Widely considered to be one of the highest quality, deepest, and best supported bullet heaven shooters/survivors-likes on PC, the early access version of Soulstone Survivors has been a mainstay on many enthusiasts’ PCs for years, including mine. It is now time for the 1.0 launch, one that finally hits current-gen consoles as well, sans the Switches, unfortunately. I mauled down countless hordes of monsters with all sorts of epic builds on Xbox Series X and Series S, on top of going back to the Steam version that I already knew intimately, and I’m here to tell you all about it! And I mean, all about it.

Something something Survivors
It was a rainy evening in November 2022. The breakout success of the incredible Vampire Survivors spawned plenty of clones already, referred to as bullet heaven shooters, survivors-likes, auto shooters, Arena Roguelike, reverse bullet hell, and several other, not quite mainstream definitions. And while there were various high-quality games in the mix already, such as Brotato that came out a couple of months earlier, there was a distinct feeling that this genre still hasn’t quite made the jump towards a “big game” with high production values just yet. Almost everything was 2D, pixel art, retro. Relatively cheap projects by small studios. That obviously is not a fault or an issue in itself, but a genre so deeply inspired by fast-paced roguelikes and action RPGs had to eventually have its Torchlight 2 or Diablo III: Reaper of Souls moment; a visually more advanced top-down 3D game that runs and plays like a dream, on top of a depth and replayability for dozens, if not hundreds of hours.
On that rainy evening in November 2022, I got my first proper taste of that on the launch day of the first version of Soulstone Survivors’ early access on Steam. I would say it was the highest profile bullet heaven game at a time, the closest any game has gone to creating something that feels like a “premium” title, one by a larger indie studio or a smaller AA developer. And as the years have gone by, many other games successfully adapted this formula to their needs, adding whole new spins and ideas to this incredibly fun and addictive genre. We had the surprisingly deep and free VTuber-based HoloCure, the ultra-stylish Halls of Torment that mimics the look and feel of the original Diablo, the Viking-based Nordic Ashes: Survivors of Ragnarok… I could go on. Yet, few games received the care and attention Soulstone Survivors did, and this 1.0 launch marks an excellent entry point for anyone who wants to check out one of the absolute best attempts at this gameplay loop.

The stone of souls, or something like that
Envisioned initially as a bullet heaven (that’s the name of the genre, this is the hill I’ll die on) spin-off to developer Game Smithing’s upcoming action RPG, Rogue Soulstone, the game eventually became an entity of its own, ending up selling well over a million copies, receiving over a dozen large and free content updates, and essentially becoming the developer’s new, full time project. Nearly 3 years later, the game has expanded to ludicrous levels, has improved in just about every conceivable way, and it was finally ready to launch in its 1.0 form. Sure, the price increased a little bit (it launched at 9.99 USD/EUR, moving up to 14.99 recently, though with a launch discount present), but the game skyrocketed in terms of scope, variety, and frankly, even quality.
This new launch is also accompanied by an Xbox Series X|S and PlayStation 5 version, the former of which I’ve been playing a lot these past days. It bummed me at first that there was no way to transfer my already late-game Steam save, but it was an unexpectedly satisfying way to restart from the beginning, as every phase of the game has seen major changes since I first started playing, all the way back in 2022. As a side note, Rogue Soulstone is still nowhere to be seen, and while developer Game Smithing states it’s still coming one day, it’s clear that this side project has since become the main dish. With that history lesson out of the way, let’s see what Soulstone Survivors is all about!

Automated carnage
If you never played the sensational Vampire Survivors, or one of the several hundred games inspired by it (some of which I reviewed as well, such as Brotato or REMEDIUM: Sentinels)… first of all, where did you live these last years? Jokes aside, you might be wondering what these games, the majority of which end with the word “Survivors”, really offer. They are essentially horde survivor games, where the player starts with a weak weapon and little in terms of skills and stats, versus similarly weak and sparse enemies trying to kill ’em in some sort of arena or open-ended area, without much in terms of maze-like architectures or any level design complexity. Before long, fallen enemies’ XP gems allow us to level up, which in turn offers a random selection of upgrades – an absolute necessity to choose efficiently, as the enemies’ danger levels rise rapidly.
Attacks are usually automated in such games, as is the case in Soulstone Survivors as well, but players will have to place themselves optimally to better control the crowds, and also use the random upgrades to efficiently adapt a workable build on the fly, before the game starts offering more tools to better influence the seeming randomness of choices. That means that said games are mechanically quite simple, lacking the rotation of inputs you’d do in, say, a Diablo game – the player doesn’t have to manually alternate the attacks on their respective cooldowns, with the game itself doing it for us. Yet, strategic movement and build selection are crucial for survival anyway, so I would describe the genre as a roguelite ARPG where you don’t have to do the clicking and pressing yourself, just everything else. Because, let’s face it – in these games, chances are you are mindlessly mashing the buttons ingrained in your muscle memory, anyway. Is it so much different if you can automate the process? Hell, there are people in MMORPGs using scripts to automate these inputs already. A bullet heaven, usually, avoids this issue entirely.

