$3.59 (−40%)Talented A New Skill Tree Every Run
Survive twenty nights on the Demonic Conveyor Belt, stacking hundreds of Talents and abilities into builds that fill the screen with arrows, spells and snails.
Is Talented worth it?
Talented is worth it if…
- you like a fresh skill tree to puzzle through every single run
- you enjoy short arcade rounds that turn into long one-more-round sessions
- you want six classes, challenges and mastery levels to work through over many evenings
- you prefer your hordes cute and colorful rather than grim
Screenshots
A dungeon with a sense of humour
Ed signed up for 20 days and 20 nights in the Demonic Conveyor Belt, a dungeon so feared his Elite Mastery Professor called it the worst of them all. Through the gates he finds fog, and the largest eyeball he has ever seen. The question the game keeps asking: will he stay plain Ed, or become Talent Ed?
The tone stays light even while demons close in. You can send a hail of arrows, conjure spells, brew potions, or call an army of snails to hold the line. A snake that blows up broccoli is apparently on the menu too. The pixel art is bright and cute, the soundtrack is a good one, and the danger never stops being funny.
A skill tree that never repeats
Every run generates a new talent tree, more a sprawling graph than a tidy tree, with fog hiding what lies ahead. You pick a path toward a perk or ability, take the nodes that lead there, and hope the fog is not hiding a dead end. Some nodes offer a choice of outcomes, and talent packages let you reshape the tree around you to pull in the skills your build needs.
With over 500 Talents and more than 100 abilities, the combinations stack fast. One run you are a beast tamer with a very good boy at your side; the next, a bandit with 100 legendaries and numbers so large the game itself starts to strain. The build you end up with is never the one you planned, and that is the fun of it.
Nights, hordes and one more run
You stand at an intersection while enemies pour in from four directions, and your job is to hold the line: spin, fire, and pick upgrades between waves. You do not move around an arena; you turn.
Runs are built for short sessions. The standard mode lasts 20 nights, and an endless mode pushes your build until the game finally pushes back, somewhere around night 50. Six classes each play differently, with their own traits, skins, unlockable talents and ten challenges apiece, plus 25 mastery levels to climb. The early nights are gentle and the game starts slow; the real fun kicks in once the insane builds come online. Then it is very hard to stop at one round.
What do you need to know before playing?
Can you play it solo?
Yes, it is a singleplayer game through and through. Everything, the 20-night campaign, endless mode, the six classes and their challenges, is built around one player holding the intersection alone. It works well with a controller, and the rounds are short enough to fit a quick session or a long chain of them.
How hard is it?
It depends on the class. Some are friendly starting points, while others, the ninja for one, will beat you often. The early mastery levels are easy and let you learn each character's builds at your own pace, and the difficulty climbs from there. Dying is part of the loop: each run teaches you something about the tree you just generated.



















