Game review
Box Knight Review: Corporate Purgatory Never Looked So Fun to Punch Through
6.7 / 10
- Developer
- We Made A Thing Studios
- Publisher
- We Made A Thing Studios
- Released
- 25 August 2026
- Platforms
- ["PC"]
- Genre
- Beat 'Em Up / Roguelite
- Monetisation
- Paid
- Players
- true
The short version
Box Knight takes the tired "escape the office" premise and turns it into a genuinely funny, genuinely satisfying brawler roguelite, and a consistent Steam sample backs up the charm while flagging real balance spikes, spawn issues, and Steam Deck instability the developer is still chasing down.
Biggest strengths
- Reviewers consistently single out the writing and Australian humour, describing enemies designed around toxic workplace archetypes and calling the whole premise 'cathartic'
- The core brawler-roguelite combat loop draws repeated comparisons to genre favourites, with reviewers praising fluid controls, a working dodge, and build variety across weapons and elemental types
- Couch and online co-op are called out by multiple reviewers as a major selling point, with one crediting a co-op run with their partner as the highlight of their time with the game
Biggest weaknesses
- Several reviewers flag a sharp difficulty spike immediately after the first successful run, with one detailed review describing a first boss fight whose add-summoning outpaces what the revive and invulnerability windows can handle
- More than one reviewer reports encounter rooms where enemies keep spawning well past what feels intentional, unsure whether it's a bug or a design choice
- Two Not Recommended reviews report Steam Deck performance issues, including a framerate that swings between roughly 90 and 20 regardless of on-screen activity, and a display options bug that locks the frame rate to 40 with no way to change it
Who it's for: Beat-em-up and roguelite fans who want couch or online co-op and don't mind a still-settling difficulty curve, especially anyone who's ever wanted to punch their way through a bad day at the office.
Our recommendation: Worth it at its current price for the combat and writing alone, though newer players should expect a rough patch after the first successful run until the developer finishes balancing later difficulty.
6.7 / 10
Box Knight straps a cardboard helmet on a burned-out office worker and sends them punching up through a tower full of monsters built from every bad boss, backstabbing colleague, and toxic performance review anyone has ever survived. It's the debut release from Adelaide-based We Made A Thing Studios, and it has landed on Steam with a small but consistently glowing English-language sample: 93% positive across 49 reviews, with a 20-review pull that reads like a genuinely enthusiastic word-of-mouth hit tempered by real, specific technical growing pains.
Cardboard Armour, Corporate Nightmare
The premise does a lot of heavy lifting, and reviewers clearly love it for that. One reviewer calls it "a game brave enough to depict the modern office as it truly is," praising enemies that "read like passive-aggressive performance reviews" and a CEO boss who "absolutely has it coming." Another describes donning "a box helmet and makeshift sword after finishing a carton of beer" as "peak Australian culture," and singles out the satisfaction of dismantling recognisable workplace archetypes floor by floor. The writing and localised humour come up in nearly every detailed review, several explicitly crediting it with making the game feel distinct from the crowded beat-em-up roguelite field.
A Combat Loop Built on Familiar, Well-Executed Ground
Mechanically, more than one reviewer draws a direct line to Castle Crashers, describing Box Knight as that game reworked into a roguelite structure, minus dedicated magic classes but with a dodge that "works really well." Reviewers praise fluid controls across both controller and rebindable keyboard input, and point to real build depth: a helmet slot, a body slot, three weapon types (sword, claymore, spear), and three elemental infusions (lightning, fire, ice) that can be layered onto a run's loadout. Perk choices between levels add stat boosts or elemental effects to attacks, giving runs enough variety that several reviewers describe the loop as immediately addictive, with one comparing the pull to Hades after only a couple of runs.
A Post-First-Run Difficulty Wall
The clearest recurring criticism in the sample is a steep difficulty spike that kicks in right after a player's first successful clear. One detailed review walks through the first boss in painstaking detail: a fast burning ray that has to be dodged while simultaneously managing summoned adds, except the boss keeps summoning more adds mid-attack, compounding faster than the fight's tools can keep up with. That same reviewer flags the revive mechanic as a related problem, arguing players are left stuck in place during a revive with too little invulnerability time to recover safely. They're careful to frame this as fixable rather than fatal, writing that "the making of a really fun brawler roguelite is there" once the tuning catches up, a sentiment echoed by the review sample's otherwise near-unanimous recommendation rate.
