Game review
Cedric's Quest — The Waning Ward Review
6 / 10
- Developer
- Hao Jiang
- Publisher
- Jiang Games
- Released
- 29 July 2026
- Platforms
- ["Windows"]
- Genre
- RPG
An Eleventh Consecutive Launch Without a Single Review
Cedric's Quest — The Waning Ward released on Steam on 29 July 2026 and currently has zero Steam user reviews, extending an unbroken run of unreviewed launches covered in this stretch of the schedule to eleven. Notably, Steam tags this one only "Adventure" in its store genre field, with no RPG tag attached at all — but the store page's own description is unambiguous about what it's building: leveling, gear upgrades, shops, and a full main quest plus 32 side quests, all wrapped around real-time action combat. This review is built entirely from that description, not from verified play, which matters most for the combat itself, since "dodge rolls," "timed parries," and "combo chains" are exactly the kind of mechanics that live or die on feel rather than feature-list description.
A Lich King's Failing Seal
The setup casts the player as Cedric, "a wandering knight," tasked with relighting three ward-stones that have kept the Hollow King — "a warlord who cheated death and became a lich" — sealed away. With the wards going dark, "the dead walk the forest after nightfall" and the Hollow King's corruption spreads toward the coast and northern snowfields. It's a fairly traditional dark-fantasy setup, but the specific framing — three discrete ward-stones to relight, rather than one abstract goal — suggests a structured, checkpoint-driven main story rather than an open-ended sandbox, which fits neatly with the store page's separate mention of "a full four-act main story."
Explicit Dragon Quest VIII Inspiration
The store page draws a direct comparison to a specific, well-known reference point: a "huge streaming world in a cel-shaded toon style, in the spirit of Dragon Quest VIII." That's a bold comparison for a solo-developed indie title to invite, since Dragon Quest VIII is remembered specifically for its sense of scale and its seamless, load-free overworld — inviting that comparison sets a correspondingly high bar for how convincingly Cedric's Quest pulls off the same trick on an indie budget. The described world spans a home village, rolling hills, autumn forests, a lakeside, a walkable sand beach, and a northern snow field, connecting four named settlements (the home village, the walled capital of Duskhaven, the coastal town of Saltmarsh, and the snow-bound hold of Frosthold) each with "its own look, NPCs, and secrets." Four distinct settlements is a reasonable scope for a single-developer project, but whether the space between them feels genuinely explorable and "vast" as advertised, or more like a series of corridors dressed up as an open world, is something only hands-on time with the game could settle.
Real-Time Combat With Actual Defensive Options
Where the store page gets most specific is combat, describing "dodge rolls with invincibility frames, blocking, and timed parries" alongside "combo chains and charged heavy attacks, with hitstop and floating damage numbers." That's a meaningfully more technical combat toolkit than many small-scale action-RPGs attempt — parries with actual timing windows and dodges with invincibility frames are systems that require careful tuning to feel fair rather than either trivially exploitable or frustratingly stingy with their windows, and getting that balance right is one of the hardest things for a solo developer to nail without extensive external playtesting. The enemy roster is described with some specificity too: "leaping frogs, ranged cactoro spines, teleporting ghosts, charging dinos, area-of-effect demons," plus "elite variants" and "five roaming world bosses," suggesting the developer has tried to give each enemy type a distinct threat pattern rather than reskinning the same attack behind different sprites.
The progression systems layered underneath that combat are comparatively conventional but sound complete: XP and leveling, shop-based buying and selling, weapon and armor upgrades, and a day-night cycle that makes "tougher enemies roam after dark." One detail stands out as a real design choice rather than boilerplate — falling in battle "costs you half your coins," a Dark Souls-adjacent death penalty that's unusual to see paired with an otherwise traditional Dragon-Quest-styled RPG, and one that raises the stakes of individual encounters more than a typical respawn-with-no-penalty system would.
A Technical Note and a Fair Price
The store page mentions the game is "built natively in Rust with the Bevy engine," with "no launcher, no account, no analytics — just the game," a detail aimed squarely at players wary of unnecessary background services in small indie titles. At NZ$7.89 with no discount at the time of writing, the asking price sits comfortably in line with other small-scale indie action-RPGs offering a multi-hour main story plus dozens of side quests. There's no mention on the store page of any monetisation beyond the base purchase, which fits a single, complete game rather than one designed around later additions.
Verdict
Cedric's Quest — The Waning Ward pitches an ambitious, Dragon Quest VIII-inspired open world wrapped around a genuinely detailed real-time combat system, with dodges, parries, and combo chains that go further than many small indie action-RPGs attempt, backed by a distinctive coin-loss death penalty and a full four-act story with 32 side quests. Like every other title covered in this stretch, it remains completely unreviewed by Steam's user base at the time of writing, so whether its combat feel lives up to its detailed feature list, and whether its "vast" world matches the scale of the Dragon Quest VIII comparison it invites, are unverified claims rather than confirmed strengths. Its fair price and no-frills technical approach make it a reasonable pick for action-RPG fans willing to take a chance on an unreviewed indie title, with the standing caveat that this assessment rests entirely on the developer's own description rather than anyone's actual playthrough.
Screenshots
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The home village gathers a cast of low-poly toon-style townsfolk, including a robed wizard and multiple armored knights, around a central wellImage: Hao Jiang via Steam -
Cedric explores an autumn forest, one of several distinct biomes described on the store page alongside the coast and northern snowfieldsImage: Hao Jiang via Steam -
Open grassland encounters pit Cedric against distinct monster types, including a raptor-like creature and a dog-like beast, each with its own silhouetteImage: Hao Jiang via Steam