The Anna Clicker: Shadow of the Pantheon logo beside a hand-drawn cartoon portrait of Anna, flanked by shadowy ghost-like enemy silhouettes

Game review

Anna Clicker: Shadow of the Pantheon

6 / 10

Developer
FantasmaEtLux
Publisher
FantasmaEtLux
Released
30 October 2025
Platforms
Windows, macOS
Genre
RPG

Two Reviews, Both Positive, Both Written in French

Anna Clicker: Shadow of the Pantheon launched on Steam on 30 October 2025 from solo-scale French developer FantasmaEtLux, and at the time of writing it has exactly two user reviews — both positive, and both written in French, which lines up with the store page's own supported-language listing of French only. A reviewer with 166 minutes (nearly 3 hours) logged writes that the game is "very pleasant to play, with great scenery and a very well-managed difficulty curve," adding that "the music is also very beautiful. Well done!" A second reviewer with 142 minutes logged goes further, calling it "a perfect game for click tryhards like me, or for those who want to discover this style of game in a beautiful art style," praising the art direction as "colourful, soft and varied" and the combat as "simple and effective," with enemies that get "more and more tough" over time, before closing with a joke about wanting a madeleine of their own after the session. Two reviews is a small foundation to build a verdict on, but both independently praise the same three things — visuals, music, and a difficulty curve that ramps sensibly — which is worth taking seriously as early, if limited, signal.

A Hand-Drawn Heroine in a Low-Poly World: Real-Time Clicking, Not Idle Waiting

Despite the "clicker" in its title, this isn't an idle or incremental game in the genre-standard sense — there's no offline progress, no prestige currency, and no passive number-climbing while away from the keyboard. Instead, Anna Clicker pairs a flat, hand-drawn 2D character sprite with a fully 3D, low-poly explorable world, and asks the player to actively fight through it in real time: left-click rapidly to strike quickly, click-and-hold for constant uninterrupted damage, or right-click to unleash an area-of-effect spell around Anna's melee range, on top of a full set of four spells mapped to four separate keys. The store page promises more than 60 individual fights, with soldiers closing to melee range while mages hang back and harass from a distance, meaning encounters are built to force at least some tactical reads about positioning and target priority rather than a single click-everything strategy working throughout. A screenshot from early in the game shows this in action: a shadow-corrupted wolf under attack on a flower-lined garden path, with a live "Click Per Second" counter — reading 5.7 in the moment captured — tracking the player's actual manual input speed rather than an idle-game currency-per-second figure, underlining how much this leans on active play over passive accumulation.

Ten Mazes, 170 Rooms, and 28 Hidden Braziers Worth Actively Hunting For

Layered on top of the combat is a genuine exploration structure: ten separate mazes made up of more than 170 rooms in total, populated with 28 hidden braziers scattered off the beaten path that reward the player for exploring rather than beelining to the next fight. The four brazier colours each buff a different permanent stat — red adds one point of left-click damage, blue adds one point of auto-click damage, green adds five points of health, and purple adds one point of special spell damage — turning exploration into a direct, cumulative power source rather than a purely cosmetic side activity. A screenshot confirms this isn't just marketing text: a lit red brazier and a lit blue brazier sit along a mountain path next to a round, black, locked hatch marked with an exclamation point, with further braziers visible glowing in the distance — a concrete example of the exploration loop rewarding players who wander off the direct path, and of the game gating some progress behind hatches or gates the player has to come back for later. Boss fights are pitched by the store page as requiring "extra effort" through dedicated special mechanics rather than simply having larger health bars, which — if it holds up across all "more than 60 fights" — would put more thought into its toughest encounters than most click-focused games bother with, though that specific claim comes from the developer's own description rather than something this review can independently confirm from a screenshot.

No Achievements, No Listed Cloud Saves, and a Quiet Castle Between Fights

One notable gap in Anna Clicker's feature set: Steam's own store listing shows no achievements at all, no Steam Cloud support, and no controller support flagged — a genuinely bare-bones platform feature list next to genre neighbours that typically ship a dozen achievements at minimum, even at similarly small budgets. That's not necessarily a mark against the moment-to-moment game itself, but it does mean there's no external achievement list to help verify pacing or content depth the way this outlet has been able to do with other newly-launched idle and clicker titles, and no cloud-save safety net for players switching machines. On the visual side, though, a screenshot of the castle's great hall shows real craft went into the presentation even away from combat: a long red carpet leads between rows of mounted weapon displays and wall torches toward a grand doorway, with the Click Per Second counter sitting idle at 0.0 — a quieter, exploration-focused space that matches both reviewers' specific praise for the game's art direction and gives the mazes a sense of place beyond being pure combat corridors.

Price, Platform Support, and a French-Only Language Barrier

At NZ$7.39, Anna Clicker: Shadow of the Pantheon supports Windows and macOS but not Linux, with no DLC listed and nothing in the store page or either available review suggesting any monetisation beyond the single upfront price — a straightforward, consumer-friendly structure. The one real limitation worth flagging clearly for prospective buyers is language: Steam lists French as the only supported language, with no English interface, subtitles, or menu translation mentioned anywhere on the store page, and both of the game's existing reviews are themselves written in French. For a game whose loop depends on reading enemy telegraphs and understanding brazier and spell effects, a French-only interface is a real barrier for the broader English-speaking Steam audience, even if the combat itself is largely visual and intuitive enough to follow without full comprehension of any on-screen text.

Verdict

Anna Clicker: Shadow of the Pantheon is a more ambitious game than its title suggests, trading the genre's usual passive number-climbing for real-time, actively-fought combat wrapped around a genuinely sizeable exploration structure — ten mazes, over 170 rooms, and 28 stat-boosting braziers worth hunting down, backed by boss fights with real telegraphed mechanics rather than simple stat checks. Its two available reviews are unanimous in praising its hand-drawn art, music, and difficulty pacing, and a look at its screenshots backs that praise up directly. But it ships with no achievements, no listed cloud saves, and — most significantly for a global Steam audience — no supported language beyond French, all of which narrow its practical audience considerably regardless of how solid the underlying loop turns out to be. At NZ$7.39 with a clean single-purchase structure and no signs of secondary monetisation, it's worth a look specifically for players comfortable with a French-only interface or willing to navigate around it, but the language barrier alone is reason enough for others to wait and see whether a wider translation ever arrives.

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
  • Progression 5.5 / 10
  • Performance 6 / 10
  • Originality 6.5 / 10
  • Monetisation 8 / 10
  • Interface 3.5 / 10