC (via {{UsefulNotes/Steam}}), [=PS4=] and Linux. It is set in an [[AfterTheEnd abandoned industrial environment]] ravaged by a [[CrapsackWorld shattered ecosystem]].

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''Rain World'' is a 2017 2D SpeculativeBiology-themed exploration game developed since 2011 by Videocult and published by Creator/AdultSwim for PC (via {{UsefulNotes/Steam}}), {{Platform/Steam}}), [=PS4=] and Linux. It is set in an [[AfterTheEnd abandoned industrial environment]] ravaged by a [[CrapsackWorld shattered ecosystem]].
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* TideLevel: Downpour has versions of Drainage System and Shoreline's path to Subterranean where drainage machninery is still active enough to make the water levels repeatedly rise and fall. [[AntiFrustrationFeatures This was implemented to allow traversal]] by the Artificer, an explosion-attuned Slugcat [[SuperDrowningSkills whose lungs detonate if she stays underwater for more than five seconds]].

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* NintendoHard: Death means not only losing all your progress since your last hibernation (in version 1.00, even including any map updates), but losing some '''karma''' which is required to move between game regions, not to mention shuffling creatures around. The old-school game design choices aim to improve the player not based on his character leveling up, but on their understanding of the game, though the game doesn't want to make even that easy (see FakeDifficulty and GuideDangIt).

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* NeverTrustATrailer: The Gourmand's section of the Downpour Slugcat Showcase shows it looking between a Blue Fruit and a Spear, as if planning to craft them together. In the gameplay proper, the Gourmand cannot use Spears to craft.
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* NintendoHard: Death means not only losing all your progress since your last hibernation (in version 1.00, even including any map updates), but losing some '''karma''' which is required to move between game regions, not to mention shuffling creatures around. The old-school game design choices aim to improve the player not based on his character leveling up, but on their understanding of the game, though the game doesn't want to make even that easy (see FakeDifficulty and GuideDangIt).
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General clarification on works content


** The Gourmand's standard ending is to [[spoiler:unlock the Subterranean-Outer Expanse gate by consulting Five Pebbles, and then relay its findings to the slugcats at the end of the region. If the Gourmand's food tracker is complete, the ending cutscene will be expanded, and the Gourmand, Monk, and Survivor will be able to find and care for Slugpups]].

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** The Gourmand's standard ending is to [[spoiler:unlock the Subterranean-Outer Expanse gate by consulting Five Pebbles, and then relay its findings to the slugcats at the end of the region. If the Gourmand's food tracker is complete, the ending cutscene will be expanded, and the Hunter, Gourmand, Monk, and Survivor will be able to find and care for Slugpups]].



** The first is the Singularity Bomb, which when thrown will create a distortion radius that will one-shot anything within, including Guardians, Leviathans, and Rot creatures. It won't work on Five Pebbles, though, as he will teleport both the Slugcat and the bomb out in a panic.

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** The first is the Singularity Bomb, which when thrown will create a distortion radius that will one-shot anything within, including Guardians, Leviathans, and Rot creatures. It won't work on Five Pebbles, though, as he will teleport fling both the Slugcat and the bomb out in a panic.
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* CombatPragmatist: Slugcat is encouraged to use all aspects of their environment in order to survive, and every creature operates on this trope thanks to their ArtificialBrilliance. For example, predators might leave Slugcat alone if it can hand them some food or can kill something in the vicinity for the creature to take. A vulture would rather prioritize the corpse of a lizard than go after the nimble slugcat, for instance. Since certain creatures get temporarily stunned if a spear can lodge itself in their torso, it's also possible to stunlock enemies to death.

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* CombatPragmatist: Slugcat is encouraged to use all aspects of their environment in order to survive, and every creature operates on this trope thanks to their ArtificialBrilliance. For example, predators might leave Slugcat alone if it can hand them some food or can kill something in the vicinity for the creature to take. A vulture would rather prioritize the corpse of a lizard than go after the nimble slugcat, for instance. Since certain creatures get temporarily stunned if a spear can lodge itself in their torso, and things like invinciblity frames are near nonexistent in this game, it's also possible to stunlock enemies to death. Be weary that the same thing also applies to you as well however.
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[[PerpetualStorm Bone-crushingly intense rains]] pound the surface, making life as we know it [[HostileWeather almost impossible]]. The creatures in this world hibernate most of the time, but in the few brief dry periods they go out in search of food.

