Part 4 (Dec 2025) · #2 of 9 in that tierWatch the moment (1:54:14)

Sephiria
- Developed by
- TEAM HORAY
- Published by
- TEAM HORAY
$17.99
Save Bunnyville from a doomed fate: a top-down action/RPG roguelite from the makers of Dungreed. Explore the depths of the tower, collect and upgrade artifacts, and defeat hordes of demons to keep your village safe.
What creators say
What players say
A top-down pixel-art action roguelite from Team Horay (makers of Dungreed) where you play a bunny defending Bunnyville, building power by fitting artifacts and tablets into a Tetris-like inventory grid, with up to 4-player online co-op.
Sephiria is received as one of the best recent action roguelites: the local Steam snapshot shows about 12,970 reviews at 94.5% positive (Very Positive), and the Steam store page showed an Overwhelmingly Positive rating earlier (97% of roughly 2.9k reviews), so sentiment has cooled slightly as the audience widened at 1.0. Players and critics praise the inventory-puzzle build system, big weapon/costume variety, pixel art and co-op. The two Metacritic critic reviews are 90 (TheSixthAxis) and 83 (This Is Game). Complaints cluster around netcode and disconnect-loses-the-run in multiplayer, artificial pacing gates, boss design that pushes evasion builds, and repetitiveness after many hours. It left Early Access (April 2025) for a full release on July 31, 2026, and some fans felt little was added between the last EA build and 1.0.
Players love
- The inventory-management build system (placing artifacts/relics around tablets and talismans in a grid) is called unique and addictive; several reviewers describe optimizing the grid as the core puzzle of the game
- Large variety of weapons (6 main weapon types, each with 50+ upgrades that change how it plays), costumes with unique stats and set bonuses, and artifacts gives many viable, distinct builds
- Snappy, responsive combat with a wide range of archetypes (tank, greatsword, bomber, frost, lightning, meteor mage)
- Clean, expressive pixel art and cute character designs; boss music and chill soundtrack are singled out
- Smooth progression curve: weapons, artifacts and unlocks are introduced gradually, with very wide meta-progression and plenty of secrets to unlock
- Co-op for up to 4 is seen as well balanced and a standout feature for playing with a partner or friends; you can leave a co-op run and return to your own village
- Strong quality-of-life features such as loadout preferences and control over favored item spawn rates, plus multiple difficulty levels
- Large amount of content and polish with a charming story and lots of care from a small studio; players report hundreds of hours
Common complaints
- Multiplayer netcode: delay-based and server-priority hit registration makes dodging unreliable for clients, especially at 100+ ping; many negative reviews are purely about this
- A disconnect or host drop ends the run for everyone with no rejoin and no mid-run save, which can waste an hour or more; it also happens on LAN for some players
- Progress can be lost on game crashes, reported by some players including on Linux
- Boss design: large unavoidable-feeling attacks, unclear telegraphs, long invulnerable phases, and one boss with a screen-wide tentacle barrage that some find annoying or unfair
- No epilepsy or photosensitivity warning and no flashing-reduction toggle despite a newer chapter 3 boss with map-wide flashing attacks; raised repeatedly by affected players and their friends
- Some reviewers find combat shallow or hollow (one-button combos) and enemy rooms either too easy early or visual damage-soup late
- Story is called over-the-top or cliche by some, and cutscenes/dialogue get skipped; boss cutscenes are repetitive when retrying
- Localization quality issues (for example a Russian reviewer rates the current translation about 4/10)
Can feel tedious
- Runs get long (an hour or more for some) and the constant inventory shuffling plus fast-travel backtracking through non-continuous map paths pads the time
- Repetition after roughly 20+ hours: players settle into one build and have little reason to vary it because the game is easy once core synergies click
- Padding in progression: extra runs demanded per chapter and slow meta unlocks feel like a grind
- Late-game boss fights described as bosses spamming hard-to-avoid attacks; the final boss can kill in one attack and delete an hour or two of progress
- Evasion is widely seen as mandatory, which flattens build diversity at the top end
What's unique
- The Tetris-like inventory grid where artifact placement next to tablets and talismans is the main source of power, comparable by one reviewer to a Materia or Attache Case system
- Deep roguelite meta-loop with a village (Bunnyville) and story chapters gated behind repeated runs
- Weapon upgrade system where anvil upgrades make the same weapon play like a different one
- Costumes that act as class-like set bonuses (evasive cat, big-inventory fox, fast white wolf, scholar lizard) with trade-offs
- Co-op where main story progression belongs to the session host while you can still return to your own village
- Dungreed-style synergy ideas expanded into the central build mechanic, presented in cute bunny-themed pixel art
Players want
- Add rejoin/reconnect and a mid-run save or checkpoint for multiplayer and crashes; several reviewers suggest a save point after the first boss
- Move to client-side hit detection or rollback-style netcode so non-hosts are not penalised
- Add an epilepsy warning and a flashing-effects toggle, plus other accessibility options such as OLED-friendly text colors and a way to disable hold-to-continue prompts
- Rebalance evasion/defense builds and healing scarcity so tanking and offensive builds are viable; tune boss telegraphs and invulnerability phases
- Reduce the artificial progression gates (some chapters require extra runs for small lore rewards) and speed up meta-progression and rewards for winning runs
- Improve translations and add more post-1.0 content (players noted little changed between Early Access and release); a voting system for which floor to take in co-op was also suggested
Summarised from Steam reviews and community discussion.
Steam tags
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Tier list Part 4 (2025)
Sephiria is a top-down action roguelike dungeon crawler from the makers of Dungreed, currently in early access. Its hook is an inventory-placement system where artifacts and item positions power up your build rather than traditional leveling. He loves the adventure feel, story, weapon variety, pre-run customization and music. He calls it a hidden gem deserving more attention, placing it at the top of A tier with S potential if balance and content improve.
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