Game file / ROGUE BY ROGUESpiritfall
Spiritfall is a fast-paced Action Roguelite with combat inspired by Platform Fighters. Slash, smash, launch, and wall-splat a multitude of enemies using an ever-changing arsenal of divine powers.
Why this score?
Original text · Simplified Chinese
平台格斗式连段很有辨识度,主要挑战是把优秀动作循环延伸成持续变化的多局体验。
Core gameplay
Weight 25%9.0 / 10Original text · Simplified Chinese
击飞、撞墙与空中连段构成鲜明的动作循环,快照肯定反馈;拥挤战斗和部分慢武器降低一致性。
Builds & strategy
Weight 25%7.5 / 10Original text · Simplified Chinese
武器形态和祝福支持打法搭配,但组合祝福影响偏弱,部分选择难与当前武器衔接。
Replayability
Weight 20%7.0 / 10Original text · Simplified Chinese
武器与隐藏裂隙提供不同打法,固定首领和相似关卡使多次通关的新鲜问题不足。
Randomness & fairness
Weight 20%7.0 / 10Original text · Simplified Chinese
动作掌握及可调难度支持学习;弱预警、重叠敌人与不一致硬直反馈影响伤害可预判性。
Polish & usability
Weight 10%7.0 / 10Original text · Simplified Chinese
动画与打击提示受到肯定,仍有通关卡住、短暂停顿及掌机启动黑屏的快照反馈。
- Reviewer
Original text · Simplified Chinese
Rogue by Rogue · AI 资料评测- Version reviewed
Original text · Simplified Chinese
具体构建未知;以所引资料描述的版本为准
Scope and limitations
Original text · Simplified Chinese
基于收录资料与官方页面的主观归纳,未进行试玩。评论横跨抢先体验与正式版,BUG 和武器手感是未复现的快照反馈;未将后续内容承诺计分。
Review sources 02
- 01Archived materialView archived external material ↓
Original text · Simplified Chinese
收录评论与社区资料(2026-10-01 快照)
使用 作者观点摘要 的 Tier list Part 2 (2024)、Top 10 of 2024 (#4) 及 玩家好评与批评 中的机制、交互、重复与易用性反馈;未将外部分数或旧等级用于计算。
- 02Web sourceView original ↗
Original text · Simplified Chinese
Spiritfall 官方产品说明
2026-10-08 访问。确认平台格斗战斗、随机地图、祝福协同与独立招式武器,未据祝福数量直接加分。 官方页面不单独证明平衡或稳定性。
Video reviews
Reviews and deep dives from YouTube and Bilibili, in every language. Open the original video to watch.
Other voices, for reference.
Archived third-party reviews and community material may refer to different versions. External opinions and ratings are presented separately; consult the original videos for their full context.
Community discussion
A 2D action roguelite by Gentle Giant (published by Team17) whose combat borrows from platform fighters like Smash Bros and Brawlhalla, wrapped in a Hades-style blessings-and-hub structure.
Players like it a lot: Steam sits at Very Positive (about 93% of roughly 2,000 reviews, 92% of the most recent 30 days' small sample). Metacritic user score is 7.5 on only 15 ratings, and there are just 3 critic reviews, so no Metascore and no meaningful critic consensus exists. The dominant take is 'Hades meets Smash Bros', with praise for combat feel, weapons and the difficulty options. The recurring complaint is limited content: same bosses every run, few blessings, a solved feeling after several runs, and a 5-clear structure to see the real ending. It left Early Access (started Apr 2023) and launched 1.0 on Feb 28, 2024; there is no sign of abandonment, since reviews continue into late 2026, though the player base is small (steamspy est. 50k-100k owners, ~16 CCU).
