Key art for Barbarian Saga: The Beastmaster

Game review

Barbarian Saga: The Beastmaster

6 / 10

Developer
Dormidin Studio
Publisher
Selecta Play
Released
9 September 2026
Platforms
Windows
Genre
Action, Adventure, Indie
Monetisation
Paid up front, no in-game purchases
Players
Single-player

The short version

Barbarian Saga: The Beastmaster is a hand-drawn 2D Metroidvania from Dormidin Studio in which players unlock animal-morphing abilities to fight through a sprawling, hostile world of Arborea. It released on Steam on 9 September 2026 at NZ$19.79, and its launch review sample is very small but leans favourable — 9 reviews, 8 of them positive.

Reviewers converge on the game's hand-drawn art, responsive movement and sheer size as real strengths, several logging multiple hours and praising a large, varied map with fast-travel save points and a wide range of enemy types. That praise sits alongside specific, repeated pushback: a detailed 7.5-out-of-10 review and a separate one-star review both single out contact-damage hitboxes as a genuine, recurring frustration, several reviewers describe the early hours as confusingly structured with key traversal abilities gated many hours in, and reviewers flag concrete missing options at launch, including a windowed or borderless display mode and full control remapping.

Biggest strengths

  • Reviewers repeatedly praise the hand-drawn art and backgrounds as beautiful and distinctive, with one comparing the aesthetic favourably to Adventure Quest and noting the developer's explicit claim that the art was made without AI assistance
  • Character movement and combat are described as fast and responsive, with dash able to cancel into both basic attacks and specials for fluid traversal once players get a feel for the timing
  • Multiple reviewers praise the sheer size of the game, citing a large, frequently-changing map with fast-travel save points and reporting 12 to 16 hours or more for a full playthrough

Biggest weaknesses

  • A detailed review and a separate negative review both single out contact-damage hitboxes as a genuine, recurring source of frustration, with several other players reportedly raising the same complaint independently
  • More than one reviewer describes the early hours as confusingly structured, reporting that a core traversal ability like double jump isn't unlocked until 6 to 8 or more hours into the game
  • A negative review lists concrete design complaints at launch, including enemies that instantly respawn on re-entering a room, a lack of on-map markers for NPCs, and a green late-game zone where hazards visually blend into the background

Who it's for: Metroidvania fans drawn to hand-drawn art and a large, exploration-heavy map who can tolerate a rough, disorienting opening stretch, contact-damage combat friction, and a launch missing basic display and control-remapping options.

Our recommendation: A cautious recommendation for Metroidvania fans specifically drawn to its hand-drawn aesthetic and animal-morphing hook, backed by a very small but leaning-positive launch sample, with the honest caveat that several reviewers, including a largely positive one, single out contact-damage hitboxes, obtuse early navigation, and missing display and remapping options as real launch problems.

6 / 10

Introduction

Barbarian Saga: The Beastmaster, developed by Dormidin Studio and published by Selecta Play, released on Steam on 9 September 2026 at NZ$19.79. It's a hand-drawn 2D Metroidvania set in the world of Arborea, in which players fight through a large, hostile map using a heart-devouring sword and a set of animal-morphing abilities unlocked over the course of the campaign, with the game's marketing framing the story's ending as shaped by player choice. The game ships on Windows only, with full controller support. As a small, independently-published launch, it debuted with a very small but leaning-favourable review base: 9 total reviews at the time of writing, 8 of them positive.

What's working: hand-drawn art, fluid movement and real scale

What comes through most clearly across the review sample is how consistently reviewers credit the game's presentation and movement feel. One detailed reviewer, who logged an extensive session and published a follow-up feedback list, writes: "I really like the aesthetic of the game, it has a very hand-drawn vibe to it, actually reminds me a lot of Adventure Quest... Some backgrounds are actually very beautiful... The actual character movement is very responsive, the frames are very fast, and the game has a ton of secrets and optional content to explore." A separate reviewer, translated from Russian, adds a specific detail about the presentation's method: "the drawing is excellent, I like this style. Especially since emphasis is placed on the fact that it was drawn by hand, without the use of AI." That same reviewer also praises the game's music and sound, and reports the map "changes constantly," keeping locations from growing stale the way they have in other Metroidvanias they've played.

Reviewers repeatedly cite the game's sheer size and variety as a strength. The same detailed reviewer reports "12-16 hours for a playthrough, not even counting all the side activities, extra ending, and collection quests," while a separate Spanish-language reviewer, several hours in, writes, translated: "everything is spectacular, character mobility, scenery, bosses, mid-tier enemies, etc... there's a huge variety of enemies and a very large map with save points you can fast-travel from." A different English-language reviewer, tracking their progress across multiple play sessions, describes the combat directly: "The combat and movement are still incredibly fluid. The ability to dash through enemies and obstacles feels so damn good once you get the timing down," adding that the game's optional parry system is appreciated specifically because "it isn't mandatory. You can develop your own combat style instead of feeling like the game is forcing one mechanic on you."