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[[PerpetualStorm Bone-crushingly intense rains]] pound the surface, making life as we know it [[HostileWeather almost impossible]]. The creatures in this world hibernate most of the time, but in the few brief dry periods periods, they go out in search of food.



* AnachronicOrder: Each slugcats' journey are set in a different time from one another. You'll have Monk and Survivor unlocked first, then you'll unlock Hunter, whose story takes place before the previous two. The Downpour DLC also adds characters whose story takes place before the Hunter, but also after the Monk. The complete order is as follows: Spearmaster -> Artificer -> Hunter -> Gourmand -> Survivor -> Monk -> Rivulet -> Saint. [[spoiler:[[SecretCharacter ???]] is exempt from this timeline, since their campaign is designed to be exceptionally difficult regardless of its logical sense within the story.]]

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* AnachronicOrder: Each slugcats' journey are is set in a different time from one another. You'll have Monk and Survivor unlocked first, then you'll unlock Hunter, whose story takes place before the previous two. The Downpour DLC also adds characters whose story takes place before the Hunter, but also after the Monk. The complete order is as follows: Spearmaster -> Artificer -> Hunter -> Gourmand -> Survivor -> Monk -> Rivulet -> Saint. [[spoiler:[[SecretCharacter ???]] is exempt from this timeline, since their campaign is designed to be exceptionally difficult regardless of its logical sense within the story.]]



*** Your first foray through the Outskirts inevitably leads you to your first predator, the Lizard. Conveniently, there are also many scattered poles you can climb and crawling spaces you can squeeze through that shows evading creatures is as much a strategy as fighting them head-on.

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*** Your first foray through the Outskirts inevitably leads you to your first predator, the Lizard. Conveniently, there are also many scattered poles you can climb and crawling spaces you can squeeze through that through, which shows evading creatures is as much a strategy as fighting them head-on.



** Because Scavengers are invariably hostile to the Artificer, she cannot safely trade with them for a lantern. However, despite such not being an explosive, she can convert a food pip and a flashbang into said lantern.

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** Because Scavengers are invariably hostile to the Artificer, she cannot safely trade with them for a lantern. However, despite such not being an explosive, she can convert a food pip and a flashbang into said lantern.



** Most creatures will start to become frightened and will flee when near-death, albeit slowly due to being crippled.
** Lizards have a "rivalry system" of sorts whereby two lizards near each other will gradually get more and more annoyed with each other and eventually will fight to assert dominance. The differing lizard types even have different rates of getting annoyed, with green lizards being by far the most territorial, even showing with them being the only lizard type who will stand and fight a vulture.

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** Most creatures will start to become frightened and will flee when near-death, near death, albeit slowly due to being crippled.
** Lizards have a "rivalry system" of sorts whereby two lizards near each other will gradually get more and more annoyed with each other and eventually will fight to assert dominance. The differing lizard types even have different rates of getting annoyed, with green lizards being by far the most territorial, even showing with them being the only lizard type who will stand and fight a vulture.



* AscendToAHigherPlaneOfExistence: [[spoiler:The Echoes of the Ancients you meet are a result of botched ascendance procedure, members of the civilization whose ruins the game takes place in. Apparently, the members of the ruined civilization attempted to break the cycle of reincarnation by ascending/transcending material existence, using something called Void Fluid. However, if a person had too many vices, or was especially arrogant, it would get stuck between this world and the next. Your ultimate goal is to follow in their foot steps after maxing out your karma - strange creatures called guardians will chase you away once you reach the end of the game otherwise.]]

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* AscendToAHigherPlaneOfExistence: [[spoiler:The Echoes of the Ancients you meet are a result of botched ascendance procedure, members of the civilization whose ruins the game takes place in. Apparently, the members of the ruined civilization attempted to break the cycle of reincarnation by ascending/transcending material existence, using something called Void Fluid. However, if a person had too many vices, or was especially arrogant, it would get stuck between this world and the next. Your ultimate goal is to follow in their foot steps footsteps after maxing out your karma - strange creatures called guardians will chase you away once you reach the end of the game otherwise.]]



* BefriendingTheEnemy: Lizards can be tamed if fed enough squidcadas (2-3 does the job). Also, you can do very basic trade with Scavengers. They mainly deal using pearls, and can be traded to for items, safe passage through their tollbooths, or a free weapon depending on who you give it to.

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* BefriendingTheEnemy: Lizards can be tamed if fed enough squidcadas (2-3 does the job). Also, you can do very basic trade with Scavengers. They mainly deal using pearls, and can be traded to with for items, safe passage through their tollbooths, or a free weapon depending on who you give it to.



