“Chants of Sennaar” Review: The Tower of Babel in Game Form

Chants of Sennaar is a 3D puzzle game developed by Rundisc. It focuses on decoding and translating languages, combining the deductive reasoning from The Return of the Obra Din with the language learning from Heaven’s Gate.

The goal of Chants of Sennaar is to ascend to the top of a vast tower, learning the language of each level’s inhabitants as you go. Of course, nothing tells you that. You infer it from the game’s conversations and level design.

The mechanics of learning languages are simple and ingenious. You encounter glyphs, symbols that represent words, in writing, signs, or conversation. You infer a glyph’s meaning from its context. For example, a glyph on a sign over a bottle probably means bottle. 

A ruler using alien numbers.
A clever, succinct way to convey numbers

You automatically capture glyphs in your notebook, where you can type in a meaning or clue. Those meanings are written above the glyphs, giving a rough translation on the fly. You can then iterate with different meanings until you are happy.

Occasionally, you draw pictures in your notebook and then match glyphs to their drawings. If you get all the glyphs correct, the game confirms their meanings, making inferring the meaning of other glyphs easier. In the worst-case scenario, you can keep guessing until you get it right.

Clearly, the main challenge in Chants of Sennaar is inferring or deducing the meanings of glyphs. The languages are simple, restricted to 40 to 50 words each. Some languages even embed hints or patterns in the glyphs themselves. 

However, decoding languages is not straightforward. The tower’s levels are non-linear, so missing a vital clue is easy. Language and meaning are also flexible. If I see a glyph next to an arrow pointing up, does the glyph mean up, high, north, ascend, or just arrow?

Meanwhile, Chants of Sennaar is a puzzle game at heart. Beyond language translation, some puzzles are stealth sections where you must sneak past guards. Some areas are maze-like. Some have simple lever combinations. Sometimes, you must find an item that will unlock a puzzle elsewhere. The variety keeps things fresh. There is even a Flappy Bird mini-game to find.

Your character blocked by a canal.
Your first puzzle

The game’s cel shaded art style is simplistic but on point. For example, the yellow and orange walled areas of the Devotees, complete with cats and crows, are obviously different from the blue walls and red water of the Warriors, complete with distant but intrigued lizards.

The audio and soundtrack are subtle but thematic. Early pieces are mainly orchestral but include obscure instruments, drums, claps and other tribal influences to give it a primitive feel. The instrument balance shifts subtly as you progress and discover the true nature of the tower. The audio is mainly environmental, with wonderfully high-quality bubbling water and wind at times.

My criticisms of Chants of Sennaar are few. While the game tracks the glyphs and meanings, it does not track word order. This omission makes translating between some languages more challenging. You can repeat conversations, but you do not track them in your notebook. This decision keeps your notebook decluttered but means you must return to where that conversation occurred to replay it. Some puzzles get obtuse toward the end, too.

Overall, completing Chants of Sennaar is a cerebral ten to fifteen hours for those who love language puzzles. If you do not, this game will be frustrating, boring or both. However, given that its rarest achievement has a 25.8% completion rate at the time of writing, Chants of Sennaar has found its feet with a niche but dedicated audience.

“Enshrouded” Review: Good with Potential for Great

Enshrouded is a new early access, cooperative, survival crafting game from Keen Games. You play a “flameborn”, a magically enhanced human in a post-apocalyptic fantasy world. The “shroud”, a deadly mist, has covered parts of the world, filling them with alien and dangerous inhabitants. Your job is to learn what happened and restore the world.

Mechanically, Enshrouded plays like other fantasy survival crafting games. You start with little but rags. You explore, find or mine materials, craft weapons and shelter, and fight enemies. There is plenty of lore to discover, mainly as glowing notes left in long abandoned places. You can craft a grappling hook and a glider aid in traversal. You can fast travel once you unlock the destinations, usually requiring light traversal and puzzle solving. There is no hunger or thirst meter – you are an immortal flameborn – but enemies are balanced to the buffs given by food and drink.

Enshrouded‘s combat is very Souls-like, at least for melee characters. Timing, parrying and dodging are critical, although the creatures are generally more forgiving than anything from From Software. Non-melee characters are easier to play. Magic operates like a bow and arrow, with a staff firing magic spells instead of arrows. There is a stealth system, allowing you to snipe enemies from afar or backstab them up close.