What players praise
- Combat feels like a platform fighter: launching, wall-splatting and comboing enemies is described as satisfying, with very polished animation and hit feedback
- Weapons are distinct from each other and have alternate forms (e.g. Sisterhood Gauntlets, scythe) that change playstyle
- 150+ blessings, elemental upgrades and assist/bolt abilities that synergise; reviewers say few feel unimpactful
- Adjustable difficulty and accessibility options are praised, letting weaker players finish the story
- Hand-drawn, Miyazaki-flavoured art and a strong soundtrack (though one critic found the music forgettable)
- Permanent upgrades between runs feel meaningful without being mandatory; hidden rifts and secrets reward exploration
- Scope is reasonable and what is there is polished; $19.99 price viewed as fair, especially on sale
What players criticize
- Low content: the same bosses on the same levels every run and every clear, so it feels repetitive after roughly 6-10 hours
- Finishing requires about 5 full clears, and the final payoff is reported as just one extra boss phase, which many call anticlimactic
- Only a limited number of blessings/relics and repeated active abilities and status effects; some feel they have solved the game after a couple of runs
- Much of the combat is 'ragdolling' enemies in hitstun; true platform-fighter play (knockoffs, edge-guarding) mostly appears only in rifts or the last area
- Crowds of overlapping 2D enemies are hard to read, leading to cheap hits and spam-the-dash/projectile play
- Enemy telegraphs reported as mismatched with real attack timing; some mobs ignore hitstun to add artificial difficulty
- Weak plot and sparse lore; story is minimal and sprinkled in
- Reported bugs: credits freeze/loop on completion, brief freezes, enemies attacking before level entry, a boss path glitch, new saves granting achievements; Steam Deck black-screen at launch per ImpulseGamer
- Weapon quality is uneven per several negative reviews: outside the fists many weapons are called slow and clunky, with combos that do not mesh with most blessings; the top negative review says knockoff play only appears in the final area or bonus fights
- Some players report launch/graphics problems (black screen on Steam Deck, graphics glitching on launch, one refund over it), so performance is not universally smooth
Distinctive features
- Combat built on platform-fighter ideas (knockback, launching, wall-splat, sweet spots) rather than standard hack-and-slash
- Hades-like structure with Slay-the-Spire-style node map for choosing rooms and shared HP across a run
- Weapons with alternate forms that change inputs and moveset
- Hidden rift rooms that turn into one-on-one knockback duels for extra loot
- Hard versions of bosses and Pact-like challenge modifiers after the first clear, plus a boss-rush room
- Runs on Mac (no Linux build) and offers granular difficulty adjustment
Divided opinions
- Whether it truly delivers platform-fighter depth: fans of Smash/Brawlhalla call it a great fit, while competitive fighter players call it bare-bones with no real shield/dodge/grab
- Responsiveness and movement: praised as fluid by many, described as sluggish or non-responsive by others
- Derivative vs fresh: labelled 'Hades clone' by some critics/users, called one of the most innovative roguelites by others
- Value: fine at $19.99 for some, only worth it on discount for others given the content volume
- Weapon feel: praised as distinct and build-changing by many, called clunky and poorly synergised with blessings by others
Repetition and friction
- Repeating the same boss lineup five times to reach the ending
- Grinding skill points and permanent upgrades after the first clear; unlock gating of core moves
- Long stretches of low-threat filler rooms before a boss, since shared HP makes small rooms unchallenging
- Shielded bosses that do not flinch, which negates the combo-heavy combat exactly where challenge lives
- High-tier modifier runs needing a precise build, making 10-skull clears feel unreachable for some
- Visual clutter and cheap damage when many enemies and effects are on screen
Hoped-for improvements
- More bosses, more rooms/biome variety and procedural variation so runs differ more
- More blessings, weapon movesets and build synergies to avoid the feeling of solving the game
- Make movement/tech (e.g. wavedash and other advanced platform-fighter mechanics) available earlier instead of behind skill unlocks
- Better enemy readability and clearer, consistent telegraphs in crowded fights
- Smarter difficulty curve: late-tier modifiers are said to spike damage; first two bosses can be harder than the last
- A more rewarding ending and stronger narrative for the multi-clear structure; ability to reset permanent upgrades; clearer info on secrets
Metacritic has only 3 critic reviews (95, 90, 66), so no Metascore; Metacritic user score is 7.5 from 15 ratings. No OpenCritic page could be confirmed (search was unavailable and the guessed page belonged to another game), so opencritic is null. Early Access ran from Apr 3, 2023 to the 1.0 launch on Feb 28, 2024. Steam revenue-calculator estimate is about $1.2M gross / $353k net (Boxleiter-style, unaudited). Platforms: Windows and Mac on Steam, no Linux. Some copies were distributed via the Jingle Jam charity bundle, which can inflate owner counts relative to sales. Steam reviews keep arriving through 2026, suggesting continued trickle of players; the 30-day sample is tiny (11 reviews). Web search budget was exhausted during this task, so Reddit and other community threads were not read directly; community sentiment here rests on Steam reviews plus Metacritic user reviews and three outlet reviews.