* BorrowedBiometricBypass: One of Artificer's unique gimmicks is their (semi)permanently low karma, making passing through most karma gates impossible by normal means. To compensate, they can kill scavengers, who have their own karma levels exclusive to Arti's campaign, and drag their bodies to karma gates to "fool" it into opening.

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* BorrowedBiometricBypass: One of Artificer's unique gimmicks is their (semi)permanently low karma, making passing through most karma gates impossible by normal means. To compensate, they can kill scavengers, who have their own karma levels exclusive to Arti's campaign, and drag their bodies to karma gates to "fool" it them into opening.



** Red and sea leeches do not suck your blood like the majority of real-life ones; they simply attach to you in great numbers. Their weight pulls you to the bottom of water, and you drown. ''Downpour'''s jungle leeches, however, do fact suck away your food pips.
** "Kelp" is a single amphibious, omnivorous tentacle coated with what seem like dry, rustling vines. It captures prey by grabbing them with its tip, and then drawing them into its den. They hunt entirely by sound.
** Pole "plants" (also known as pole mimics) behave very similarly, with the difference being how they initially capture prey: they imitate poles, and any prey that tries to touch them will become stuck to them, and will be drawn into their dens to get eaten.

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** Red and sea leeches do not suck your blood like the majority of real-life ones; they simply attach to you in great numbers. Their weight pulls you to the bottom of the water, and you drown. ''Downpour'''s jungle leeches, however, do fact suck away your food pips.
** "Kelp" is a single amphibious, omnivorous tentacle coated with what seem seems like dry, rustling vines. It captures prey by grabbing them with its tip, tip and then drawing them into its den. They hunt entirely by sound.
** Pole "plants" (also known as pole mimics) behave very similarly, with the difference being how they initially capture prey: they imitate poles, and any prey that tries to touch them will become stuck to them, them and will be drawn into their dens to get eaten.



** ''Downpour'' gives us "gooieducks", which are odd, crunchy fruits, named after a kind of real life clam.

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** ''Downpour'' gives us "gooieducks", which are odd, crunchy fruits, named after a kind of real life real-life clam.



* CrapsackWorld: Civilization has died out? Check. Quasi-permanent deadly weather? Check. Almost everything in the world are out to kill each other? Double Check.

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* CrapsackWorld: Civilization has died out? Check. Quasi-permanent deadly weather? Check. Almost everything in the world are is out to kill each other? Double Check.



* DifficultButAwesome: The slugcat has a ton of difficult to perform moves, like slides and backflips, that can be used to gain a tactical edge on his predators or otherwise assist with exploration. Mastering these moves can turn the initially slow and plodding slugcat into an absolute terror on the battlefield as you leap and duck around your opponents.
** As for specific moves, the [[https://rainworld.gamepedia.com/Combat#Downwards.2Fupwards_throwing downward throw]] can be an exceptionally useful tool. Not only does it chuck a spear straight down, but it can pin enemies to the ground and either give you the chance to escape or follow up with successive spear throws. It can also be used in exploration to create miniature poles to stand on, giving you a little extra height to reach out-of-the-way paths and allowing you to jump over predators easier. Reaching certain midgame shelters requires using this technique, so master it as soon as you can.

to:

* DifficultButAwesome: The slugcat has a ton of difficult to perform difficult-to-perform moves, like slides and backflips, that can be used to gain a tactical edge on his predators or otherwise assist with exploration. Mastering these moves can turn the initially slow and plodding slugcat into an absolute terror on the battlefield as you leap and duck around your opponents.
** As for specific moves, the [[https://rainworld.gamepedia.com/Combat#Downwards.2Fupwards_throwing downward throw]] can be an exceptionally useful tool. Not only does it chuck a spear straight down, but it can pin enemies to the ground and either give you the chance to escape or follow up with successive spear throws. It can also be used in exploration to create miniature poles to stand on, giving you a little extra height to reach out-of-the-way paths and allowing you to jump over predators easier.more easily. Reaching certain midgame shelters requires using this technique, so master it as soon as you can.



* FantasticNirvana: The {{Precursors}} became so advanced that they managed to find a way to achieve a state of nirvana free from the pains of reincarnation. In fact, they actually left behind a door to it so lesser beings like Slugcat can find it. [[spoiler:It's not actually a door, but a secluded underwater area where great beasts/spirits swim around and the only way to pass is to let one drag you down. However, unlike all the other predators in the game, it doesn't cause another death, and does indeed allow Slugcat's spirit into a paradise where they're reunited with their family. Similar endings happen with all the Slugcats but Saint, where after they take the ride, they briefly swim along with the many other Slugcat spirits before arriving to this paradise, with the only exception of red Hunter slugcat, who can't keep up with the other spirits and sinks deeper into the abyss where a mysterious being seems to catch them]].

