Part 2 (May 2024) · #8 of 13 in that tierWatch the moment (1:49:19)

Fallen heroes of old folk tales and legends: you are on the verge of a crucial battle against the Nightmare invading and corrupting your world. A roguelike action game from the creators of Curse of the Dead Gods©, playable solo or in online co-op.
What creators say
Ranked Jun 2023 · #1 of 17 in that tierWatch the moment (0:47:25)
Ranked Apr 2023 · #35 of 42 in that tierWatch the moment (2:03:54)
Ranked Apr 2025 · #1 of 8 in that tierWatch the moment (1:12:09)
What players say
A MOBA-flavoured action roguelike from Passtech Games (Curse of the Dead Gods) where fairy-tale and legend heroes such as Beowulf, Scarlet and Geppetto fight a corrupting Nightmare across three timed chapters, solo or in up to 4-player online co-op.
Players land at Mostly Positive on Steam (about 80% of roughly 22.8k reviews) and critics are warmer (Metacritic 84 from 11 reviews, Metacritic user score 7.0 from 110 ratings). Almost everyone agrees the art, the distinct hero kits and the co-op are excellent, and the people who click with it log hundreds of hours. The common complaint is thin content: the same three maps and bosses forever, with new post-launch content mostly arriving as heroes, skins and events. Netcode problems, in particular no way to rejoin after a disconnect, and a steep and poorly explained learning curve sour many negative reviews. It left Early Access on 26 Sep 2024 (1.0) and has kept getting updates, though some players call the pace slow and dislike paid hero DLC.
Players love
- Heroes play like MOBA champions (passive, abilities, ultimate unlocked at level 5) and feel genuinely different from each other
- Fairy-tale and literary roster; the art style, animation polish and music are praised even in negative reviews
- Co-op is the highlight: no meta-progression gaps between friends, so anyone can jump in on equal footing, and some heroes (Romeo and Juliet) reward playing off each other's moves
- The countdown to the boss creates risk/reward routing: rush the boss for bigger rewards, or clear the map for power at the cost of a harder boss
- Day/night cycle and map points of interest affect which enemies and objectives are worth doing, rewarding map knowledge
- Skill and game knowledge matter more than grinding; several long-time players say every hero has multiple strong builds and the game becomes addictive once it clicks
- Highly replayable for enthusiasts: multiple reviewers report 300 to 1000+ hours, and free updates added events, enemies and quests
- Critics call it an accessible, polished, stylish roguelike (Metacritic scores 78 to 100)
Common complaints
- Only three maps, three chapter bosses and a limited set of enemies, so runs feel samey after the first ~20 hours
- No rejoin after a crash or disconnect, and if the host drops the whole run is lost; players report this persisting for years along with lobby bugs, random disconnects and multiplayer that fails to start for some
- Steep learning curve with little in-game explanation of items, map objectives and build synergies; newcomers often die a lot and bounce off
- Combat and difficulty scaling: enemies feel spongy, and higher difficulties mostly add HP, damage and XP penalties rather than new mechanics
- Shallow meta-progression and few reasons to continue after clearing the top difficulty; build variety within a hero is described as narrow by some
- Hero balance is uneven and some heroes (for example Scarlet and Geppetto) are called poor starting choices
- Steam Deck complaint of a locked 720p image with black bars
- Sound and music become repetitive over long play
Can feel tedious
- Repeating the same three chapters, about 18 minutes each, many times to beat each difficulty; top difficulties feel slow and grindy
- Reduced XP on high difficulty means you barely level or find loot, leaving some players quitting after the first stage
- Losing long runs to disconnects or crashes, since there is no rejoin
- Scale-or-perish pacing: the timer forces fast snowballing, which some find stressful and punishing, especially when missing telegraphs under visual clutter
- Paid hero DLC on top of the base game irritates some players
What's unique
- A PvE MOBA-style roguelike: hero kits with passives and ultimates in an ARPG-roguelike loop, compared by reviewers to Battlerite and Risk of Rain
- A visible timer to the boss that scales the boss up if you are late, and offers bigger rewards if you go early
- No traditional meta-progression: unlocks are horizontal additions to the item and talent pool, so power comes from knowledge, not hours
- Day/night system that changes enemy behaviour and what you should fight and when
- A roster built on folk-tale and literary figures
Players want
- New maps, bosses and enemy factions, not just new heroes and skins; this is the most repeated request
- Reconnect and host-migration support plus more stable netcode and lobbies
- An endless or sandbox-style mode for power-fantasy play after the highest difficulty, plus more meaningful reasons to attempt higher difficulties
- Better onboarding and tutorials for items, map objectives and heroes
- Deeper build choice and wider use of the co-op combo mechanic from Romeo and Juliet across the cast
- Accessibility and platform fixes (colour-blind modes, Steam Deck resolution)
Summarised from Steam reviews and community discussion.
Steam tags
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Tier list Part 2 (2024)
Ravenswatch is an Early Access action roguelike that he describes as essentially Diablo in roguelike form, with selectable heroes, big explorable maps, mini quests and random events. As a big Diablo fan he was excited, but he finds the gameplay clunky and the difficulty scaling poor. He thinks many issues are easy fixes and looks forward to the full release. For now he places it in mid B tier.
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