UXeReview – CloudHeim
- Nicolas Ferron
- Oct 16
- 5 min read
This is an analysis sample of the service I provide, focusing on Player Experience (PX). Full paid reviews include additional categories such as technical aspects, accessibility options, and more.
1. Context
Game: Cloudheim
Status: Demo
Playtime: 2 hours.
Test Machine: AMD Ryzen 5700X3D, Nvidia 4070S, NvME SSD, 32GB RAM
Genre / Core concept: Base building/Exploration/Crafting
Player goal: Familiarize with the core gameplay loop.
2. First Impressions
Onboarding clarity: The game introduces the player to the features naturally and smoothly. This is done via a specific instance where the basics will be explained, such as how to jump, attack etc…
There is a second part for a different feature (base building) that makes the whole process feel redundant. This breaks the pacing as it feels like we are starting again and not progressing.
Tutorial Design: Some of the tutorials and features would need to be a little bit more explained. For example, instead of saying : access this feature in this menu, follow the progressive disclosure principles: guide the player in doing so from screen to screen highlighting the menus needed to be accessed.
The onboarding objectives feel excessive, such as kill 20 enemies, find 7 chests. The objectives feel excessive and fail to deliver a sense of progress and can lose momentum for the player. The volume in rewards is more important than the volume of tasks. The initial objective must be short term attainable and provide a loop of fast accomplishments.

Visual & audio feedback: The game provides good feedback both visually and auditory. The effects on attacks are on point. This creates a satisfying multisensory coherence.
This also creates a good sense of control as the player sees instant reactions to his actions.
The only caveat will be in response time, some combos animations (especially with the hammer) take longer than the inputs and as a result the player will feel a loss of control.
Navigation & usability: The menus, whilst effective, could use a bit more polish. The navigation is done via controller inputs that are not necessarily mapped to industry standard. Usability is also a big point that needs to be worked on. Doing basic actions requires too much input.
Example : Crafting and building require the following chain of inputs : Carry the resource (one input), put the resource in the crafting zone (two inputs). The crafting process will give back the item but throw it on the floor. You then need to pick it up (third input) . This can be easily streamlined. Each step requires you to move your character with the resource from different points. This can create frustration and fatigue for the player.
Recommendation : For example: create one simple menu that allows you to select everything in one go and move or store items and also allow the player to not have to move from point to point reducing friction and fatigue. This will minimize the input load.
Second example: Putting a resource in the storage will require one button press per resource you want to put back. For instance you have 20 ores to store, you need to press the button 20 times.
Recommendation: Allow the player to select the amount.
Snapshot:The first impression is strong, but streamlined inputs, stronger pacing, would dramatically increase early game flow and player retention.

3. Core Experience (Gameplay Loop)
Flow & challenge: After two hours in the game the core gameplay presented revolved in exploring zones, killing bosses and gathering resources in order to construct the base and unlock more features and weapons.
Attention points: Many games in this genre lost players due to limited biome and enemy variety. This can break the motivation loop and as a result loss of player retention.
The final version must include a large biome variety and make sure that new gameplay mechanics are provided during the whole experience. This will prevent a break in the motivation loop.
The final version could use a short term accomplishment loop by providing micro-objectives. Be careful to not overload the player with too many that are repetitive or lack variety. This could make the core loop feel even more monotonous. This was for example the main issue with Assassin’s Creed Valhalla.
Feedback & Responsiveness:
The jump animation and length feels too long and “floaty”, losing the sense of control. Shortening it and making it snappier will dramatically increase the multi sensory coherence and sense of control.
There is no way to lock the enemies, this can create confusion in targeting and camera control. Providing the player with this feature (can be an option as well) will increase the control and usability of the game.
The default camera speed is too high, possibly creating motion sickness. This affects the whole comfort of the experience. Considering there is already an option for this, this is a very easy fix.
Observation:The gameplay loop is here the main concern of the game. There are doubts regarding the long term appeal. The game will need to avoid becoming repetitive by providing new biomes, enemies or even gameplay mechanics.
4. UX Highlights
What works
The game presentation is stellar and will immediately appeal to a lot of players.
The game offering being a mix of base building and exploration is well rendered for the fans of the genre.
Friction points
Actions and processes need to be streamlined. Repetitive actions should feel rewarding, not tedious, streamlining is the keyword here.
From the trailer the combat looks dynamic and offers a lot of variety. This was however not the case in the demo. This needs to provide variety in enemies and weapons. In my two hours of gameplay I had three weapons. A quick improvement would be to offer the player the choice of his first weapon. We can choose a class but not the weapon. For example I chose a class with the ability to wield a Hammer, Sword and Greatsword. I would have loved to be able to choose a greatsword.
Opportunities
Streamline and consolidate crafting steps into fewer, more intuitive interactions.
Offer the player choices when it comes to the first weapon.
5. Player Feel (PX Insight)
Emotional curve: The first contact, with a very engaging art, and mechanic promises gives high expectations. After two hours, the experience felt stale, the lack of clear goals and evolving rewards weakened engagement.
Motivation triggers: Discovering new areas, weapons and new items to craft. This is a well established loop and done properly will keep the players engaged long term.
Drop moments: The core loop failed to motivate me as I did not know what I was working towards. In two hours playtime I did not unlock any new combos or moves to provide variety in my actions.
Insight:In Cloudheim, frustration arises mainly from pacing and control, both predictable and thus fixable.
6. Summary
Snapshot Verdict:The demo differs from the trailer’s promises, but if the team delivers on its vision, Cloudheim could become a strong title in its genre.
Top UX Priorities:
Streamline and simplify crafting and storage interactions.
Strengthen early-game engagement with clear goals and meaningful rewards.
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