Dash, I wanna dash
Soulstone Survivors still employs automated attacks, but aside from pure movement via the controller’s left stick, there are up to two extra actions that players have to manage themselves: aiming and dashes. The aiming, done with the right stick like a proper twin stick shooter, only applies to certain weapons that are shot in the direction the player faces, with this too being optional. A single toggle in the game’s settings allows us to, instead, make all such weapons target the enemy closest to us. The best option is to keep the automatic aim on and override it as needed by using manual aim for when we need to take down a particularly menacing foe. The fact that it’s this easy to alternate between automatic and manual aim is just one of the countless quality-of-life improvements that Soulstone Survivors has received, compared to most of its competition. This is a theme, with this game, with so many aspects of Soulstone Survivors that have been iterated upon and improved well beyond the genre’s standards.
As for the dashes, well, that’s what they are – high-speed evading moves that recharge after two seconds, allowing for a quick sidestep and a blink of invulnerability, which comes extremely handy when an enemy is about to unleash an attack that doesn’t seem missable otherwise. As the player powers up, even like 4 dashes can be chained together, increasing the speed of the game quite immensely in the process and allowing for ridiculous pushes close to an enemy swarm, only to back out at the last possible instant. The pace is generally fast indeed, with various upgrades that can turn the character into an even speedier killing machine, though the player can even sacrifice speed with various upgrades in favour of other stats and skills.

Information overload or not – it’s up to you.
In a game where attacks are automated, it is legitimately difficult to describe how and why a gameplay loop is more fun in one game than another with a similar trait. After all, how hard can it be to create something with such a simple, semi-automated formula? Let me tell you this: it’s tough. As one of my unhealthy gaming obsessions, I also collect bullet heaven shooters – on PC, consoles, and mobile alike. I have, to this point, collected hundreds of times, spent countless hours across myriads of titles, but Soulstone Survivors somehow nails it better than just about anything on the market today.
The first reason is simple: the presentation and polish are practically unmatched. Very readable UI and colours, all sorts of useful information on display, extremely customizeable visuals and overlays, all the way down to being able to increase the opacity of our attacks to avoid overwhelming the screen and risk covering enemies and their attacks – with this function even mapped to the D-pad, letting us to do it on the spot, depending on the stage or attack patterns. If you’re a numbers nerd, you can even check detailed statistics of your runs, your weapon usage, you can keep icons on each enemy to show what sort of elemental effects and statuses they currently have, which are your most used combinations, your survival records, and so much more. With the press of either stick on the controller, the player can even check all the currently used skills and perks or the materials obtained, making it extremely clear what we’re doing and what we have already achieved in the current run. You can keep it as simple or detailed as you please, and you can go extremely in-depth in checking out how and why exactly your build works – or doesn’t work, in case.

Precision counts, especially in a public toilet
More broadly speaking, the game just looks and feels the part. It has a colourful, detailed 3D look, while also employing reasonably simple 3D models – think something like League of Legends. There are some framerate dips during the most chaotic moments, but more on that later. There are thousands of audio lines, from the dialogue in the recently introduced cutscenes of the 1.0 version, all the way down to every playable character featuring plenty of context-specific dubbed lines. On top of all that, everything feels precise and clear. Enemies’ attacks have proper warnings, upcoming area effects have very noticeable red circles and arrows, predicting their exact moment and size to allow the player to react in time. It can sometimes be overwhelming, but you’ll rarely find yourself taking damage without the game giving you a chance to react in time.
Such an amount of information may sound like overkill, but trust me – in a game as intense as this, there simply is no time to look at dozens, hundreds of enemies’ attack patterns at the same time. Hit detection is proper, dashes are satisfying, and every upgrade you get has extremely well-explained functions, showcasing the exact percentages, damage numbers, and elemental effects they may give us. There are even multiple options for your minimap, custom colour settings, and more – seriously, it’s one of the most polished and customizable top-down games on the market, bullet heaven or otherwise. The width of options has, frankly, ruined various otherwise perfectly enjoyable bullet heaven titles a bit for me, knowing just how much extra stuff is missing compared to Soulstone Survivors.

