Key art for Abandoned Archive

Game review

Abandoned Archive

7 / 10

Developer
Vedal
Publisher
Vedal
Released
24 November 2025
Platforms
Windows
Genre
Action Roguelike
Monetisation
One-time purchase, no add-on content
Players
Single-player

The short version

Abandoned Archive is a fantasy spell-casting roguelike built by a single developer credited simply as Vedal, released 24 November 2025 after roughly five years of on-again, off-again development. Its core loop — collecting and upgrading spells, choosing relics, rerolling boons for a price, gambling on risky events between floors — draws consistent praise for depth and genuine decision-making rarely found in genre entries this cheap, and a large majority of its review base recommends it enthusiastically, several logging well over a hundred hours.

A detailed and specific minority, writing with real playtime behind their complaints rather than bouncing off in the opening minutes, describes real rough edges: enemy attacks that rarely telegraph clearly, attacks that lack impact or "oomph" on hit, a difficulty curve that spikes hard at the first boss and again on the second floor as enemy health scales faster than player power, and relics that often feel disconnected from one another rather than building toward synergistic combos. At least one detailed review calls the game "pretty unfinished," arguing it needed more balancing and item variety before launch.

Biggest strengths

  • A genuinely deep spell and upgrade system offers real variety in how a run's core attack options develop, with reviewers repeatedly noting how many distinct spell and upgrade paths they encountered even in a single early run
  • Meaningful decision-making between floors — spending currency to reroll unwanted boons, gambling on risky bonus-stage events for extra relics and knowledge — gives runs a genuine strategic layer beyond simply picking the best available option
  • A large, detailed and consistently enthusiastic review base reports real long-term engagement, with several reviewers logging well over a hundred hours and describing the game as cheap, replayable and appropriately hard

Biggest weaknesses

  • A specific, repeated complaint describes enemy attacks, especially from bosses, as poorly telegraphed, making it difficult to reliably read incoming danger rather than react to clear visual cues
  • Several detailed reviews describe attacks lacking meaningful "oomph" or impact feedback on hit, leaving combat feeling numb even when spells are landing correctly
  • A recurring complaint describes the difficulty curve spiking sharply and, in the view of several reviewers, unreasonably at the first boss and again on the second floor, where enemy health scaling reportedly outpaces the player's own growth in power

Who it's for: Roguelike fans drawn to deep spell and relic itemisation who don't mind a steep, sometimes unforgiving difficulty curve, and who are comfortable with a game clearly still being refined by a single developer rather than a large studio.

Our recommendation: A strong value recommendation at its price point for players willing to push through a rough, difficult opening stretch to reach its more rewarding loadout-building mid-game, with the caveat that its difficulty spikes, thin hit feedback and disconnected relic synergy are real, specific complaints echoed across a meaningful share of its own enthusiastic review base.

7 / 10

Five years in the making, released under a familiar name

Abandoned Archive is the work of a solo developer credited as Vedal, self-published and released 24 November 2025 after roughly five years of development. That timeline predates the project most players now associate with the name: Vedal is also the creator of Neuro-sama, an AI-driven virtual streamer who debuted with a synthesised voice and animated avatar on Twitch in December 2022 and has since become one of the platform's most-watched independent streaming projects. Development on Abandoned Archive was underway well before that, and continued alongside it, which explains both the unusually large review base for a debut solo roguelike at this price point and the heavy presence of in-jokes and streamer-specific references scattered through its Steam reviews. Setting that context aside, the game itself is a straightforward pitch: a fantasy, spell-casting action roguelike, moving the player through procedurally arranged floors filled with relics, upgrade choices and increasingly dangerous bosses, with a spell-upgrading system the store page specifically foregrounds as the project's central hook.

Where the depth actually is

The praise that recurs most consistently across Abandoned Archive's review corpus centres on genuine decision-making rather than simple stat accumulation. Reviewers describe a wide variety of spells and upgrade paths available even within a single early run, giving loadouts room to feel meaningfully different from one attempt to the next. Beyond spell selection itself, the game layers in real choices between floors: players can spend earned currency to reroll a boon they don't want, or gamble on optional risk-reward events that offer extra relics and knowledge at the cost of potential setbacks. One detailed review specifically credits the game for not forcing bad choices the way some roguelikes do by design, noting that declining a risky option never feels like the punished choice. Enemy design in the base combat loop draws a similar, more specific compliment: several reviewers note that not every enemy deals contact damage on touch, a small design decision that opens up aggressive, close-range play without making it reflexively dangerous — the kind of detail that reads as a deliberate choice rather than an oversight.

The difficulty spike, and the feedback that doesn't quite land

Set against that praise is a genuinely detailed and specific body of criticism, most of it written by reviewers with real playtime rather than players bouncing off the opening minutes. The most common complaint concerns telegraphing: enemy attacks, especially from bosses, are frequently described as lacking clear visual cues, making damage feel unpredictable rather than a matter of properly reading and reacting to a threat. Compounding that, several reviewers describe combat's hit feedback as lacking "oomph," with attacks landing correctly but not registering with much visible or tactile impact — a complaint distinct from telegraphing but closely related, since both make it harder for a player to build confidence in what's actually happening on screen. One reviewer specifically pointed to excessive bloom and glow effects as part of what makes some encounters difficult to parse, alongside areas reported as uncomfortably dark without any in-game brightness adjustment available.

