Reviews from

in the past


Soundtrack is absolutely phenomenal - haunting, mysterious, and atmospheric. It's what kept me coming back as much as I did. Luckily, it's on bandcamp to listen to and support the artist there.

The game's prose flows quite well and doesn't fall into the traps of being overly purple or too vague, striking a good medium that feels natural to read. While I do think the game is well-written, the actual pacing and traversal through the world of Roadwarden is incredibly frustrating and unrewarding, as the game's philosophy seems to be centered around the idea of "nope, you can't do that." It felt like playing a DnD adventure with the worst DM of all time:

>You come across a group and need to ask them questions about your quest.
>Ok I ask them questions
>No. They don't trust you, so they won't tell you. You're too dirty and nasty from traveling.
>Ok is there any way to wash up here?
>No. Also they will never change their minds about this even if you get cleaner later, so you fail.

>You come across a clearing with a tree and dead body.
>I inspect the tree.
>Cool. You discover it's a treant and it attacks you.
>I attack back.
>No. You die.
>Ok, I reload. I try to check the body this time.
>No. The treant attacks you and you die.
>Ok, I reload and try to deal with the treant a different way this time.
>No. I don't accept any of the options you type in. You die again.
>Ok, I reload and just leave this entire area and don't interact with the content because that's a fun way to play a game.

>Ok I found a new settlement and I will specifically make sure to NOT talk to them about the entire point of me coming here until I am clean, except there's no way for me to do that here, so I will leave and come back.
>Ok. You can do that.
>Ok I wash up and get completely ready - I repair my clothes and even buy a better set of clothing.
>No. While you are traveling you fall into a stream and tear your clothes on brush and are back at square one. By the way it's now nightfall and you can't travel at night so you have to waste another day, and you only have 40 to begin with.
>Fuck....you.

Making a text adventure that deters you from actually adventuring makes absolutely no sense. The world is tough and grueling, but that can be (and is) shown through descriptions, characters, and narrative direction - players shouldn't be constantly thwarted from interacting with a game's content. If 80% of the time, the safest option is to just walk away, then that's what I will do for 80% of Roadwarden and just purchase the OST on bandcamp.

Cool game, not very lengthy in part due to its 40 day time limit but well crafted with its descriptive fantasy setting and characters. I’m not really sure if the choices and RPG stats were as meaningful as they could’ve been from what I’ve done in a single playthrough, but it does a strong job keeping you interested in exploring the peninsula with how well it tracks its quests and points of interest. I also liked that it leaves you to piece together what to do at certain points, like having to manually type in specific names or actions

It does lack art for the characters that could’ve helped visualize them better, but the text and pixel backgrounds do a good enough job at that. Overall well worth checking for anyone interested in these type of text adventures

Roadwarden is the biggest sleeper hit of 2022. For a game with relatively spartan graphics and no animation to speak of, it does a fantastic job of pulling you into the world. It’s like a Choose Your Own Adventure book on steroids. It’s what I wish every RPG could be – a game in which your choices aren’t just window dressing but actually matter.

Indie team Moral Anxiety Studio have crafted a world that should put bigger studios on notice. What really impresses me is that the factions don’t lean on stereotypes. You know what I’m talking about – most games with factions have the obligatory imperialist city dwellers, the struggling country yokels, the machismo warlords, and so on. The different settlements in Roadwarden, in contrast, all feel authentic. Every village has a history and a reason for being, and the NPCs, far from feeling generic, instead feel natural in their roles and help deepen the player’s connection to the world.

Roadwarden also deftly solves the “chosen one” story trope that’s so common in RPGs. At the outset, you’re sent by a corporation to explore a reclusive peninsula and report back about how it can be exploited for profit. How you go about that is up to you, and the choices you make not only define you character but also affect how your relationships with the locals develop. You can play as a heavy-handed mercenary who simply wants to squeeze the land for profit, or you can take on the role of a rational intermediary who tries to balance the needs of the locals with the wants of the corporation. If that sounds too black and white, however, fear not: there’s plenty of grey – probably more grey than you’ll find in any other game.

Be warned that there is a lot of reading, and if you’re looking for a game that’s heavy on combat this definitely isn’t it. But if you’re itching for a cozy adventure that lets you explore your own way, Roadwarden is absolutely the scratch.