Community sources
- Top helpful positive and negative English Steam reviews (18 positive, 12 negative) used for community praise and complaints ↗
- Steam appid, developer/publisher, release date, review counts, SteamSpy owner estimate and tags ↗
- Steam store page: Early Access dates, features, review summary ↗
- Estimated gross/net revenue (Boxleiter method) ↗
- Metacritic page: no Metascore, 3 critic reviews, user score 7.5 on 15 ratings ↗
- Critic review list with outlets, scores and URLs ↗
- Metacritic user review summary (praise and derivative/repetitive complaints) ↗
- GameGrin 9.5/10 review: combat, weapons, 150+ blessings, five-run structure, minor bugs ↗
- Try Hard Guides 9/10 review: creative roguelike, alternate weapon forms critique, roadmap ↗
- ImpulseGamer negative review: non-responsive combat, repetitive runs, Steam Deck black screen ↗
Archived creator commentary 2
Third-party summaries based on automatic captions may contain transcription or interpretation errors.
Tier list Part 2 (2024)
Spiritfall is a 2D action roguelike with a Hades-style boon structure that plays like a platform fighter. He played it in Early Access and was excited for the full release. As a former competitive Smash player, he found the combat a natural fit and considers the gameplay outstanding. He calls it an easy S tier but says he would still put Hades above it, and admits some Smash bias.
What the creator praises
- Combat plays like a platform fighter: aerials, smash attacks, down attacks and even spiking enemies
- Every weapon feels like a different character with its own moveset
- Hades-style boons from gods, with fusions and combo boons, change how each weapon plays
- Strong roguelike layer on top of excellent core gameplay, which is rare for combat-focused games
- High replayability from different weapons, blessings and approaches each run
- Good sense of progression, with visually distinct worlds and awesome bosses
- Plenty to unlock and secrets, including a very hard secret true boss
Issues raised by the creator
- Wants even more content and secrets
- Bosses repeat in every world; he wants variations of each boss (like a Pact of Punishment style upgrade)
- Synergy blessings are not very impactful and feel underwhelming compared to Hades
- Boon choices are sometimes situational, and sometimes all three offers are bad
Design observations
- A genuinely combat-focused, Smash-like roguelike that succeeds at both combat and roguelike elements
- Copies Hades' boon framework but applies it to a very different kind of combat
- Each god's blessings drastically change how weapons are played
Top 10 of 2024 (#4)
Spiritfall is a 2D action roguelike heavily inspired by Hades, with the twist of being one of the few true fighting-game roguelikes. He recommends it to Smash Brothers fans, calling the combat crisp, deep and very satisfying. Runs vary a lot thanks to weapon and aspect choices plus blessing-driven builds. He ranks it fourth of the year and calls it one of his favorite games played that year, hoping for ongoing updates with more content.
What the creator praises
- Crisp, extensive, very satisfying fighting-game-style combat with combos and a wide range of abilities
- Surprising run-to-run variety; different ways to approach each encounter depending on enemy, boss and build
- Weapons and aspects each feel like a brand new character, with strong move sets from the start of a run
- Items and boons transform the core gameplay into unique builds with many synergies
- Divine spirits offer three blessings each that enhance core mechanics with good variety and synergy
- Fantastic audiovisuals; each biome feels unique and immersive, with great bosses and an amazing final encounter
Issues raised by the creator
- Wants more content: secrets, different encounters and additional bosses
- Hopes the developers keep updating the game, implying current content is limited
Design observations
- One of the few genuine fighting-game roguelikes, appealing to Smash fans
- Character variety comes from weapons and aspects rather than selecting different characters