What enemies, though?
I mentioned that the player will be mauling down hordes and hordes of enemies, whose designs will all blend in your head as the intensity of the action will make you only focus on the back and forth of attacks. But there is a lot of depth and variety to the way these combat arenas play out, too. If you know me, you’re already aware I’m a massive fan of bullet heaven games – I keep mentioning it in this review, even. And yet, most of them fail to remain particularly interesting after only a couple of hours, as the depth of their usually semi-automated combat and low-ish variety make it so that, past the first couple of hours, there’s rarely much else to see or do, beyond grinding the same old content anyway. You do grind in Soulstone Survivors, too – plenty. Yet, the game’s variety and intensity make it all so much more satisfying, because you keep encountering new situations and you can go towards so many builds and playstyles. Not less importantly, it also feels like you’re always powering up fast enough, working towards reasonable goals, which makes you feel like you’ve always made some level of progress, even when your desired goal wasn’t quite yet reached.
Stages feature unique elite enemies, some with slightly different behaviours, such as one that effectively tries to go suicide bomber on us. On the virtual battlefield, various materials can be found in destructible piles of gems – the same goes for green ones that replenish our health a bit. Even treasures and giant mining spots can appear, which take a long time to extract while powered-up foes attack us – it’s not mandatory to open these, so it’s a risk versus reward mechanic. Speed also plays a key part, as enemies’ attacks become faster, larger, and more lethal, thus demanding more mechanical prowess from the player as well. The game even rewards being quick, as each stage, and their cursed variants, keep timers of how long you needed to beat the 5th out of 5 Lords of the Void, with several in-game achievements tied to beating certain time thresholds. A task that may have taken you 15-20 minutes the first time, you’ll be surprised to see that, only a handful of hours later, it might only take you 6 minutes. This incredible power creep is why the game needs to keep up in terms of challenge, and it does.

Stage over? Not so fast, cowboy
When killing the last of the bosses in a level, if the player finished in a reasonable timeframe, they are usually presented with a choice of 3 portals, not so subtly reminiscent of Diablo’s teleporters taking us back to town. The blue one allows us to end the run and take the win. The yellow one, with an infinity symbol, allows us to cycle through the various stages of the game with the difficulty that will keep on scaling. Likewise, the red one with a scary skull on it takes us to a small arena, which can once again be beaten many times in a row with incrementally increasing difficulty. Here, bosses come after one another rapidly, with not much room to maneuver and fewer stage shenanigans happening. It’s fast-paced combat with no real breaks in here. Which continuation is best for you largely depends on what sort of materials or goals you have set for yourself, as each level offers different rewards. In general, I’d say the red portal is the best option to farm XP quickly, while the yellow one is optimal to get more materials quickly. Beating a portal opens up the next difficulty level of the same path, allowing us to, for example, beat the same arena in 5 consecutive difficulties. But it becomes harder and harder to do so, because the enemies’ health will keep on scaling very quickly.
From one stage to another, I noticed even a 6-times increase in the HP pool for Lords of the Void, which means that you will effectively need to be able to inflict several times the damage you’ve been doing thus far to make it. This remains a possibility because the player’s character can level up endlessly, with each skill that can be upgraded and customized dozens of times each. Early bosses featured like 60k health? How about this bad dude, after like 6 portals crossed, with 65 billion health?! And if you’re already at a higher curse level, what about fighting 2, 3, or even more of them at the same time? But as the XP requirements demand more and more from us, there will come a time when we are likely to succumb anyway, as each enemy attack is lethal (barring revives from the skill tree), and we need way too long to take down a boss. If the game becomes too slow, that is probably a good time to quit the run manually, in case. It’s just like with rifts in Diablo.

