Key art for AETHERIS

Game review

AETHERIS

6.5 / 10

Developer
WILD WITS
Publisher
Hawthorn Games
Released
7 November 2023
Platforms
Windows, macOS
Genre
Fantasy Tactical RPG Roguelite
Monetisation
One-time premium purchase; sustained free content updates continued through 2024, with the developer's subsequent attention shifting to new, separate titles
Players
Online co-op supported alongside a full single-player mode

The short version

AETHERIS follows a party of four lizardfolk "Vazzards" fleeing a mysterious, encroaching mist called the Shade, combining choice-driven branching exploration with turn-based tactical combat across four distinct skill trees. Reviewers consistently single out its presentation as a genuine standout, describing a mosaic-painting-inspired art style and a haunting soundtrack that together create an atmosphere several compare favorably to narrative-driven "artist games" like Gris or Spiritfarer, despite AETHERIS leading with gameplay rather than pure narrative.

That praise sits alongside real, specific complaints this review's research confirms have substance: reviewers describe brutal difficulty balance and RNG swings, limited run-to-run variation since encounters repeat across playthroughs, and — most seriously — at least one detailed report of a persistent, repeatable crash against a specific late-game boss that this review's research found no confirmed fix for by name, despite a steady stream of crash and softlock hotfixes across the game's first year.

Biggest strengths

  • A distinctive, widely praised mosaic-painting-inspired art style that reviewers consistently single out as the game's standout strength
  • A haunting, well-regarded original soundtrack that reviewers credit with elevating the game's atmosphere alongside its visuals
  • Four distinct skill trees (Magic, Strength, Healing, and Rogue) giving real build variety across a party of four playable characters

Biggest weaknesses

  • Reviewers consistently describe difficulty balance and RNG as brutal and inconsistent, with some encounters feeling unfairly weighted against the player regardless of preparation
  • A specific, repeated complaint that event choices and encounters repeat identically across runs, limiting the replayability a roguelite structure typically promises
  • At least one detailed report describes a persistent, repeatable crash against a specific late- game boss; this review's research found no confirmed fix addressing that specific encounter by name across the sampled patch history

Who it's for: Tactical RPG and choice-driven roguelite fans who prioritize atmosphere and art direction, willing to accept real balance rough edges and limited replay variety.

Our recommendation: Worth a look for fans of striking, atmospheric tactical RPGs, though buyers hoping for a game they can push into ever-tougher endgame territory, or expecting extensive run-to-run variety, should adjust expectations first.

6.5 / 10

AETHERIS follows four lizardfolk "Vazzards" fleeing a mysterious, world-consuming mist called the Shade, guiding them through branching, choice-driven exploration and turn-based tactical combat. Reviewers consistently describe its presentation — a distinctive, mosaic-painting-inspired art style paired with a haunting original soundtrack — as the game's clearest, most immediately striking strength, even as its gameplay systems draw a more mixed, though still largely positive, reception.

Art and atmosphere reviewers call a genuine standout

The strongest, most consistent praise in the review base concerns AETHERIS's visual identity. Reviewers repeatedly describe the art as reminiscent of mosaic paintings or stained glass, distinctive enough that several explicitly place the game alongside narrative-focused "artist games" like Gris or Spiritfarer for its presentation alone — a notable comparison for a game that leads with tactical combat rather than pure narrative. The soundtrack draws similarly strong, specific praise, with reviewers describing it as genuinely haunting and well-suited to the game's tone.

Real balance complaints behind the tactical combat

Set against that praise, the game's difficulty balance draws consistent, specific criticism. Reviewers describe brutal RNG swings and inconsistent encounter difficulty that can feel unfair regardless of preparation, alongside requests for improved readability of both ally and enemy skills during combat. That's a real, substantive complaint rather than simply players finding the game too hard in the abstract — several reviewers explicitly note they don't typically mind difficult games but found this particular balance didn't click for them.

Limited run-to-run variation, despite the roguelite framing

A related, more structural complaint concerns replayability: several reviewers describe event choices and encounters repeating identically across playthroughs, meaning experienced players end up memorizing the "correct" choices rather than encountering genuinely fresh scenarios each run — a significant gap for a game structured around repeatable expeditions.

A specific, unresolved crash this review's research couldn't confirm as fixed

The most serious individual complaint in the review base describes a persistent, repeatable crash against a specific late-game boss, with the reporting player noting they and a co-op partner defeated the encounter and unlocked its associated achievement four separate times, only for the game to soft-freeze immediately afterward every single time, permanently blocking further progress. This review's research found a steady stream of hotfixes addressing crashes and softlocks against various named enemies throughout the game's first year, but no patch note specifically naming this encounter — an honest gap rather than a confirmed resolution.

