Reviews from

in the past


A tentative 7 but you HAVE to know what you are getting in to going in to this game. It's a choose your own adventure book more than a game, heavy on writing. Very Witcher-esque in it's setting, it has great world building, lovely pixel art and sound design and rewards you for actually paying attention to some of the flavour text being said. Only thing I would advise is take your time and go unlimited days on the first play through, I regretted having to go home early.

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.

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.

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


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

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

Un RPG basado en texto que consigue engancharte con su premisa de ir conectando comunidades y ganándote la confianza de la gente. Muy recomendable.

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.

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.

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.

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

This game is currently in the Humble Choice for July 2023, and this is part of my coverage of the bundle. If you are interested in the game and it's before August 1st, 2023, consider picking up the game as part of the current monthly bundle.

A choose-your-own-adventure game.

Roadwarden feels like a classic choose-your-own-adventure book, where you’re just making choices, however, there’s a lot more. Your character has stats, that can potentially affect which scenes you see and how characters will act to you. The world is vastly hostile as well, meaning players will have to keep their wits about them. At least that’s the assumption.

I haven’t seen much of that yet, what I’ve played is pretty straightforward. It’s a very passive game as well, where the player is mostly just reading paragraph after paragraph and making choices. I don’t know how impactful those choices are yet. Also, the music can be quite repetitive, and I almost feel like I need a pen and paper to take notes, even though the game offers a journal for the main quests.

Pick this up if you love slow methodical stories, and exploring a dangerous wilderness. I enjoyed the reading but it was pretty terrible streaming because it’s just reading page of information after page. After playing it, I respect the game, but I just don’t see myself returning to this one due to how passive the experience was.

If you enjoyed this review or want to know what I think of other games in the bundle, check out the full review on or subscribe to my Youtube channel: https://youtu.be/Sx8Q4qAQKiU

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.

God what a mood. The only reason this isnt 5 stars is because I'll be honest, if Im reading this much Id rather be reading a novel haha. This isnt tk say Roadwarden is poorely written as what it achieves is great, and the music and atmosphere are sublime. However, at a certain point a visual novel with this degree of RPG type choices will lose its focus a bit. I grew a little bored near the end, but I will be revisiting it as a staunch militaristic religious type in the future because the worldbuilding is remarkably open and locks you off from a ton due to its time constraint and choices you make. My choices were, of course, to be a hippie dippie pagan lol

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.

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.

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.

Charming pixel and text-rpg set in a really immersive world I just wanted to learn more and more about.

Which brings me to the biggest downside to my experience.
Shouldn't have set a day limit at the start as I was forced to end my playthrough too early for my taste.

tmw a game tricks you into reading

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...

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.

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

Un'idea interessante ma sfortunatamente non riuscivo a rinteressarmi alla storia dopo aver preso una pausa d'alcuni giorni. M'intristisce perché godevo del gioco mentre giocarci, la scrittura è davvero piacevole e ben fatto -- un traguardo da non trascurare dato che il gioco tratta principalmente di lettura. Sono sicuro di esser in grado di completarlo ma oramai m'è passata la voglia. Raccomando ci provate se v'interessa scoprir un mondo da qualche parte tra quello di Game of Thrones e i Signori Degli Anelli.


Este juego pasará a mi historia.

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

Marking this as completed bc i found asterion and finished a run but i'm far from done with this game, i'd love to find more and complete more of the quests. Really cool atmosphere and I love how this takes the hardcore disco elysium route of EVERY choice mattering and having a huge amount of personalisation in how you affect the world and develop the story. Cool game!

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