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* FantasticNirvana: The {{Precursors}} became so advanced that they managed to find a way to achieve a state of nirvana free from the pains of reincarnation. In fact, they actually left behind a door to it so lesser beings like Slugcat can find it. [[spoiler:It's not actually a door, but a secluded underwater area where great beasts/spirits swim around around, and the only way to pass is to let one drag you down. However, unlike all the other predators in the game, it doesn't cause another death, and does indeed allow Slugcat's spirit into a paradise where they're reunited with their family. Similar endings happen with all the Slugcats but Saint, where after they take the ride, they briefly swim along with the many other Slugcat spirits before arriving to at this paradise, with the only exception of the red Hunter slugcat, who can't keep up with the other spirits and sinks deeper into the abyss where a mysterious being seems to catch them]].



* GoingCosmic: From the beginning, the game is about survival, and hopefully finding back your family, then you meet nigh-omniscient [=AIs=], echoes of {{Precursors}}, and [[spoiler:find yourself on the path to achieve transcendence. Near the end of the game, a cosmic worm leads you to the souls of your kin. Any questions?]]

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* GoingCosmic: From the beginning, the game is about survival, and hopefully finding back your family, then family. Then you meet nigh-omniscient [=AIs=], echoes of {{Precursors}}, and [[spoiler:find yourself on the path to achieve transcendence. Near the end of the game, a cosmic worm leads you to the souls of your kin. Any questions?]]



** Chimney Canopy's bottom, entered from Industrial Complex, composes of flats and large tubes that are hospitable enough for the landbound Pink Lizards there. However, its heights are more dangerous to traverse, necessitating travel on more vertical and horizontal poles, and smaller platforms easily blocked by Vultures.

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** Chimney Canopy's bottom, entered from Industrial Complex, composes is composed of flats and large tubes that are hospitable enough for the landbound Pink Lizards there. However, its heights are more dangerous to traverse, necessitating travel on more vertical and horizontal poles, and smaller platforms easily blocked by Vultures.



** The Outer Expanse is filled with tangled forest life, along with a damp climate and some patches of Worm Grass layed around.

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** The Outer Expanse is filled with tangled forest life, along with a damp climate and some patches of Worm Grass layed laying around.



** Ironically, the karma system does not count, and is instead a sort of lives system (at least in Expedition Mode)

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** Ironically, the karma system does not count, count and is instead a sort of lives system (at least in Expedition Mode)



* TheManyDeathsOfYou: Eaten by bigger animals, eaten by carnivorous plants, drowned by leeches, electrocuted, mauled by [[HostileWeather the rain]], fell into a bottomless pit, and every variations of the above...

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* TheManyDeathsOfYou: Eaten by bigger animals, eaten by carnivorous plants, drowned by leeches, electrocuted, mauled by [[HostileWeather the rain]], fell into a bottomless pit, and every variations variation of the above...



** The Spearmaster's standard ending is to [[spoiler:deliver Moon's overwritten pearl to the top of the Communications Array, allowing her to send ler last message before most of her structure collapses]].
** The Saint's campaign downplays this into multiple variants of one ending. [[spoiler:Once they reaches Five Pebbles, their new powers allow them to ascend Pebbles and/or Moon. Once they traverse Rubicon in place of the Depths, they meet up with whichever Iterators they ascended, and then rise back from the Void, in order to become an Echo that helps other creatures ascend]].

to:

** The Spearmaster's standard ending is to [[spoiler:deliver Moon's overwritten pearl to the top of the Communications Array, allowing her to send ler her last message before most of her structure collapses]].
** The Saint's campaign downplays this into multiple variants of one ending. [[spoiler:Once they reaches reach Five Pebbles, their new powers allow them to ascend Pebbles and/or Moon. Once they traverse Rubicon in place of the Depths, they meet up with whichever Iterators they ascended, and then rise back from the Void, in order to become an Echo that helps other creatures ascend]].



* PerpetualStorm: Every day, a drought of up to 20 minutes occurs, during which the phases of gameplay take place. The player can keep track of how long until the storm restarts by checking the rain clock on the map screen. As the rain starts hitting the ground, the screen starts shaking and the lights grow dim. Water level rises by many screens, and in places exposed to the sky, the downpour will stun the player that tries to move through it. Should the player fail to reach a safe house before the main of the storm arrives, which takes about a minute, the player instantly dies, no matter where he is. It can be assumed that even if the player manages to find a place safe from the rain/water, the drop in temperature caused by the nearby flowing water will cause death by hypothermia.