Difficulty balancing draws the sharpest specific criticism. Multiple reviewers independently describe a difficulty spike at the game's first boss, and a second, steeper one entering the second floor, where enemy health scaling is reported to outpace the growth in the player's own spell power across the same stretch of the run. One detailed critical review, while noting genuine fondness for Vedal's other work, calls Abandoned Archive "pretty unfinished," arguing it needed more spell variety, more item synergy and further rebalancing before launch, and that upgrades available before reaching those early bosses feel too sparse relative to the sudden jump in enemy strength. A related, narrower complaint concerns build depth: several reviewers describe relics and passive upgrades as often disconnected from one another, pushing successful builds toward a narrow set of strong, broadly useful choices rather than rewarding deliberate synergy-building across a run. Smaller interface friction compounds these complaints for some players — swapping a spell out of a full stance can reportedly cost accumulated ability energy without warning, and the absence of a minimap is raised repeatedly as a missing basic convenience for a genre built around floor-to-floor exploration.

A roguelike that mostly earns its enthusiastic reception

It's worth weighing the scale of these complaints against how the broader review base has actually responded. Very Positive, with 711 positive reviews against 51 negative across 762 total, is a strong result for any solo-developer release, and the ratio holds even accounting for the game's unusually large and vocal fanbase — the negative share is detailed enough, and specific enough about the same recurring issues, that it reads as genuine critical feedback rather than review-bombing in either direction. Several of the most engaged players report well over a hundred hours logged, with one extended, mixed-but-ultimately-critical review noting nearly 36 hours invested before writing up specific concerns about a bonus "Anarchy" stage that can permanently attach a damaging debuff to a run without any way to opt out. That level of detailed, hours-deep critique from players who clearly enjoy the core loop enough to keep playing is a meaningfully different signal than a wave of quick negative reviews from players who never got past the opening floors.

Value

At NZ$8.99, Abandoned Archive is priced well below most of its genre peers, and reviewers repeatedly flag that price as a significant part of why they're willing to forgive its rougher edges — a cheap, replayable, difficult roguelike with a genuinely deep spell system is a reasonable purchase even before factoring in any interest in the developer's other work. The Very Positive score reflects a review base that has, on balance, judged the trade-off in the game's favour, while a real, detailed minority makes a fair case that the difficulty curve, hit feedback and relic synergy need further work to match the depth of its best ideas. For players comfortable with a challenging, still-evolving solo project, the value case here is a clear yes; for players who bounce off unclear telegraphing or steep early spikes, the specific complaints above are worth reading closely before buying.

Pros and cons

Pros

  • A genuinely deep spell and upgrade system offers real variety in how a run's core attack options develop, with reviewers repeatedly noting how many distinct spell and upgrade paths they encountered even in a single early run
  • Meaningful decision-making between floors — spending currency to reroll unwanted boons, gambling on risky bonus-stage events for extra relics and knowledge — gives runs a genuine strategic layer beyond simply picking the best available option
  • A large, detailed and consistently enthusiastic review base reports real long-term engagement, with several reviewers logging well over a hundred hours and describing the game as cheap, replayable and appropriately hard
  • Enemy design in the base combat is credited by multiple reviewers as thoughtful, specifically praised for not making every enemy deal contact damage, which opens up close-range play that would be needlessly punishing in a lesser-designed roguelike
  • At NZ$8.99, the price is repeatedly cited by reviewers as low relative to the amount of content and replay value on offer, several explicitly framing a purchase as good value even setting aside any interest in the developer's other work

Cons

  • A specific, repeated complaint describes enemy attacks, especially from bosses, as poorly telegraphed, making it difficult to reliably read incoming danger rather than react to clear visual cues
  • Several detailed reviews describe attacks lacking meaningful "oomph" or impact feedback on hit, leaving combat feeling numb even when spells are landing correctly
  • A recurring complaint describes the difficulty curve spiking sharply and, in the view of several reviewers, unreasonably at the first boss and again on the second floor, where enemy health scaling reportedly outpaces the player's own growth in power
  • Multiple reviewers report that many relics and passive upgrades feel disconnected from one another, with builds skewing toward a narrow set of strong, "meta" choices rather than rewarding experimentation with synergistic combinations
  • Specific interface friction is called out around swapping spells mid-run, including losing accumulated ability energy when replacing a skill in a full stance without warning, plus a lack of a minimap and some areas reported as uncomfortably dark

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7 / 10
  • Visuals 6.5 / 10
  • Sound 7 / 10
  • Progression 6 / 10
  • Performance 7 / 10
  • Value 8 / 10
  • Originality 6.5 / 10
  • Replayability 7 / 10