Game review
Azmar Quest - Text Based RPG
8 / 10
- Developer
- Sevan Soukiassian
- Publisher
- Sevan Games
- Released
- 23 March 2024
- Platforms
- Windows
- Genre
- Text-Based RPG, Turn-Based RPG
- Monetisation
- One-time purchase, no DLC or in-game currency mentioned on the store page
- Players
- Single-player campaign, plus online PvP (1v1/2v2) and co-op dungeons, cross-platform
The short version
Azmar Quest is a one-person passion project: a text-first, old-school RPG where you pick a class, read your way through a 20-hour branching story, and fight turn-based battles against 100+ enemies, with PvP and co-op dungeons layered on top. It quietly launched on iOS in March 2024, built up a following there over a year and a half, and reached Steam on 12 September 2025 — the date Steam's own store page shows, which makes the game look brand new when it's actually deep into its second year. What sets it apart from the crowded old-school-RPG-revival space isn't the combat, which is functional rather than remarkable; it's a genuinely rare, deliberately built screen-reader-accessible interface, confirmed working by a blind player in the corpus itself, in a genre and an indie budget tier where accessibility work like this is almost never attempted.
Biggest strengths
- A screen-reader-accessible interface is a headline, verified feature rather than a marketing claim — Steam's own accessibility tags list Narrated Game Menus, Playable without Timed Input and "playable without vision," and the corpus's most-upvoted review is from a blind player confirming it works as advertised from first launch
- Every one of the 11 English-language reviews on Steam is positive, with reviewers independently praising the branching story, organised structure and multiple endings
- Deliberately old-school, unhurried pacing (starting with one basic attack and building up slowly) is framed as a feature on the store page and matches what reviewers describe experiencing, rather than the game overpromising modern power-fantasy pacing it can't deliver
Biggest weaknesses
- The Steam review corpus is very small — just 11 English-language reviews total — so "100% positive" is a real but statistically thin signal, and this review's confidence should be read accordingly
- One reviewer bluntly calls the game "Complete AI SLOP. From art to text," a specific and unusual accusation about asset and writing originality that this review cannot independently verify or refute — worth flagging to readers even though that same reviewer still recommended the game and said it was "fun tho"
- The visible Steam release date (12 September 2025) understates the game's actual maturity by roughly a year and a half; buyers relying on Steam's own date alone would misjudge how long this has been in active development and player hands
Who it's for: Players who want a slow, readable, old-school RPG that respects a limited time budget, and especially blind and low-vision players seeking a genuine, developer-intentional accessible RPG rather than an incidental one. Not a fit for players who want fast, visually flashy combat or a large budget's worth of production values — this is a solo developer's text-driven vision, worn proudly as a feature rather than a limitation.
Our recommendation: A confident recommendation at NZ$14.75, with the caveat that the review corpus is still small enough (11 reviews) that this verdict should be treated as an early, strongly positive read rather than a fully settled one. Particularly recommended to screen-reader users who rarely get a built-for-purpose RPG at all.
8 / 10
Azmar Quest wears its two most interesting qualities on its sleeve, and neither one is the combat. The first is that it's an unabashedly old-school RPG: pick a class — Warrior, Cleric, Witch or Archer — start with a single basic attack and no armour, and slowly earn the kind of small, meaningful upgrades ("+2 Stamina" reads like a real reward, per the developer's own store-page pitch) that modern RPGs have mostly trained players to skip past. The second, and the one worth leading a review with, is that solo developer Sevan Soukiassian built the whole interface to work for screen-reader users — not as an afterthought accessibility patch, but as a stated, structural feature. Steam's own accessibility tags list Narrated Game Menus, Playable without Timed Input, and "playable without vision" directly, and the review corpus backs it up with more than a marketing claim.
A genre almost nobody makes accessible, made accessible
The most-upvoted review on the Steam page — 20 votes, the highest in an 11-review corpus — opens with exactly the reaction this feature deserves: "An old school RPG that a blind gamer can play, sign me up!" The reviewer describes the game recognising their screen reader and confirming the accessible version on first launch, unprompted. That's a genuinely uncommon thing to find working correctly in an indie RPG at any budget, let alone a one-person project, and it's the single strongest reason this review scores the game as highly as it does. Indie accessibility efforts are common in principle and rare in careful execution; this corpus suggests Azmar Quest cleared that bar on the first attempt rather than needing patches to get there.
