Heretic Kingdoms: The Inquisition That's an interesting reverse take on the inquisition, and the story is pretty convoluted. As for gameplay, it's standard ARPG and just keeps you going. Pretty small RPG element, but nice that by the end you can even have more points than you can possibly use, all four stats at S and points to spare. Not nice that you can just have a single element and need to choose it from the beginning, without knowing much about it at the time, and also that the only spells are the automatic ones cast by your focus. Also mildly unpleasant that keys can't be customized. And the save system is annoying, always making a new save, and the slots remaining used even if you delete a save, the files actually still there too, but they are overwritten (bar the screenshot, which is an unnecessary full size BMP) if you make a new save after that. So to be on the safe side, keep cleaning up save slots.
Otherwise, plenty of oddities in terms of what's passable and what isn't, and going through doorways is always quite weird. But the Dreamworld does offer tactical options in combat, or more exactly takes you away from most enemies. And for much of the game you may need the help, also considering the bad targeting. Could have used a way to lock on an enemy. Of course, by the end you'll be so overpowered any and all enemies including the end bosses are laughable, but before then.
Should note that there is an undocumented minimap function, just press M, but there's a reason it's undocumented, it's really rough, apparently generated from the actual map and sort of hacked together by the devs, often wrong even in terms of just displaying passable terrain, but at least it shows enemies and NPCs.
The attunements are an interesting idea for a while, but eventually it'll just be a matter of loading up on essence while wielding any gear with a new one that you can unlock. Some are particularly rare though, and for that matter there are a few particularly rare or even unique pieces of gear, a few of which also being quest items, but they can be sold like anything else, and when merchants clear inventory they may be gone.
I liked the limited respawns early on, a few enemies showing up if you go back to look, so there's something but not as if you never passed through, but later the respawns are worse than the original enemies, so it's really not nice anymore, and it's strange when that's also the case in the areas cleared for quests, after completing those quests, so after completing a quest to clear an area, killing a certain enemy that acts as the boss, you go back in the "cleared" area and can find groups of that "boss" enemy. Or you can go back, leaving that area before clearing it, and if it's a multi-part zone you may have that boss enemy show up as a respawn in the earlier portion, and killing that one will count as completing the quest... However, things change again as you approach the end, the snowy areas having no respawns whatsoever.
Otherwise, not that there are many in the game, but there's no way to detect or avoid or disarm traps, and they seem to have unlimited triggers. Also, immunities actually mean 1 damage and effects may still apply, or at least you still get frozen despite immunity to cold.
At least items are saved where they drop, and you can get a house with a chest so early on, and another later, though that one is rather out of the way in the city. But annoying that empty containers can't go in other containers, unless you're just picking one up from another container, which also means that, since merchants are treated as containers, you can't sell containers, except in that case of picking one up from another container and putting it in a container you're carrying, in which case it is sellable.
Also liked the healing system, all of four healing items, but all of them with unlimited uses, and whenever you use one you temporarily lose maximum HP, depending on the power of the healing item, max HP getting restored when you rest.
One notable bug is that if you swap to a weapon with a changed element it reverts to the original one, you must first remove the current weapon and then equip that one to keep the change. And it was weird that, at least as far as I could tell, nothing marks "completing" the Reliquary. I mean, when you kill "that" lich there's the death line, but that's it, you just clear out everything and then you have to go all the way back out, unless I missed something.
But I wasn't sure what the endings mean there. Or more specifically that "rating". So I was benevolent defender, which should be the result of my choices, but then the rank of adept, which seems to be 2/5... What was that based on? I mean, level 26, all available attunements unlocked (so bar those for other elements, I had water), all four attributes at S (from level 25, 26 just gave spare points), cleared out the Reliquary, and yet an apparently low rating?
Must note that, while the requirements say that Intel graphics are not supported, it worked just fine on my Pentium G3440's integrated graphics.