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Sculplings

Sculplings

Developed by
Conor Garity, Liam Kerrigan
Published by
Conor Garity

$10.99

A creature-collecting roguelike where every monster is sculpted in real clay and brought to life! Collect and battle a random assortment of hand-sculpted monsters in order to become the #1 Sculpling Champion!

Consensus
A78.6/100
Steam players99.5% positiveVery Positive192 reviews
VG Insights estimate ↗≈1.2K copies · ≈$9.1K gross

What creators say

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Part 5 (Jul 2026) · #8 of 9 in that tierWatch the moment (2:19:29)

Tier list Part 5 (2026)

Sculplings is a turn-based, Pokemon-style roguelike where you field a team of four creatures, each with four attacks and a passive, and counter elemental types. Its hook is that every asset is physically hand-sculpted by a single developer. He stresses that the gimmick alone would not be enough, but the game underneath is solid and truly adapted to a run-based format. He finds it very funny and content-rich, though he tires of Pokemon-style gameplay himself. He places it in A tier for its uniqueness and the sheer amount of work behind it.

Liked

  • Hand-sculpted-in-real-life art by one person is unique and impressive
  • Pokemon formula reworked for roguelike: faster progression, quick evolutions, many abilities and items
  • Surprising amount of content; each Elite Four is fought one at a time across a run, plus a fifth final boss
  • Humor, NPC writing, attack and creature names are some of the funniest he has seen in a roguelike
  • Meta-progression is unlocks and cosmetics rather than raw power, and handmade cosmetics are motivating
  • Joy of discovering creatures, items, moves, jokes and evolutions

Disliked

  • Pokemon-style gameplay gets repetitive and tiring for him, so he has not finished it
  • Runs are pretty hard and require understanding the systems
  • Discovery value fades once you have seen all the sculplings, leaving just gameplay and humor
  • Type system is a bit all over the place (food, spooky, etc.)

What players say

A turn-based creature-collecting roguelike where every monster, item and environment is a real clay sculpture that was scanned into the game; you catch a team each run and beat the Top 5 ranked trainers to become champion.

Sculplings is a small, solo-dev-plus-one indie (Conor Garity and Liam Kerrigan) that left Early Access (launched March 4, 2025) for a 1.0 on March 17, 2026. It holds Very Positive on Steam, about 191 positive vs 1 negative of 192 reviews (99.5%) at the time of the data pull, and players call it a charming, funny Pokemon-meets-Slay-the-Spire hybrid with no grind. The few reservations are polish, bugs, balance spikes and a shortish content pool. There is no Metacritic or OpenCritic critic coverage yet (the Metacritic page exists but has zero critic and zero user reviews), so reception is entirely player-driven. The developer is active, shipped a run of 1.0.x fixes and a 1.1.0 content patch on April 28, then said updates will stay small because of burnout; an unknown number of reviewers also mention being friends or community members of the dev, so read the near-perfect score with some salt.

Players love

  • Hand-sculpted clay art is the headline: creatures and even scenery with faces are real sculptures, giving the game a distinct identity that players say avoids the Temu-Pokemon look
  • Humor and writing land well: silly creature names, on-the-nose jokes, a few swears, an edgy rival and cliche trainers played for laughs
  • No grinding: each run you pick 1 of 3 starters, catch up to 4 creatures, collect items/pins and adapt, which players say removes the usual monster-tamer XP grind
  • Roguelite structure gives real build variety and strong 'one more run' pull; some players report ways to break the game wide open with scaling attacks, though these are not mandatory
  • Buffs and debuffs persisting through switches, plus a solid type chart and clean UI, make the simple turn-based combat feel more strategic than expected
  • Meta-progression is mostly new options (pin slots, unlocked items, cosmetics, upgraded boss passives) rather than raw power
  • Cheap at $10.99, runs well on Steam Deck in reviewers' reports, and the dev engages with the community
  • Handmade, no-AI-art production is a recurring selling point for reviewers

Common complaints

  • Lack of polish for a post-Early-Access release: settings not persisting, visual oddities, typos, ghost inventory slots, and boss/miniboss AI sometimes wasting a turn
  • Bugs on the Steam forum: the Tank achievement and Pudduo passive misfiring, pins not working, a swap bug, revive behavior, Stoompy issues, and cloud backup/save problems
  • Boss mechanics are not telegraphed, so you can lose a run learning a gimmick the hard way
  • Occasional balance spikes such as an enemy move that instantly kills a creature and can be used repeatedly
  • Content is on the short side with a limited creature and item pool compared to established monster-tamers
  • Windows only (no Mac or Linux build); saves live in an obscure LocalLow folder and cloud sync has had problems
  • Not deep by the standards of the genre, per some otherwise positive reviewers

Can feel tedious

  • Default-speed animations, text boxes and post-fight XP gain linger too long, which would wear over many runs
  • Learning boss gimmicks by dying to them with no foreshadowing
  • Hunting for the item you want among a bloated unlock pool with no chest reroll
  • Minor jank and bugs interrupting flow, plus some mis-tracking achievements
  • Repeating runs is required to see the story, so the run count needed to finish can feel long to some, even though there is no traditional grind
  • The game reportedly pushes players to leave a Steam review (the sole negative review says it 'kinda forces you to make a review'), which feels naggy and may also inflate the near-perfect score

What's unique

  • Every monster, item and environment was physically sculpted in clay (300+ sculptures per the official site) and scanned into the game
  • Roguelike run structure applied to Pokemon-style catching: a fresh team each run, pick 1 of 3 starters, randomized paths through 5 environments
  • 100+ creatures, 30+ passive Pins and 15+ bosses, with Top 5 rank trainers each having unique mechanics
  • Stat buffs and debuffs persist across switches, which is unusual for the genre
  • Shiny variants and evolution guessing game, plus cosmetic collectibles, in a roguelite wrapper with a cheeky adult-ish humor tone

Players want

  • Proper controller support (the top recurring request; the dev said it is nearly complete)
  • Game speed or faster animation/text options, since battle animations and XP gain feel slow on long sessions
  • Item bloat management: chests have no reroll and finding wanted items gets harder as unlocks accumulate (enemy-drop rerolls for coins were since added)
  • More content: new creatures (a frog with a tongue is requested), legendaries, and paid DLC that some fans say they would buy
  • Better save and quit feedback, persistent settings, working cloud saves, and an unlock-requirement menu for pins and emblems
  • Ultrawide and GeForce Now compatibility were raised on the forum

Summarised from Steam reviews and community discussion.

Steam tags

Action RoguelikeRogue-likeTurn-Based StrategyRogue-lite3DColorfulHand-drawnStylizedFantasyPerma Death

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