Somehow, I’ve spent nearly 40 hours playing Nightingale, but I’m still searching for the fun.

A Victorian world of old-fashioned explorer garb and backpacks, of canvas and ironwork.

And the fantasy world lurking just beside it, filled with unexplained phenomena and menacing faerie folk.

A close-up of a bonneted lady holding a revolver and looking ready for action.

These are craftable and collectable and open doorways depending on the cards you use.

Match a desert or forest biome with a card representing a certain difficulty, and it will then appear.

It’s a great idea that works brilliantly with the setting of Nightingale to make the game feel distinct.

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They’ve all got their pros, they’ve all got their cons.

Better yet, there’s a visual spectacle to doing this.

It’s instinctive survival, and the survival-crafting genre at its most effective and persuasive.

A foggy vista in Nightingale. Bertie’s character stands atop a rocky outcrop, looking over a wooded area with a giant galleon sea ship sticking out of it. How it got there, no one knows.

Sadly, though, that feeling doesn’t last.

My house is, increasingly, a mess.

What irks me about the survival crafting side of the game is the grind of it.

A beach screenshot from Nightingale, with purple grass and orange trees.

This is added to by the way Nightingale handles crafting recipes.

Need a better Gear Score?

You’d better imbue all of your existing equipment with Essence.

Looking over the side of a desert cliff in Nightingale, ready to glide down by umbrella.

But you’ll need to farm Essence from enemies first.

Oh but here’s a recipe for a slightly better piece of equipment!

Then you’ll need to imbue that piece of equipment, too.

A close-up of character creation in Nightingale, showing a masculine character’s face and a slider menu.

Every step forward seems to involve a cascading set of mini-grinds so that take.

It doesn’t help that the things you’ll be doing over and over again aren’t very exciting.

It’s a similar thing for mining rock and ore.

A character creation screenshot from Nightingale, showing the player’s family tree.

It’s donkey work.

It’s just a mindless slog.

Exacerbating this sense of slog further is the time it takes to do anything in the game.

The log-in screen in Nightingale, showing Bertie’s character, decked out like a Victorian British person exploring Africa.

Time: that’s what drains away here, that’s what the game really takes.

Its demands on you are much more like an MMO’s.

I’ve been pursuing it like it was some kind of Shambala.

A player in Nightingale stands very close to a portal.

Reaching The Watch could take hours more.

But I have seen signs of life.

Nightingale has worn me down.

A menu showing the card system in Nightingale. These cards can be used with a Transmuter machine to alter the properties of a realm.

This is Early Access, though - early Early Access - and it’s worth underlining that fact.

I hope so, anyway.

It’s no good holding your treats back if no one ever gets to try them.

A large machine in a large ruin spins and makes glitchy tendrils reach out into the sky.

People will simply turn away.

There’s potential here, it just needs to be unlocked.

A big blood red moon in the Nightingale sky.

An almost human-sized faerie hovers in mid-air before the player character in Nightingale.

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