Prepare for the grind.
Finishing the 5 available standard stages will only take you a couple of hours at best, depending on how many times you were to die in the process. Deserts, caves, and an arctic area – you know what to expect from different biomes. Each level has 5 megabosses (Lords of the Void, to be exact) to beat, and while they certainly look menacing and present a large health bar, it isn’t long before you figure out the best ways to do massive damage in a short time, melting their HP in mere seconds. As said, you can cross portals and continue runs well beyond their initial goal, but whether it’s worth your time or not largely depends on your current goals in the game. While it’s never a bad idea to continue a run endlessly, as it will always net you valuable materials and ton of XP for your character of choice, sometimes moving on to a different objective can make you unlock something you need sooner, thus ensuring your progression carries over to something you want to achieve quickly, as opposed to just farming a material that you may not even need in the next couple hours.
Of course, this being a bullet heaven, which in turn is an evolution of the roguelite formula, there’s a skill tree with permanent upgrades that should make your next runs easier, even. There are dozens of upgrades to choose from immediately, boosting everything from XP gains, speed, attack numbers, and more. But even if you finished these 5 stages and completed the skill tree, you are nowhere in terms of truly grasping what Soulstone Survivors is about, and why it risks becoming your digital addiction. Because, as you’ll find out in this review or in the game itself, at various points, it may seem like you’ve grasped everything a part of the game has to offer, reached its limits. But this game has cards up its sleeves for many, many hours. If what I mentioned so far sounds fun, I would suggest buying this game for yourself and checking it out, because seeing where the gameplay loop progresses after many hours is part of the fun. But if you wanna read more about its late-game shenanigans… we have a lot left to talk about!

Curse you!
First of all, curses! No, I’m not talking about throwing insults when dying in the game, but about actual curses you can apply to each run to make them more difficult. There are dozens of them, separated in tiers. These effects can make elite enemies spawn more often, increase the amount of Lords of the Void that appear at the same time, reduce healing effects for the player, all the way to absolutely brutal endgame curses like Void Presence, which follows you around and one shots you if they ever land a hit on you. While the regular stages certainly aren’t many, for now anyway, these curses can drastically alter their difficulty, the best strategies, and the need to experiment with different builds keeps popping up.
For example, I adore doing area damage around my character in bullet heaven games, and Soulstone Survivors is no exception. After all, when you have a hundred enemies all around you, it’s far more effective to damage everyone at once than to pick them off a couple at a time. However, a more focused and efficient targeted attack is crucial against bosses, so how do you balance these needs optimally? Once you start asking yourself these questions and finding answers, you’re finally starting to see the stellar depth and variety that Soulstone Survivors has to offer. And since there’s such a crazy amount of difficulty options and modifiers to melt through, the player’s skills, their characters’ growth, the weapons’ upgrades, and so much more are crucial to progress with. As said, completing a stage slowly is possible, but it gives little reward in the end to the player. So remaining efficient in attack is key to continuing the grind.

But wait, there’s more!
There’s also the Unholy Cathedral, essentially a short-burst boss rush mode which makes it faster to grind for certain materials and nets some unique rewards as well. Between waves of bosses, the player’s whole build resets, with only certain permanent upgrades remaining. This short yet intense battle ends on a tough, multi-stage boss as well. Then there’s Titan Hunt, a very challenging mode where players get to explore somewhat open areas and select which kind of monster-killing quests they wanna tackle, with enough of them completed giving them access to one final boss. It’s an excellent mode for hunting various materials across not-seen-before dungeons, and it encourages consecutive runs via specific unlocks. Lastly, it all culminates in this 1.0 version finally adding a story mode of sorts – from a basic but enjoyable prologue, ending on a bombastic fight against the legendary Void King itself. Nothing to write home about in terms of plot or lore, but the presentation is more than adequate.
Between adding several tiers of curse levels to each stage, the portals to access harder difficulties, these extra game modes, and all the barrage of unlocks, you are potentially looking at hundreds of hours of content, in case you truly want to flesh out everything in Soulstone Survivors. But as any fan of other, “endless” grinds like these, be it something like Diablo, Borderlands, and so forth, this formula bores quite early if there’s no mechanical variety behind it all. Fortunately, there is.