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* PerpetualStorm: Every day, a drought of up to 20 minutes occurs, during which the phases of gameplay take place. The player can keep track of how long until the storm restarts by checking the rain clock on the map screen. As the rain starts hitting the ground, the screen starts shaking and the lights grow dim. Water The water level rises by many screens, and in places exposed to the sky, the downpour will stun the any player that who tries to move through it. Should the player fail to reach a safe house before the main of the storm arrives, which takes about a minute, the player instantly dies, no matter where he is. It can be assumed that even if the player manages to find a place safe from the rain/water, the drop in temperature caused by the nearby flowing water will cause death by hypothermia.



* SpiritualAntithesis: The Downpour DLC, while providing additional survival gameplay, is one to the base game. The narrative at ''Rain World'''s launch evokes ''fear'' of a dying world: to live is to suffer, and the Survivor's only way of reuniting with its family is to transcend the mortal plane. The More Slugcats campaigns, however, show what it means to ''love'' a dying world. Ascension becomes an underwhelming alternative, [[spoiler:the Saint's only ending is to become an Echo out of selfless desire to put the world to rest,]] and the Gourmand's philosophy steers the farthest from the Survivor's: the former supports its mortal colony and is called an indulger of the simple things in life.

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* SpiritualAntithesis: The Downpour DLC, while providing additional survival gameplay, is one to the base game. The narrative at ''Rain World'''s launch evokes ''fear'' of a dying world: to live is to suffer, and the Survivor's only way of reuniting with its family is to transcend the mortal plane. The More Slugcats campaigns, however, show what it means to ''love'' a dying world. Ascension becomes an underwhelming alternative, [[spoiler:the Saint's only ending is to become an Echo out of the selfless desire to put the world to rest,]] and the Gourmand's philosophy steers the farthest from the Survivor's: the former supports its mortal colony and is called an indulger of the simple things in life.



** The Hunter has a terminal illness plaguing it. It starts the game with 19 cycles of being healthy, and can have 5 more tacked on if you know where to look, but once those are up it begins to suffer seizures and penalties to its statistics, and if you're killed after the counter hits zero, your save file is rendered [[PermaDeath unplayable.]]

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** The Hunter has a terminal illness plaguing it. It starts the game with 19 cycles of being healthy, healthy and can have 5 more tacked on if you know where to look, but once those are up it begins to suffer seizures and penalties to its statistics, and if you're killed after the counter hits zero, your save file is rendered [[PermaDeath unplayable.]]



* WarpWhistle: Surprisingly, you can use a Passage to warp to a previous shelter after hibernating. [[NintendoHard Less surprisingly]], it's enabled by a limited use item unlocked by completing achievements.

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* WarpWhistle: Surprisingly, you can use a Passage to warp to a previous shelter after hibernating. [[NintendoHard Less surprisingly]], it's enabled by a limited use limited-use item unlocked by completing achievements.
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* AcidPool: In Spearmaster's and Artificer's time, the Garbage Wastes has pools of deadly green acid, many situated in buildings only found at that time.


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* BigFancyCastle:
** Shaded Citadel is a huge, cathedral-like building shrouded in darkness.
** The building traversed throughout Outer Expanse gives off a similar sense of adornment, albeit in similarly lavish wilds.


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* DownTheDrain: Drainage System, the underground parts of Shoreline, and Pipeyard's Sump Tunnel connecting to the latter are networks of tunnels with water filling much of them.


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* HailfirePeaks: Several regions consist of different environments placed next to each other, without those being distinct subregions:
** Pipeyard is designed as a varied "crossroads" between multiple regions near the west side of the game world. The upper side has drier flats and holes, but its lower levels have dimly lit ponds, as well as the tighter corridors of Filtration System creeping from said subregion.
** Shoreline has large, deep lakes with only a few spires jutting up from them. However, below them lies a clean sewer system with almost nothing deadlier than some Jetfish.
** Shaded Citadel's highest floors are decently lit with big arches supporting them. However, its middle levels are normally [[BlackoutBasement pitch-black]], and the path to the Memory Crypts is a quiet grotto, with stagnant water inhabited by Monster Kelp and illuminated by Lilypucks.
** Chimney Canopy's bottom, entered from Industrial Complex, composes of flats and large tubes that are hospitable enough for the landbound Pink Lizards there. However, its heights are more dangerous to traverse, necessitating travel on more vertical and horizontal poles, and smaller platforms easily blocked by Vultures.
** Outer Expanse's main area is a tangerine, [[JungleJapes tropical wilderness]], but such constantly permeates [[BigFancyCastle a bright, fancily-carved villa]].
* JungleJapes: A couple of areas are very jungle-like (sharing the unusual "blinking flowers" as background plants):
** The Outer Expanse is filled with tangled forest life, along with a damp climate and some patches of Worm Grass layed around.
** In Saint's campaign, Drainage System has been overcome with underground plant life, making it a more lush ecosystem inhabited by spiders and centipedes.