Even after ending my first run of the text-based adventure game "Roadwarden", I found myself wanting to explore more of its world. Roadwarden is a non-linear adventure game set in a harsher fantasy world, I quite love the simplicity of its vague pixel art style, helping the player imagine the layout of the area they are in, while allowing the text to spur your imagination on the scene, while the soundtrack carried its cozier tone experienced through the player's connection to the characters of this world. What impresses the most is how well the game keeps you engaged, where the pacing is impeccable. This is all accompanied by a great text, where I never found it to be repetitive, unresponsive, or too restrictive, while also managing to be fairly accessible to players with no background in text-based adventure games. Its non-linearity works very well for its nature as a role-playing game, and not once did it feel like I was doing things out of order. highly recommend it!

Um RPG de fantasia e aventura em texto muito gostosinho de jogar, puta merda, que ambientação e escrita boa!


tmw a game tricks you into reading

The shape is smart: just overhead and text, lots of assisting images. I can't remember after playing what was rendered or part of my imagination - genius!
But when a game has lots of reading, it gets me itchy. Why aren't I reading a book with a better story? The premise of the main quest is surprisingly interesting, but the chatty characters give too little with too much text; not dense enough to escape the itch. I haven't gone back to it.

Absolutely amazing experience, it's pretty rare for a game to keep me so hooked that I end up binging it in a couple of days.
Phenomenal worldbuilding, atmosphere, soundtrack, pixel art, I could go on and on, together with really fascinating characters whom you always wanna learn more and more.
It's very text-heavy and if you're not a native english speaker (like myself) you could have a hard time with it but if you're willing to get past that it's a must-play, especially on sale

Very solid game, with a few caveats. After having completed Roadwarden on its middle "standard" difficulty, I'd highly recommend playing on easy/casual. Standard doesn't change much except add a 40 day time limit to your game, something I personally hated.

Easy recommend if you're okay with reading a lot. Pixel art is gorgeous and goes great with the presentation, soundtrack is great though the limited track selection did start to grate towards the end of my playthrough. Very interesting world built entirely through dialogue in a way that feels natural.

Really my only complaint is the time limit. It sucks, and I ran into it hard at the end of my playthrough, rushing through the last couple quests I wanted to complete and running out of time anyway. Time pressure in the game is otherwise almost non-existent and the time limit feels tacked on to add some kind of urgency to a game that is otherwise pretty relaxed. This feels strongly like a game that wants you to take your time and really dig into it, and the time limit feels so completely at odds with the rest of the game that I have to wonder why it was included. It genuinely feels like it ruined my playthrough and retroactively soured a lot of my time with the game, and if I'd had the option to turn it off in the final stretch I would have done so without a second thought.

Despite this really long rant about what a pain the time limit is, I strongly recommend Roadwarden. Despite selling itself as a dark fantasy game it neatly dodges many of dark fantasy's pitfalls, presenting a world that, while harsh and unforgiving, has bright spots of humanity that are a real joy to explore and interact with.

Really cool game that felt like exploring a fantasy novel. Never played anything quite like it, very well written.

Cosily written dark fantasy visual novel - recommended if you like that kind of thing. The music is also fantastic, really sets the tone well.

Only shelved because the automatic "Anniversary Update" wiped all my progress about 3/4ths of the way through.

A grounded dark fantasy text adventure. I’ve been waiting for a game like this my whole life.

Estupendo text-based RPG, que captura de maravilla el feeling de cualquier TTRPG en una mesa, con un mas que notable desarrollo del mundo, un mas que buen setting y una buena OST que te acompaña mientras lees y disfrutas del buen pixel art.

Mi única pega es en los personajes con los que interactuas, que pese a que le ves la intención y el buen querer en sus dialogos, nunca llegan a desarrollarse mas allá de recordar a X o Y porque te hagan una jugarreta.

I really wanted to like this game. It seemed like it would be right up my alley. But after getting about 3 hours in, it started to feel like it was nothing but an endless interlinked series of fetch quests, none of which I could do because I was too broke and too low on stats. I looked up some advice for beginners and this was only confirmed. “Try going to X, get a Y, do that for a few in-game days, and hopefully you don’t get ambushed on the road, good luck!” Either that or, “Just try to do a quest that you know you can do right now, and see where it leads you.” Another 3 hours later, I’ve been running around the whole map for days, my in-game time limit is halfway up, and I’m no closer to even being able to START most of the quests.