More characters than your average soap opera
Enter the game’s tremendous cast of 22 unique playable characters, each with their look, style, statistics, perks, and even specific starter attacks. Our first characters will be the standard yet very efficient Barbarian, the fire-spamming Pyromancer, and so forth, but as the game goes on, increasingly unique characters will be usable. Some can spawn allies like hounds, golems, or skeletons, with various buffs to increase their efficiency. And what about the Chaoswalker, who can spawn literal volcanoes and other, erratic attacks with random damage numbers? Or The Engineer, who feels straight out of Deep Rock Galactic, with his giant minigun and spawnable turrets? Since each character can, eventually, learn other characters’ attacks, gameplay may not necessarily change that much from one warrior to another at first. Yet, after finishing the base skill tree, the player can open up another ridiculously big branch for each of the 22 characters, at which point they can truly customize their playstyle and make them feel different. Not only do these skill trees unlock further runes, special abilities, and more for each of the (currently) 22 warriors, but they even feature multiple global upgrades that empower everyone in your roster, ensuring that even focusing on a single character still ends up powering you in multiple areas. Needless to say, it’s optimal to level up each character a bit to ensure that all characters take advantage of the global upgrades as quickly as possible.
Each warrior even has 3 additional weapons that can be unlocked (and eventually even upgraded to unlocking a new artifact for them), we can select between several hundreds of unique skills for our builds, several dozens of usable runes can be used to create multiple loadouts for every character, each of them has an ascended form with even more new skills and even alternate looks, stages can feature rare events and rituals… seriously, I’m gonna stop listing all this stuff now. It’s a massive game that is fun and satisfying from the first minutes of gameplay, and yet it still manages to be rewarding and varied several dozens of hours into playing, with a build depth and scope that not only rivals, but probably trumps games like Diablo 3 or Path of Exile 2 in a lot of ways. You can take my word on that, because I’ve already spent many hours on the PC version and I’m having a blast on this new Xbox version as well, starting from scratch and revisiting stuff I already completed with the new balance changes, features, etc. that were not present before. It’s just really addictive to progress through the seemingly never-ending progression of Soulstone Survivors, as when you think you’ve reached some sort of an end goal for your character, weapon, or material grind, you’ll find out the developers still added something more that you didn’t know about. Once they take your hand, they are never letting go, and I’m glad to point out that they do this without any microtransactions, limited-time battle passes, or anything of the sort, and that every update has always been free.

Is there a catch, though?
Needless to say, I enjoy Soulstone Survivors, if that wasn’t obvious by now. It is, however, not without a handful of flaws – some minor, others might even be dealbreakers for some of you. The elephant in the room is the real depth of the gameplay – sure, you can create countless different builds and play them on a variety of stages with modifiers and difficulty levels, but how can a game with automatic attacks be truly all that varied in practice? After all, aside from a few oddly specific situations, most of your gameplay will always boil down to trying and maximize damage by sticking to large clusters of enemies, while looking at the red areas on the floor to avoid their attacks. You’re looking at numbers going up while repeating the same tasks, for the most part. Mechanically speaking, that’s quite a simple loop, so that may not be for everyone, though the speed and intensity of combat do increase rapidly.
Completing the initial skill tree is hampered by the spawning rate of the coloured soulstones, which at first is rather slow. The grind for these soulstones is, initially, a bit annoying. Some of the upgrades can require like 10 stones of the same colour, which can even take a couple of hours of gameplay, as a single level usually gives you one gem per each colour, so finding 10 of them can mean muscling through ten whole stages. This issue kinda disappears as more curse levels are applied, as you’ll start receiving a lot more soulstones per run, though at that point the characters’ XP bar lengths might become the grindy part. Similarly, finding enough rare materials to build and upgrade certain weapons can be rather time-consuming, though at least it’s very rewarding. There are excellent incentives to keep on playing for hours at a time if you love the loot and numbers game, but it’s certainly a scary prospect for a more casual player, who won’t even find much of a plot or breaks in the action like a, say, Borderlands title would offer. And yet, the game is excellent for quick runs in a short gaming session, yes is also equally efficient for hours-long marathons for the truly dedicated. Shame, then, that there is no way to save a run in progress, though at least Xbox Series X|S’s excellent Quick Resume feature works well, as it allowed me to join back paused runs with ease. Predominantly for that reason, I would suggest buying the Xbox version if you’re planning to go console for Soulstone Survivors. Shame it’s not a Play Anywhere game, as it would have been fun to carry over my console save file to my MSI Claw. It is also not on Game Pass, something that two of the absolute GOATs of the genre, like Vampire Survivors and Brotato, are at the time of this writing.