Spawn Rates That Sometimes Outrun the Room
A second, related complaint concerns encounter design rather than boss balance specifically: multiple reviewers describe individual rooms where enemies "just keep spawning and spawning" well past the point where the fight feels resolved, with one reviewer explicitly unsure whether a specific stopping condition exists or has simply not been communicated to the player. Another reviewer who played exclusively solo suspects some rooms are tuned with co-op groups in mind, since encounters occasionally felt padded with more enemies than a single player needed to clear them, though they were careful to note this made rooms drag rather than making the game punishingly hard.
Content Depth Is Thin but Growing
Value is a mixed but generally fair-minded thread in the sample. One reviewer reports maxing out nearly everything, achievements included, in under ten hours, and having little desire to fully complete the game afterward, though they immediately add that a new difficulty mode has since been patched in and calls the price-to-content ratio "much better now" as a result. Other reviewers with well over ten hours logged report no such ceiling, suggesting the added difficulty option genuinely extends the loop for players chasing a harder challenge rather than just padding playtime artificially.
Co-op Is a Real Selling Point, With Caveats
Local and online co-op draw specific, positive attention throughout the sample, with reviewers calling it something "the gaming industry really needs to continue" and crediting shared runs with a partner as a highlight of their time with the game. That said, the reviewer who suspected spawn scaling issues also noted they hadn't personally tested multiplayer, so the sample's enthusiasm for co-op comes mostly from players who tried it directly rather than as a universal, independently verified claim.
Rocky Steam Deck Performance
Both Not Recommended reviews in the sample center on technical issues rather than the game's design. One reports the frame rate swinging wildly between roughly 90 and 20 on Steam Deck "regardless of what's happening on screen," a stark contrast to several Recommended reviews that specifically praise smooth Steam Deck performance, suggesting inconsistency across hardware or driver configurations rather than a universal failure. The other Not Recommended review flags a display settings bug locking the frame rate to 40 with no way to adjust it, and states plainly they'll revisit their score once it's fixed. Notably, the developer is shown responding directly to reviews in the sample, including one instance where a reported stuttering issue was reportedly resolved quickly, a pattern several reviewers cite approvingly as a sign of active post-launch support.
Final Verdict
Box Knight backs up its central joke, corporate life reimagined as something worth literally fighting through, with a combat loop reviewers repeatedly compare favourably to established genre touchstones, sharp writing, and co-op that people are actually using and enjoying together. The rough edges are real and specific rather than vague: a post-first-run difficulty cliff, encounter rooms that occasionally overstay their welcome, and Steam Deck performance that swings from excellent to unplayable depending on who's reporting it. None of it looks like a dealbreaker so much as an active work in progress, and a developer visibly responding to individual reviews suggests those edges are more likely to get sanded down than ignored.
Pros and cons
Pros
- Reviewers consistently single out the writing and Australian humour, describing enemies designed around toxic workplace archetypes and calling the whole premise 'cathartic'
- The core brawler-roguelite combat loop draws repeated comparisons to genre favourites, with reviewers praising fluid controls, a working dodge, and build variety across weapons and elemental types
- Couch and online co-op are called out by multiple reviewers as a major selling point, with one crediting a co-op run with their partner as the highlight of their time with the game
Cons
- Several reviewers flag a sharp difficulty spike immediately after the first successful run, with one detailed review describing a first boss fight whose add-summoning outpaces what the revive and invulnerability windows can handle
- More than one reviewer reports encounter rooms where enemies keep spawning well past what feels intentional, unsure whether it's a bug or a design choice
- Two Not Recommended reviews report Steam Deck performance issues, including a framerate that swings between roughly 90 and 20 regardless of on-screen activity, and a display options bug that locks the frame rate to 40 with no way to change it
Screenshots
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Combat plays out in mundane office locations turned monster-infested, with the game's workplace satire built right into the level dressingWe Made A Thing Studios -
A wave-based encounter room, the kind of enemy-spawning fight reviewers had mixed feelings aboutWe Made A Thing Studios -
A quieter hub area between runs, lined with portraits of the game's castWe Made A Thing Studios -
How the review scores each part of the gameWanderer Editorial -
The short versionWanderer Editorial