All this is to say, I can see why people love this game so much, but it did everything in its power to bore and frustrate me. I did appreciate some of its aspects though, such as how merchants will often outright refuse to buy anything from you if they don't need any of it. Makes the world feel more believable.

Unfortunately I couldn't finish this one. It's a shame because the worldbuilding was super cool, but the writing was just too longwinded. If you're a fan of text-based RPGs, then I would definitely recommend.

Probably one the best text-based RPG games I've played in years. As a person who is a big fan of old text adventures, Roadwarden really does feel like the logical extension of that genre, which is exactly what I was looking for in this title. It doesn't do anything crazily new or unique, but it does have it's own worldbuilding aspects that really do add a lot. I won't say much, and just say that you should definitely play it if you enjoy that genre

no doubt in my mind: roadwarden will be the 2022 sleeper hit for some time to come. a powerful reminder of not only the economy that's afforded by interactive fiction but the power it has to sustain, to enthrall. the ambition here is felt in the narrative complexities time and time again, in all that you can do for the worst case scenarios amidst best intentions. a lot of built in forgiveness in the save system but the amount of open narrative here, you'll find yourself committing to decisions regardless of outcome. that's everything for me, personally -- when the story continues after setback, after a loss. when you're afforded a holistic experience. and i get the impression that when i revisit this world a second time, i'll be afforded that rich rpg experience novelty. going through it all again with different contexts leading to different words said, familiar doors closing for those yet opened. such a rich experience to be left with this sense of total possibility. beyond this game itself, i can't wait to see what this leads to further, through iteration or inspiration.

Roadwarden is a text-driven RPG that I unfortunately did not vibe with. It is very wordy, especially in its descriptions of environments, roads, animals, all things nature Roadwarden explains to you in a level of nature that could not hold my interest and drowned out any interest I had to dig more into its mechanics.
A shame, as I loved games like Citizen Sleeper and I was a Teenage Exocolonist, which both are very text focused as well, but mostly centered around characters and dialogues, which made all the difference in the world all in all.

I think in a way I played this game at the perfect moment in my life. As I tried to become a better DM in our weekly tabletop RPG campaign I was thinking about fictional worlds, the structure of stories, and how characters interact with each other and the player a lot lately.
Then I played Roadwarden. A game that would best be described as a chimaera with the head of a visual novel, the body of an RPG, and the legs of a text adventure. In the beginning, the game lulled me with its beautifully atmospheric pixel art and its equally fitting melancholic music. But it wasn't long before I was fascinated by its world. A rough world, where survival isn't a given and death lurks around every corner. Where every little hamlet, every path through this land had to be painfully carved out of the wilderness and relentlessly protected against the wild beasts (one of which is humanity itself).
But the aspect that really made me fall in love with this game was how it handled the player's involvement in this world and the web of relationships the player has to navigate. I never felt railroaded, always in control. There was no clear direction to take, not even a clear goal. And so it felt more like a real world, like a real life I was living. I was trying to improve things, yes. But ultimately I was just a small cog in this machine that will keep on running long after I finished the game. Every decision I made was mine. Every path I took belonged to me. Every friendship I made along the way was personal. In the end, there isn't the best way to play this game. Not the right decision to make. Not the correct path to take. Every player's story will differ, no outcome will be the same. It was my story and my story alone. Never has a story in a game felt so personal to me.

Simply incredible. After Golden Treasure and Citizen Sleeper, I was sure there's no way that 2022 would have another great text adventure ready for me. But Roadwarden is not only great, it is amazing. I will preach it's grandeur with the zeal of a priest, I swear in Wright's name.

Dense and organic worldbuilding that has a big and detailed peninsula unfold before you, seemingly growing only larger the more you learn about it, a huge cast of varied and detailed characters, incredible freedom of choice not only in dialogue but even in combat, I can barely stop gushing.

At first I found the regular walls of text off-putting, but by the end I really felt invested in those walls of text.