The honest problems: contact-damage hitboxes, obtuse pacing, and missing launch options

Set against that praise, Barbarian Saga's review sample carries a specific, recurring complaint: contact damage. The same broadly positive, detailed reviewer who scored the game 7.5 out of 10 writes, "at least 5 players pointed it out, and I kinda agree with it to an extent, yes the 'contact hitboxes' probably made the game much worse than it actually is... until you get some muscle memory, yea, you might keep clipping on things." A separate, negative review lists the same issue first among a set of concrete complaints: "Collision damage. No up swing. character comes to a dead stop when swinging sword. no animation cancelling into block, combat feels terrible." That same reviewer also reports enemies that "insta respawn" on re-entering a room, an unmarked map that leaves NPCs impossible to track, and a late-game green zone where "random patches of green grass... hurt you for some reason," with hazards visually blending into the background.

A second recurring complaint concerns pacing and navigation. The detailed reviewer reports the game's progression "made a bad first impression because the design is almost misleading... you would expect to get double jump early in the game... but you get it like 6-8+ hours into the game," adding that although exploration "eventually falls into place," it takes several hours to get there. The same review notes the game's core hook, animal-morphing, arrives too late to feel central: "the game is sorta advertised as the animal morphing metroidvania, but you get those abilities so late into the game, it's barely a factor." Beyond design pacing, reviewers flag concrete missing launch options. One Spanish-language reviewer scored the game 7 out of 10 specifically because of this gap, writing, translated: "the video configuration section doesn't have borderless or windowed mode options, this causes poor performance with two monitors, when trying to interact with the second screen, the game goes to a black screen." The negative reviewer separately reports the game shipped with "NO CONTROL REMAPPING," and another reviewer notes a mislabelled button prompt showing the wrong controller icon for a key ability.

Verdict

Barbarian Saga: The Beastmaster backs up a very small but leaning-positive launch with real strengths in its hand-drawn art, fluid movement, and sheer exploratory scale, drawing consistent praise from reviewers who stuck with it across multiple hours. Its honest problems are specific and, notably, are raised even by its most positive reviewers: contact-damage hitboxes that multiple players independently flagged as a source of friction, an opening stretch that gates the game's own headline mechanic, animal morphing, many hours in, and a launch missing basic display and control-remapping options that reviewers reasonably expected to be there. None of that undoes what a leaning-positive reception is responding to in the art and movement, but the pacing and options gaps are worth going in aware of. This is a cautious recommendation for Metroidvania fans specifically drawn to hand-drawn presentation and a large map to lose themselves in.

Wanderer callout

A reviewer who stays broadly positive across two separate progress updates, while still naming the one mechanic they dislike each time (a healing system they don't enjoy) rather than staying silently uncritical, is exactly the kind of grounded, evolving evidence Wanderer treats as more valuable than a single first-hour verdict: it shows how a real player's opinion holds up as they see more of the game.

Pros and cons

Pros

  • Reviewers repeatedly praise the hand-drawn art and backgrounds as beautiful and distinctive, with one comparing the aesthetic favourably to Adventure Quest and noting the developer's explicit claim that the art was made without AI assistance
  • Character movement and combat are described as fast and responsive, with dash able to cancel into both basic attacks and specials for fluid traversal once players get a feel for the timing
  • Multiple reviewers praise the sheer size of the game, citing a large, frequently-changing map with fast-travel save points and reporting 12 to 16 hours or more for a full playthrough
  • Reviewers describe a wide and varied enemy roster, with one specifically praising creature design and noting the bestiary stayed interesting rather than growing repetitive over their session
  • An optional parry system draws specific praise for not being mandatory, letting players develop their own combat approach rather than forcing one mechanic on everyone

Cons

  • A detailed review and a separate negative review both single out contact-damage hitboxes as a genuine, recurring source of frustration, with several other players reportedly raising the same complaint independently
  • More than one reviewer describes the early hours as confusingly structured, reporting that a core traversal ability like double jump isn't unlocked until 6 to 8 or more hours into the game
  • A negative review lists concrete design complaints at launch, including enemies that instantly respawn on re-entering a room, a lack of on-map markers for NPCs, and a green late-game zone where hazards visually blend into the background
  • Reviewers report the game launched without a windowed or borderless display option, with one describing resulting black-screen and performance problems specifically when using a second monitor for streaming
  • A negative reviewer reports the game launched without any control remapping option at all, and a separate review notes an on-screen button prompt is mislabelled, showing R2 where L2 is required

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 5.5 / 10
  • Progression 5.5 / 10
  • Performance 6.5 / 10
  • Originality 6 / 10
  • Interface 5.5 / 10