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* LevelInTheClouds:
** Chimney Canopy and Sky Islands are primarily made of small structures extremely high above ground, making bright skies above an unsurvivable drop a constant.
** The Exterior's Wall, Metropolis, and the Luna of Spearmaster's Looks to the Moon feature this geometry to a lesser degree, but they are also high enough to play this trope literally (too high for rain to be a threat).


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* PalmtreePanic: Much of Shoreline consists of small "seasides" of land next to a lake teeming with its own adapted life, resulting from the spillage of water from the collapse of Looks to the Moon next to Waterfront Facility.


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* PlanetHeck: [[spoiler:Rubicon, internally initialized after "Hell Region", is Saint's counterpart of the Depths. It's an underworld region amalgamated from familiar geometry and full of powerful creatures and lethal, lava-like Void Fluid.]]


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* UndergroundLevel: Subterranean consists of dimly-lit caves, and the bottoms of Pipeyard and Shaded Citadel are water-filled lakes within the ground. These areas comprise the bowels of the game world.


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* UrbanRuins: Metropolis is an abandoned city above Five Pebbles' can, its systems running autonomously even as it is being ransacked by Scavengers.
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''Rain World'' is a 2017 2D SpeculativeBiology-themed exploration game developed since 2011 by Videocult and published on Steam by Creator/AdultSwim for PC, [=PS4=] and Linux. It is set in an [[AfterTheEnd abandoned industrial environment]] ravaged by a [[CrapsackWorld shattered ecosystem]].

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''Rain World'' is a 2017 2D SpeculativeBiology-themed exploration game developed since 2011 by Videocult and published on Steam by Creator/AdultSwim for PC, PC (via {{UsefulNotes/Steam}}), [=PS4=] and Linux. It is set in an [[AfterTheEnd abandoned industrial environment]] ravaged by a [[CrapsackWorld shattered ecosystem]].

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Removed: 219

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* {{Antepiece}}: If you follow the Overseer (the small yellow worm), the game makes extensive use of these to teach you essential survival skills.
** The first area doesn't have any rain come until you're right next to a shelter, so you can TakeYourTime learning the Slugcat's controls, how to hunt bat-flies, and eat fruit to survive.
** When you are introduced to the rain, you are right next to a shelter, so you can immediately learn where you should go when you can see the earthquake that indicates the imminent rain. In addition, a curious player can witness the effects of the rain both outside and inside (crushing rain and flooding respectively) with relative safety.
** To teach you how Scavengers value pearls, the first 2 times you need them (getting past a Scavenger Toll and buying a lantern respectively), you are able to find a free pearl on the way.

to:

* {{Antepiece}}: {{Antepiece}}:
**
If you follow the Overseer (the small yellow worm), the game makes extensive use of these to teach you essential survival skills.
** *** The first area doesn't have any rain come until you're right next to a shelter, so you can TakeYourTime learning the Slugcat's controls, how to hunt bat-flies, and eat fruit to survive.
** *** When you are introduced to the rain, you are right next to a shelter, so you can immediately learn where you should go when you can see the earthquake that indicates the imminent rain. In addition, a curious player can witness the effects of the rain both outside and inside (crushing rain and flooding respectively) with relative safety.
** *** To teach you how Scavengers value pearls, the first 2 times you need them (getting past a Scavenger Toll and buying a lantern respectively), you are able to find a free pearl on the way.way.
*** Your first foray through the Outskirts inevitably leads you to your first predator, the Lizard. Conveniently, there are also many scattered poles you can climb and crawling spaces you can squeeze through that shows evading creatures is as much a strategy as fighting them head-on.
*** Through the intended path in the Shorelines, you'll find a beached Jetfish, with the game nudging you to carry it to sea, where you'll find that you can ride the Jetfish in an empty environment to let you come to grips with its controls, as well as cluing you in that not all creatures are hostile and can be beneficial to you.



