Nocturnal Quest tasks you with assembling teams across six classes and numerous specializations to automatically grind through endless levels and acquire gear. The game emphasizes build variety through hundreds of spells and effects, appealing to players who enjoy theorycrafting different character combinations in a largely hands-off progression system. Best suited for those seeking extended idle gameplay with minimal active engagement required.
About this game
Nocturnal Quest is a Semi-Idle Adventure RPG with 100s of spells & effects, 6 classes, 12 specializations, and countless builds. Have your teams grind gear and progress through an infinity of levels!
What players are saying
▼ Not recommended1 hrs
It's glaringly obvious that AI was used in basically everything. The art, the writing, the voiceovers - everything. Considering it's free I would be inclined to give it the benefit of the doubt, but there really isn't anything compelling here at all. I've heard for a long while that AI is supposed to enhance the creative process, but here it seems to have simply replaced it.
This review will be long, because i want to be as impartial and as transparent as possible to the benefit of both those that will read this and also the dev, so here it goes:
I will disclose right now that i've been added to the game's credits for the sheer amount of suggestions, feedback and bug reports i've given to the dev. I am in no way involved in the creation of the game or its assets, or associated with the dev in any way, or have received financial compensation in any way, nor do i have any stake to whether or not the game will go well. If the dev wants to, they can take my name off the credits and i'm ok with it.
Yes, the game's assets are AI-generated. Yes, there's little interesting mechanics to speak of currently, as the gameplay loop is extremely simplistic. Yes, the 6th team slot in the supporter pack is way too convenient and the infinite stored timer turns NQ into a completely different idle game (at least to me). And these are turn-offs.
What am i giving a positive review for then? The dev's attitude. They are willing to quickly listen and adapt to what the community has thus far asked for (at least in the steam forums and the discord server from what i've seen). They've heard the complaints, criticisms, bug reports, suggestions for mechanics, ideas for future content and is building upon and imporve on what (admittedly currently little) the game has to offer. The assets have been improved (Still AI assets), suggested QoL has been implemented (item filters, ease of use stuff), bugs have been fixed the same day they were reported and (thus far) and (from what i've seen) the dev is not combative when faced with negative criticism.
I don't believe this game was created to be a cash grab for the above that i consider positives (Not the AI/simple gameplay and supporter pack bonuses). So i chose to leave this review in faith that the game will be nothing like what we're currently playing.
I hope i succeeded in making the review impartial and transparent. I hope you think so too
ChangesBoss material drops (shadow fang, black giant scales, heart of chaos, and equivalents across all journeys) now scale linearly after floor 1000, reaching 5,000 at floor 2000 instead of the previous exponential growth to 1.1M.All materials are now capped at 10T; existing saves with amounts above the cap are corrected on startup.Iron Phalanx reflected damage is now capped at 1000x max health.FixesMinor UI fixes.
ChangesParagon Levels are now available after reaching the cap of level 100.Heroes that reach level 100 now continue gaining XP toward Paragon levelsEach Paragon level grants +5% damage, +5% initiative, and +5% vitalityParagon level is displayed as a badge (P1, P2, etc.) on the hero portrait, headquarters roster, and transfer pickerXP bar remains visible at level 100+ and turns gold for paragon progressHover the paragon badge to see current bonusesTavern heroes are always recruited without paragon levelsNew cursed item: Kelifos, Shield of the Titans — auto-casts Fortify (permanent) and Guard on encounter start, grants 90% damage reduction while fortified, and increases vitality by 200%.Supporter Pack owners are no longer limited to 6 teams.It is now possible to delete a team.Added a stat filter to the inventory to quickly and easily filter items and gems by multiple stats.New cursed item: Phos, Staff of the Light — permanent Inner Light, auto-casts Angelic Tune every second, and increases healing done by 200%.Inner Light skill no longer targets allies who already have the buff.Angelic Tune skill no longer targets full-health allies.FixesLevel achievements now correctly trigger when recruiting a high-level hero from the tavern, not only on level-up.Fixed hourglass time going negative when changing timezones or adjusting system clock.Minor performance improvements.Divine Vigilance: Fixed health threshold check that caused the effect to trigger on every damage event regardless of ally health (was dividing an already-percentage health value by vitality, resulting in always near-zero)Divine Vigilance: Auto-cast heals no longer contribute to the fatigue counter
ChangesNew Cursed Item: Inevitus, Staff of Doom — A new intelligence cursed weapon. Its unique effect, Inevitus, casts a permanent Shadow Beam on the enemy with the highest max health based on your first equipped Shadow Beam skill. The beam retargets automatically when the current target dies.Doom Catalyst — Shadowbolt now detonates Doom from any warlock on the target, not just Doom applied by the casting warlock. Re-application no longer creates duplicate Doom stacks when the caster already has one on the target.
Posts come from Steam's official announcements feed.