Reviews from

in the past


One of my favorite VR games to date, a blast of a rougelike and genuinely challenging at some points with interesting opportunity to create your own archetypes for runs.

I was actually at a convention in Columbus in late 2019. They were showing off a bunch of games that were going to come out soon and they had a VR station for this one. I kept coming back and had so much fun with it. Bought it on my Oculus I got for Christmas when it came out and had an absolute blast with it.

I had a though one day about how cool it would be if Infinity Blade came back, and not only an actual game, but how cool it would be as a VR game, because it would fit perfectly. That is almost exactly what this game is, but with more vibrant colors rather than a traditional medieval world. Genuinely very fun, and takes skill to keep playing, but not so much that it gets frustrating.

This game kick-started a new chapter in my life, said as the highest compliment I can possibly give.

The most fun I had with a game I know it's not for me. I don't like this type of game or setting, but being in VR made it way more fun. Still, dropped it after a while cause I could see myself getting bored with it and wanted to leave with a good impression.


Very cool VR game with some annoying faults. The visuals are cool enough and the melee combat is some of the most satisfying you'll find in VR with its meaty hits and enemy knockbacks on critical strikes. It's a roguelike so progression consists of getting random powerups and fighting through randomly generated stages, but this is where the game mostly falls short. Aside from the grunts which are so easy to beat I barely consider them enemies, the game only has 3 (technically 6) enemy types: Knights, mages, heavy knights, and their upgraded flaming counterparts. The flame versions are pretty much just faster, stronger versions of the normal enemies with a couple new moves. It's better than nothing but it doesn't help the same-y feeling of subsequent runs. There aren't that many different stages either, once you do a few runs you'll almost certainly repeat a lot of them. As for gameplay faults, mages are extremely annoying since the block detection for their projectiles seems to randomly not work and they like to jump behind you which demands using the game's lackluster system for turning and switching targets. In general, fighting multiple opponents in later stages is a recipe for disaster due to their fast and lengthy combo strings and it really feels like the game isn't properly built for it. Variety is supposed to come from the varied weapon types but leveling up a weapon to level 9 or so and switching to a vastly underpowered unupgraded weapon for variety's sake is just not very tempting.

A highly-polished roguelike with VR combat that manages to keep itself interesting. I hope to see it expanded upon more in the future.

A fun little roguelike I picked up as an excuse to get some exercise. I think it fulfills that role, and I'm going to give it some extra points for that. I wish some of the weapons had a bit more variety, and there was smooth locomotion, but the game is fun enough as is, to where I'm willing to forgive most of it once I'm in the middle of slashing a neon knight to a million pieces.

got me into vr but its nothing crazy

Fun roguelike game that uses full range of motion. Never beat it, but enjoyed it a lot. I will get back to it when I get a quest 3

Like a rhythm game without the rhythm. Get into the flow and start slicing. Your reflexes aren't the only sharp things around here.

Incredibly uninspired roguelite that both has no personality with the same few generic mobs and bland locations repeated ad nauseum absent of any reason to care about what's happening, and that leans into the worst traits of roguelites (many of the upgrades you find on runs amount to just soullessly making numbers go up; an over-emphasis on grinding for meta-progress).

I like the physicality of VR enough that maybe I'd be able to forgive some of these problems if the actual moment-to-moment gameplay was more enjoyable, however; turning round and moving towards enemies feels very awkward, any time you're fighting more than one enemy at once is hell as the game simply isn't built for it, due to this previous problem any time there's more than one enemy near you there's a constant anxiety that the game will make the second enemy engage you in the middle of combat, too often the combat feels like random flailing when you're not being asked to actively parry, occasionally attacks just won't register, once dodging is introduced to the mix it's far too easy for the dodge and parry indicators to be lost amongst the visual's intense love of bloom.

I didn't play much and it's possible some of these problems improve after a while, or that some of the later content is more engaging, but wow this experience sucked.

Think Hades but it's in all 1v1 fights (most of the time) and you need to be physically fit to play it. Trust me I know, my fucking body hurts.

1v1 is really fun, but 1vX is just miserable at least with a limited play space. The weapon upgrade system also promotes grinding over informed decisions.