** Because Scavengers are invariably hostile to the Artificer, she cannot safely trade with them for a lantern. However, despite such not being an explosive, she can convert a food pip and a flashbang into said lantern.



** The ''Remix'' update introduces a vanilla mod that adds variable options, from bug fixes to [=QoL=] to significant balance changes, to allow you to make the game as easy or challenging as you desire, making ''Rain World'''s brutal difficulty much more manageable for those initially scared off by it. This also does not affect earning achievements, giving players the best experience with no drawbacks.
** Because Scavengers are invariably hostile to the Artificer, she cannot safely trade with them for a lantern. However, despite such not being an explosive, she can convert a food pip and a flashbang into said lantern.
*** As well, she generally needs to kill scavengers to use their bodies to pass through karma gates. To alleviate this, areas in other campaigns that don't have natural-spawning scavengers will have a few rooms with potential scavenger spawns, as well as the occasional kill squad, to make things easier.



* BorrowedBiometricBypass: One of Artificer's unique gimmicks is their (semi)permanently low karma, making passing through most karma gates impossible by normal means. To compensate, they can kill scavengers, who have their own karma levels exclusive to Arti's campaign, and drag their bodies to karma gates to "fool" it into opening.



** The "slugcats" comprising the player characters resemble rodents, and most frequently get compared to them. WordOfGod says they are neither furry nor slimy; they are naked.

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*** However, in a hilarious twist of irony, the actual named "Salamanders" are more akin to ''axolotls''.
** The "slugcats" comprising the player characters resemble rodents, and most frequently get compared to them.them, with Five Pebbles even outright calling Rivulet a "wet mouse". WordOfGod says they are neither furry nor slimy; they are naked.
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* Ironically, the karma system does not count, and is instead a sort of lives system (at least in Expedition Mode)

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* ** Ironically, the karma system does not count, and is instead a sort of lives system (at least in Expedition Mode)
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** Predators are able to enter your shelter before the game transitions to the hibernation screen. Should that happen, the beginning of the next cycle will give you a grace period to leave the shelter before any creatures inside turn hostile.
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* TheVeryDefinitelyFinalDungeon: [[spoiler: Rubicon, only accessible in Saint's campaign, takes what was once more or less just a brief victory lap to the ending and turns it into a sprawling, hellish MarathonLevel comprised of [[AllTheWorldsAreAStage nearly every other biome in the game]] ]].
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* ExtendedGameplay: [[spoiler: With ''Downpour'', several slugcats have endings that don't involve their ascension, and, given they're still alive and still more or less immortal, you can continue to play the game on that file either to reach the standard ascension ending or just to explore and survive for as long as you wish.]]
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* SillinessSwitch: [[spoiler: Playing as [[MyNameIsQuestionMarks ???]] makes an otherwise dark, atmospheric game completely silly and somehow even more ludicrously difficult, and ends with a dating sim that is played entirely for laughs.]]

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Moved character-specific tropes to character sheet


** [[spoiler: If you can get to the Depths with maximum Karma unlocked, but are currently not at maximum Karma (something likely to happen considering the hell that is the Filtration System), the Guardians will let you pass and ascend anyway. This makes it so that entering the Depths, which is the PointOfNoReturn, does not result in an UnwinnableByDesign scenario for the player.]]

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** [[spoiler: If [[spoiler:If you can get to the Depths with maximum Karma unlocked, but are currently not at maximum Karma (something likely to happen considering the hell that is the Filtration System), the Guardians will let you pass and ascend anyway. This makes it so that entering the Depths, which is the PointOfNoReturn, does not result in an UnwinnableByDesign UnintentionallyUnwinnable scenario for the player.]]



* ApocalypseHow: [[spoiler: Class 3a, originally intended to be Class 5 or 6. As part of their belief that all living things were trapped in the Great Cycle of [[{{Reincarnation}} reincarnation]], the Ancient civilization strived to find [[CessationOfExistence a way out]]; to allow all living beings to ascend. Their attempts ultimately failed, and in the end they all left the world and their creations behind in their own global ascension via the old flawed method of Void Fluid.]]

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* ApocalypseHow: [[spoiler: Class 3a, originally intended to be Class 5 or 6. As part of their belief that all living things were trapped suffering in the Great Cycle of [[{{Reincarnation}} reincarnation]], the Ancient civilization strived to find [[CessationOfExistence a way out]]; to allow all living beings to ascend. Their attempts ultimately failed, and in the end they all left the world and their creations behind in their own global ascension via the old flawed method of Void Fluid.]]