What the achievement data shows

Global achievement data, with several names in French reflecting the developer's origin, shows a reasonably graceful decline through the game's zone structure: 94.7% of the playerbase enters the first zone, falling gradually to 58.2% by the third and 23.8% reaching the game's final zone, with two distinct achievement-tracked endings confirmed (18.4% and 15.6% respectively). That's a real but not extreme drop-off, broadly consistent with a story-driven roguelite rather than an unusually punishing wall — suggesting the balance complaints above, while real, don't prevent a meaningful share of players from reaching the game's conclusion.

Where the developer's attention has gone since

This review's research confirms AETHERIS received sustained, active patching through its first year, including numbered hotfixes addressing specific crashes by name and periodic narrative-lore content updates through mid-2024. Development attention specific to this game slowed considerably after that point, with the developer's later public communications centered on new, separate titles — Crown Gambit and, as of this review, a newly released game called Sovereign Tower — rather than continued AETHERIS-specific content. That's consistent with a mature, largely-finished game receiving no further active development rather than an ongoing, abandoned-mid-support situation, though buyers should treat any remaining bugs, including the unresolved crash discussed above, as unlikely to receive further attention.

The lizardfolk cast reviewers find distinctive

Beyond the presentation, several reviewers specifically credit the choice to build the game's cast around lizardfolk rather than a more conventional human or elf-led party, describing the four Vazzard characters as having enough individual personality and distinct designs to stand out even within a genre that regularly features non-human protagonists. That specific choice ties directly into the mosaic-style art discussed above, giving each character a visually memorable silhouette that reviewers say helps combat readability even when skill effects themselves could be clearer.

A camp-based structure between expeditions

Between tactical encounters, the game returns players to a home camp for experience training, healing, and preparation before the next expedition — a structural rhythm several reviewers describe as a well-paced breather that helps offset the harder difficulty spikes encountered on the trail itself. That framing device also reinforces the roguelite's stakes: preparation choices made at camp meaningfully affect how well-equipped a party is for whatever the next run's fixed encounters throw at them, even if those encounters themselves don't vary as much as reviewers would like.

A game backed by real crowdfunding investment

AETHERIS originated as a crowdfunded project, and several reviewers specifically mention having supported its Kickstarter, in some cases well before deciding whether the roguelite genre itself appealed to them. That context is worth noting: the game's distinctive art direction and atmosphere appear to have been the draw for a meaningful share of its earliest supporters specifically, ahead of its gameplay systems, which lines up with how consistently presentation outranks mechanics in the review base's praise even now, well after release.

Where it lands

AETHERIS earns its Mostly Positive reception through genuinely striking art direction and atmosphere that reviewers consistently single out, even as real balance, replayability, and at least one unresolved stability complaint keep it from a higher score. Its first year of active, responsive patching reflects real developer commitment, even where that commitment appears to have concluded before every reported issue was addressed. For tactical RPG fans drawn specifically to distinctive presentation, this remains a worthwhile, if imperfect, pickup.

Pros and cons

Pros

  • A distinctive, widely praised mosaic-painting-inspired art style that reviewers consistently single out as the game's standout strength
  • A haunting, well-regarded original soundtrack that reviewers credit with elevating the game's atmosphere alongside its visuals
  • Four distinct skill trees (Magic, Strength, Healing, and Rogue) giving real build variety across a party of four playable characters
  • Confirmed steady post-launch bug-fixing in the first year after release, with numbered hotfixes addressing specific crashes and softlocks by name
  • Online co-op support letting friends tackle the game's tactical encounters together, praised by several reviewers as a genuine highlight of their experience

Cons

  • Reviewers consistently describe difficulty balance and RNG as brutal and inconsistent, with some encounters feeling unfairly weighted against the player regardless of preparation
  • A specific, repeated complaint that event choices and encounters repeat identically across runs, limiting the replayability a roguelite structure typically promises
  • At least one detailed report describes a persistent, repeatable crash against a specific late- game boss; this review's research found no confirmed fix addressing that specific encounter by name across the sampled patch history
  • Co-op permadeath rules draw specific criticism for how they handle a player's character dying mid-run, described by reviewers as marring group sessions rather than adding meaningful stakes
  • This review's research confirms AETHERIS-specific development slowed considerably after 2024, with the developer's subsequent public activity centered on newer, separate titles rather than continued content for this game

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 6.5 / 10
  • Visuals 8.5 / 10
  • Progression 6 / 10
  • Interface 5.5 / 10
  • Story 6.5 / 10