A year and a half old, wearing a three-month-old date
Steam's storefront lists Azmar Quest's release as 12 September 2025, which makes it look like a brand-new arrival. It isn't. A web search of AppleVis — a long-running accessibility-focused Apple community — turns up a forum post titled "Introducing Azmar Quest, an Old School and Turn Based RPG" and an April 2024 "What's New and Noteworthy" roundup, both pointing to an original iOS release around March 2024. The Steam review corpus corroborates this independently: one reviewer writes, "I've been playing Azmar for a year now, and I have to say it's one of the best RPGs I've ever played. I started on iOS, but now I'm also playing it on PC." Steam's port is a second chapter for this game, not its debut, and reviewers who found it on iOS in 2024 are still playing it in 2025 and 2026.
What the small corpus actually says
Every one of the 11 English-language Steam reviews is positive — a genuinely perfect record, though thin enough (11 reviews) that this should be read as an early, strongly favourable signal rather than a fully settled verdict. Beyond the accessibility praise, reviewers consistently single out the branching story and its multiple endings, the well-organised side content, and — more than one review specifically calls this out — a cross-platform PvP and co-op implementation that works better than reviewers expected from a solo developer. One reviewer's account stands out as worth flagging rather than ignoring: "Complete AI SLOP. From art to text. Fun tho" — a blunt, specific accusation about the originality of the game's art and writing that this review has no way to independently confirm or refute, sitting oddly alongside the same reviewer's positive recommendation. Readers who care about that distinction should weigh it themselves; it's the one genuinely discordant note in an otherwise unanimous corpus.
Final verdict
Azmar Quest isn't chasing spectacle — it's a deliberately unhurried, text-driven RPG that asks players to accept slow, earned progress in exchange for a real story and, for a meaningful subset of its audience, an accessible interface that most games in this budget tier never attempt at all. The review corpus is small, and one specific accusation about asset originality deserves a mention rather than a shrug, but what's here — a working, developer-championed screen-reader experience wrapped around a competent 20-hour old-school RPG — is distinctive enough, and rare enough, to recommend clearly.
Pros and cons
Pros
- A screen-reader-accessible interface is a headline, verified feature rather than a marketing claim — Steam's own accessibility tags list Narrated Game Menus, Playable without Timed Input and "playable without vision," and the corpus's most-upvoted review is from a blind player confirming it works as advertised from first launch
- Every one of the 11 English-language reviews on Steam is positive, with reviewers independently praising the branching story, organised structure and multiple endings
- Deliberately old-school, unhurried pacing (starting with one basic attack and building up slowly) is framed as a feature on the store page and matches what reviewers describe experiencing, rather than the game overpromising modern power-fantasy pacing it can't deliver
- Real longevity for a solo project: one reviewer reports a full year of play across both the original iOS version and the Steam port, and cross-platform PvP/co-op is functioning and praised specifically for how well it was implemented
- Cheap at NZ$14.75 for a stated 20-hour story plus PvP and co-op dungeons on top
Cons
- The Steam review corpus is very small — just 11 English-language reviews total — so "100% positive" is a real but statistically thin signal, and this review's confidence should be read accordingly
- One reviewer bluntly calls the game "Complete AI SLOP. From art to text," a specific and unusual accusation about asset and writing originality that this review cannot independently verify or refute — worth flagging to readers even though that same reviewer still recommended the game and said it was "fun tho"
- The visible Steam release date (12 September 2025) understates the game's actual maturity by roughly a year and a half; buyers relying on Steam's own date alone would misjudge how long this has been in active development and player hands
- No achievements are configured on the Steam page, so there's no independent completion-curve data to corroborate or complicate the review corpus's account of pacing and difficulty
- A niche pitch — deliberately slow, minimal-loot, text-first combat — that the store page itself says explicitly isn't for players wanting immediate power and loot showers, which narrows the honest audience considerably