** "Leeches" do not suck your blood; they simply attach to you in great numbers. Their weight pulls you to the bottom of water, and you drown. [[spoiler:This was retconned somewhat by jungle leeches in ''Downpour''; those do in fact suck away your food pips]].
** "Kelp" is a single amphibious, omnivorous tentacle coated with what seem like dry, rustling vines. It captures prey by grabbing them with its very tip, and then drawing them into its den. They hunt entirely by sound.

to:

** "Leeches" Red and sea leeches do not suck your blood; blood like the majority of real-life ones; they simply attach to you in great numbers. Their weight pulls you to the bottom of water, and you drown. [[spoiler:This was retconned somewhat by ''Downpour'''s jungle leeches in ''Downpour''; those leeches, however, do in fact suck away your food pips]].
pips.
** "Kelp" is a single amphibious, omnivorous tentacle coated with what seem like dry, rustling vines. It captures prey by grabbing them with its very tip, and then drawing them into its den. They hunt entirely by sound.



** ''Downpour'' gives us [[spoiler:"gooieducks", which are odd, crunchy fruits, named after a kind of real life clam]].

to:

** ''Downpour'' gives us [[spoiler:"gooieducks", "gooieducks", which are odd, crunchy fruits, named after a kind of real life clam]].clam.



* EasterEgg: [[spoiler:Moon's Submerged Superstructure is normally explored as part of the Rivulet's campaign. With clever use of jetfish and/or bubbleweed however, the region can be entered & explored as Hunter, Gourmand, Survivor, Monk and Saint, albeit at great risk and difficulty. The Gourmand, Survivor or Monk can then find a torn white Cloak which can be given to Moon, [[CallForward the same one she wears during the Rivulet & Saint's campaign]]. Meanwhile, the Saint can find an extra Echo in the Bitter Aerie with unique dialogue [[LampshadeHanging noting how difficult reaching it is]].]]
* EldritchAbomination: [[spoiler:The Void Worm, an extremely disconcerting creature found in the void sea at the end of the game is a stand out even by the typical examples of this trope.]]

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* EasterEgg: [[spoiler:Moon's Moon's Submerged Superstructure is normally explored as part of the Rivulet's campaign. With clever use of jetfish and/or bubbleweed however, the region can be entered & explored as Hunter, Gourmand, Survivor, Monk and Saint, albeit at great risk and difficulty. The [[spoiler:The Hunter, Gourmand, Survivor or Monk can then find a torn white Cloak which can be given to Moon, [[CallForward the same one she wears during the Rivulet & Saint's campaign]]. Meanwhile, the Saint can find an extra Echo in the Bitter Aerie with unique dialogue [[LampshadeHanging noting how difficult reaching it is]].]]
* EldritchAbomination: [[spoiler:The Void Worm, an extremely disconcerting creature found in the void sea at the end of the game is a stand out even by the typical examples of this trope.]]
]]



* NameThatUnfoldsLikeLotusBlossom: The Ancients have names like this. Some Echo examples are "Four Needles Under Plentiful Leaves", "Six Grains of Gravel, Mountains Abound", and "Droplets upon Five Large Droplets". Downplayed with the Iterators who have names like "Looks To The Moon", "Five Pebbles", or "No Significant Harassment", which aren't as long and descriptive as the one the Ancients has.



* {{Precursors}}: The Ancients. You get to meet them too when you get a special upgrade!
* SeaMonster: At the Shoreline, you can sometimes encounter an enormous worm/serpent creature called the Leviathan. It's one of the deadliest creatures in the game, capable of consuming just about anything- even vultures!
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The Saint doesn't ascend the Void Worm, since it's still there afterwards, it just leaves the Saint to reincarnate again.


** [[spoiler:After gaining maximum Karma, the Saint can slowly ascend any creature, including Leviathans, Five Pebbles[[note]]who is in a ''very'' decrepit state in a Saint playthrough compared to others[[/note]], and in the ending, the Void Worm itself. The only enemies that can survive a single use are Guardians, which take three for it to work.]]

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** [[spoiler:After gaining maximum Karma, the Saint can slowly ascend any creature, including Leviathans, Leviathans and Five Pebbles[[note]]who is in a ''very'' decrepit state in a Saint playthrough compared to others[[/note]], and in the ending, the Void Worm itself. others[[/note]]. The only enemies that can survive a single use are Guardians, which take three for it to work.work, and the Void Worm, which leaves after one use.]]

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