Excellent presentation, engaging prose, reads/plays smoothly. I think it handles it's non-linearity well, and more than sticks the landing. The text input stuff can be a bit obtuse, but I never felt like it truly hindered me. The limited time pressure of normal mode added a good weight of challenge. Even playing a second time on story didn't feel too breezy, I still had work to do in order to solve all the mysteries and do all the things I wanted. In the end all I needed was 10 more days; Which felt good to me.

Seems like few things are this normal about gender... 4 stars.

FUCK thais all my homies HATE thais

Well written world, charming art, good mechanics, and a story whose end you influence over time through both small personal and large social decisions.

Roadwarden is a text based RPG that has your character arriving in a northern peninsula to take on the role as the areas new Roadwarden and for more personal and secret tasks. The area you arrive in is broken up between a few different settlements of various prosperity surrounded by dangerous forests, bandits, creatures, and the reanimated dead from the bodies that were not burned after death. It is a Roadwarden's job to protect travelers, keep communication active between nearby towns, maintain paths and roads important to travel, and to fight or scare off monsters that endangers people. Upon arriving at a small outpost that is the areas closest point back to the city and civilization you come from you meet the only two surviving guards from a former party of eight, you learn that no one knows what happened to the last Roadwarden and asking about them both leads you to find that not to many people were fond of them and some are clearly not telling you all that they know.

Your choices in the coming conversations put you into a class of either a fighter who is better at combat and whose physical abilities, training, and knowledge of some enemies can allow you to activate an innate power in certain events that will give you a better option or to point out which existing options would be poor choices. A magic user that has a certain amount of spellpower to spend each day to help them through events. Or a Scholar that can read and decipher symbols, craft items to better survive or save time traversing the roads and forest, craft weapons, and brew potions. You can also choose the kind of religion that your character follows that can give you choices or effect your knowledge in certain situations and choose a personal goal for yourself like becoming rich, helping people, finding a place to live, escaping your past, etc. Your hidden job that you are shortly told is that you were paid by the merchants guild in the city to prepare that area for them to start traveling through, trading, and establishing outposts in the region. To do that you are expected to gain the trusts of town leaders and see that they are open to agreements with the merchants, help them in ways that will strength them that can be used by the merchants, and make sure there is nothing going on that would require them to send in soldiers or church inquisitors to war against the villages or to deal with problems you let get out of control. You are given 40 days, on the normal difficulty mode, to attempt to complete as much of your employer's goals, your own personal goal, and to do as much as you can to try to get the best ending for as many people as you can if that's what you desire.

Apar from the well written descriptions, characters, and encounters, some of your choices that would just be filler in most game can come back as having an influence on the world when what you tell people, maybe unless you chose an option with (lie) as part of the text, does show itself to be true either during the course of the game or in the ending scenes of the game when you go back to the city. Choices of how you act in dreams or what your character things of themselves, their future, and their current role can lead to multiple endings for your character depending on what your personal goal was and if you fulfilled it or not. How you solve problems, or if you discover them at all, will also influence the endings for the character you meet and the future of the towns in the coming years depending on if you have gained their trust, how their culture or leaders get along with merchants, if you left them with a dangerous leader, if you helped to set certain towns up with ways to better deal with the merchants, etc.

Your ways of interacting with people or encounters go beyond just the choices you make. People will respond better or worse based on the choice of greeting you give them (friendly, playful, stoic, intimidating, or insecure) and based on the condition of your outfit, how clean or dirty you are, and if you are wounded. Having a more favorable response can help people to trust you faster or allow you a better chance if you attempt to haggle for a jobs pay. Your choice of class, your vitality level, nourishment level, and the status of your armor will also effect how well you do in combat.

Good art style and music. Nice simple interface. You have a helpful journal that details your quests and some of what you have discovered about different subjects you are investigating, a section for details on people, details on towns, and a bestiary that describes different monsters and their potential weaknesses. A forgiving and not constantly oppressive feeling time limit, no stupid time progression from saying a few words or entering and exiting a building you accidentally clicked on.