Mostly hit, rarely a miss.
There’s also a handful of missing features or technical flaws in the game. Let’s start from the latter. With how chaotic the game can get, as hundreds of enemies, area effects, and projectiles fill up the screen, performance can drop a bit. It usually doesn’t last long when it happens, but even on Xbox Series X, it’s not difficult to encounter times where the otherwise solid 60fps fails to keep up with the action. There are certain effects, like some holy attacks, which become surprise framerate tankers, even when reducing the opacity of the player attacks. The problem is amplified when the player slowly increases the size of their attacks via upgrades, making these attacks that already make the performance struggle somehow impact even more. There have been various performance patches throughout the years of Early Access, though, so I expect these issues to eventually fade too.
It’s also somewhat strange that there isn’t any multiplayer, local or online, present in Soulstone Survivors. I wouldn’t say it’s a genre standard by now, but several games do offer said option, and it feels like there’s all the groundwork done for it here already – there’s plenty of skills and whole builds created around the idea of buffing your companions, except they’re spawned in skeletons or bears, not real players. I get that for a small indie studio, it’s hard to implement such a feature, but the somewhat grindy endgame could have been more enjoyable with some buddies at your side. Don’t misunderstand the lack of multiplayer for a lack of content or variety, though – there’s so much to do in here as a solo experience already. And while multiplayer isn’t something the developers seem to want to work on at the moment, we know that we’ll get more new characters, weapons, stages, game modes, and countless more changes after launch. The almost 3 years that led this game from early access to 1.0 have seen some enormous changes – for example, the characters’ ascension skill trees and the various alternate game modes didn’t even exist at one point. I have very little doubt that, even past its proper launch, it’s still gonna receive game-changing additions for months, if not years to come, throwing dozens, if not hundreds, of hours of content to the mix. And I can’t see a future where Game Smithing’s game won’t be sitting on my console’s SSD for years to come.

The new king of the bullet heaven genre
It is 2025, and Soulstone Survivors perhaps isn’t the most noticeable bullet heaven shooter out there anymore. Vampire Survivors, Brotato, 20 Minutes Till Dawn, and such became immensely popular by launching nearly everywhere, including mobile. Multiple famous gaming IPs, like TemTem, Pathfinder, and Deep Rock Galactic, spawned their own versions and genre twists on the formula, with the notable advantage of being very well-known IPs and developers behind said projects. There have been all sorts of genre mash-ups with first-person shooter modules, car-based combat, you name it. We even had several titles with a full-blown multiplayer to boot, something that this game does not feature in any shape or form. And yet, it is 2025, and while shinier, more innovative titles tackled this viral genre, of which I own hundreds of games already… I just keep coming back to Soulstone Survivors. I do so because it is bullet heaven to the extreme. It looks great, it plays amazingly, it has a crazy amount of build and class variety, and an absolute boatload of stuff worth grinding towards – with the developers seemingly not being able to stop improving the game continuously, either. It’s certainly on the pricier side for a bullet heaven shooter, but we’re still talking about 15 dollars (or your regional equivalent, give or take) for a game that you could be coming back to for months or years. And, at least in my case, that’s what I’ve been doing already, and I still intend to go on for the foreseeable future as well.
It’s not a flawless game, but throughout years of iterations, it basically transcended the limitations of its bullet heaven genre, creating a roguelite with a depth and variety comparable to the absolute best ARPGs ever made. Maybe you won’t remember the enemy designs, the generic lore, or the name of the 200th skill you unlocked. You will, however, remember how satisfying this game has been for the many hours you’ve dedicated to it. In terms of originality and variety, the unforgettable Vampire Survivors stands out more and offers more inventive gameplay, but I dare say that in virtually any aspect of gameplay, replayability, customization, depth, and variety, Soulstone Survivors has climbed to the absolute top of the genre. A fast-paced, incredibly satisfying, and varied game, one that I have a hard time putting down, even just to finish this already ridiculously long review. Soulstone Survivors was already great in its first Early Access version in 2022, and its 1.0 launch in 2025 is an unmissable bullet heaven experience today; one that anyone with even a passing interest in the genre should check out, and one that already reserves itself a high spot in my yearly top 10 games of the year, surely.

Played on
Xbox Series X, PC
PROS
- Astonishing depth and variety
- Incredibly satisfying gameplay loop
- The game's progression keeps expanding in new and fun ways
- Extremely customizable experience
- Tons of new content yet to come, despite the already scary amount of content
CONS
- No multiplayer whatsoever
- Can be a bit grindy at times
- Some framerate drops