The quests and crafting are standard for the genre. Quests progressively take you further afield and push the lore. You can rescue other NPC flameborn survivors, who provide unique crafting recipes and quests. Completing quests and acquiring new materials provide new crafting recipes. Most crafting requires crafting stations, which takes time and encourages you to head out into the world while you wait.

Enshrouded‘s building is voxel-based. You place floors, walls and ceilings individually, mixing and matching the materials to taste. Aesthetically, crude stone or thatch rooves are easy to mass produce but intentionally look uneven and primitive. You can discover better-looking materials, which require more and rarer ingredients. Mechanically, buildings provide shelter, which gives a stamina buff. The rescued NPCs also need shelter to produce more complex recipes. 

Enshrouded‘s character advancement options follow a skill tree model. It covers the usual archetypes from a “sword and board” (melee weapon and shield) tank to a two-handed barbarian, a mage, a healer and a stealthy assassin. You gain XP from killing enemies, completing quests and gathering resources. You gain skill points when you level up or fell a shroud root, mushroom-like growths that create the shroud. Skills cost different amounts depending on their utility. You can also respec cheaply, making exploring different builds easy.

More generally, the quality and amount of content in Enshrouded is excellent. Apart from a few enemies getting stuck in the terrain and the occasional visual glitch, the game was flawless. The panoramic vistas are lovely, and the eerie green, blue and yellow lights shining through the shroud at night give it an alien, unworldly feel. Enshrouded‘s skill tree hints at something wonderfully complex and bristling with undiscovered synergies, like Path of Exile, in the final game.

An armored figure standing on a high stone ruin overlooking a shrouded desert valley.
Yet another beautiful panorama, looking down from an ancient stone ruin into an enshrouded valley

Critiquing an early access game is arguably unfair. After all, Enshrouded is unfinished and has a long development road ahead. However, there is enough to hint at what it could be and where problems lie. 

Enshrouded‘s biggest problem is there is little extrinsic reward for exploration. The hand-crafted map is enormous and dotted with areas to explore. However, quests will take you to most of the essential places and get the critical rewards. The tidbits of lore are flavourful but disjointed. Flame shrines give unique rewards, but I accumulated all I needed early on. There are too few enemy types and each has fixed behaviour, potentially leading to repetitious and unchallenging combat. I was swimming in bows, staves and wands but, as a melee build, I found the first useful non-quest item in a chest sixty hours into the game. By the time I reached the Kindlewastes, the last accessible area, I had lost the exploration buzz. Walking down the next unexplored path felt like a chore. This issue is a “must fix”, particularly with so much of the map still unavailable.

Enshrouded‘s late-game crafting requires too much effort for too little reward. I was happily defeating level 30 creatures wearing low-20s gear. The only crafting you need is unlocking higher “flame levels”, which opens up previously inaccessible shrouded areas. While you keep unlocking new crafting recipes, higher-level crafting requires more tedium: more ingredients, longer crafting time, and heading back to lower-level regions. Inventory management becomes tiresome. Planting and harvesting crops is convenient, but doing so plant by plant gets repetitive quickly. 

There is little incentive to build Enshrouded‘s beautiful bases. With dozens of materials available and the developer’s apparent effort, it screams out for an in-game need to build more. Unfortunately, once you make a sufficiently large structure, usually at the starting location using basic materials, you can fast travel back to it whenever needed. Replacing fast travel with a point-to-point mechanism or requiring crops to be planted in their native biome might help.

An armored figure standing before a modest house and garden.
My modest abode at night, complete with garden.

Lastly, Enshrouded has a few balance issues. Melee characters are underpowered early on, and suitable upgrades are hard to find. Spell-casting and ranged characters are more powerful, easier to play and have more plentiful gear. 

Enshrouded has the foundations for a great game. The quality and amount of content for an early access title are excellent and hint at a truly great game. The game has what it needs at the moment: solid foundations and exposure. Now Keen Games must refine Enshrouded‘s unique solution to the survival-crafting equation. As with pinnacles of the genre like Subnautica and Valheim, this will be a lengthy process. I hope Keen Games can take the time and resources to realise Enshrouded‘s potential.