Screenshots: https://twitter.com/Legolas_Katarn/status/1665575745253416962

Excellent text adventure that oozes style and atmosphere. Lot's of dialogue and choices that end up feeling natural. Like when you're trying to persuade someone to do something, it's not based on a skill check or a percent chance to succeed- you often have to choose dialogue choices that look and sound convincing to the character you're speaking to. It's great, rotating it in my brain.


Beautiful text adventure game that evokes Witcher feelings while you're on a task to map the peninsula. As the titular Roadwarden, your task is to actually maintain the roads and keep it safe if possible, or confirm if they should be avoided. You're functionally a Google car trying to map the world for your lords. Despite the mundane task, it's in-universe considered difficult to do, because you are on your lonesome with no one to protect you, and thus successful forays of a Roadwarden yield prestige and income... especially if you have the backing of the Merchant's Guild...

Con una melodía cautivadora y misteriosa Roadwarden nos da paso a su mundo. Una península ambientada en fantasía oscura medieval, en la que pasaremos los siguientes 40 días. Pero no es su mundo lo que hace peculiar a este título, si no su forma de narrarlo. Con el apoyo visual de un bonito pixel art de la zona donde nos encontramos, todo lo que ocurre en el juego se cuenta a través de texto. Tiene un enfoque digno de novela, con extensas descripciones, pero aprovechando la interactividad que le brinda el medio. Ese enfoque me gusta, me parece una experiencia bastante única dentro del medio, aunque a veces pueda hacerse algo denso.

Tras una introducción en la que defines la clase de tu personaje y su motivación, Roadwarden te da un objetivo principal abstracto: explora su península en 40 días. Con esa idea en mente, te lanzas a descubrir lo que tiene la península para ti. Una península que realmente me ha parecido muy disfrutable de explorar y descubrir los secretos que guarda. Los pueblos y la gente que lo forma son interesantes, constantemente buscaba saber más, mejorar mis relaciones con ellos o ayudarles en diferentes tareas. Consigue muy bien transmitir la sensación de ser un roadwarden como ellos lo definen, un oficio que busca hacer los caminos más seguros y las relaciones entre pueblos más fructíferas. Todo influenciado por tus decisiones. No vas a poder tener a todos los personajes ni pueblos contentos, te tocará decidir de qué lado estás. Y esas decisiones tienen consecuencias, muy bien representadas en su final. Lo único que me ha desagradado de su apartado narrativo es lo densa que me resultaba a ratos su narración. Quizá porque intenta tratar todo con demasiado detalle innecesario, alargando mucho determinadas situaciones hasta el punto de saltarme partes de texto por aburrimiento.

Su apartado RPG y de gestión de recursos me gusta. Aunque he echado de menos que hubiera espacio para más rol, que tu clase importara un poco más en la historia y que pudieras definir más tus respuestas. Más compromiso por el RPG clásico. Por otro lado, hay una mecánica de su sistema de gestión de recursos que me genera debate, y son los 40 días que tienes para explorar. La totalidad de tus recursos como personaje (vida, armadura, apariencia, hambre y dinero) tienen como denominador común el tiempo. Todos se pueden conseguir gastando dicho tiempo, convirtiéndose en la divisa principal del juego. Le da significado a cada una de tus acciones, ya que no quieres quedarte sin tiempo para explorar, pero tienes que gestionar cada uno de tus atributos. Sin él las decisiones en roadwarden perderían sentido, siendo un punto fuerte del título. Sin embargo, llegar al final sin poder descubrir todo lo que te ofrece te deja un regusto amargo. Tras una larga reflexión, creo que esta mecánica es una representación de la vida en sí misma. El tiempo nunca se detiene y tenemos que tomar decisiones porque en algún momento se acabará para nosotros. No siempre podremos hacer todo lo que queramos antes de que se acaben nuestros días.

En definitiva, roadwarden me ha parecido una experiencia chula y peculiar. Su mundo me ha parecido interesante de descubrir, aunque en algunas partes me haya costado seguir por su forma de narración. Sin duda con una de las cosas que me voy a quedar es con su ambientación, lograda con una banda sonora impecable.

I'm too impatient/tired to play a slow-ish game right now, but I really enjoyed the vibes of this game. It's INSANE to me that this game was built in Ren'py. That's super duper cool.

Played the demo. Didn't really vibe with the story and the choices seem to be not really branching the story.