Game review
Chronicles of the Wolf Review
7 / 10
- Developer
- Migami Games
- Publisher
- PQube, PixelHeart
- Released
- 19 June 2025
- Platforms
- PC
- Genre
- Action
- Monetisation
- Premium
- Players
- Single-player only
The short version
Chronicles of the Wolf takes everything Migami Games learned making their acclaimed Castlevania fangames and channels it into an original, strikingly atmospheric metroidvania set against the real 18th-century legend of the Beast of Gevaudan. The scale of content, five branching endings, a sprawling relic and equipment system, superbosses, and a standout soundtrack, is genuinely impressive for an indie release. But stiff, occasionally bizarre controls and a save system that punishes exploration with sudden instant deaths keep it from being the unreservedly modern classic its ambition suggests.
Biggest strengths
- A sprawling, generous metroidvania structure with five distinct endings, a huge relic and equipment system, superboss content, and a genuine sense of discovery throughout
- Outstanding atmosphere and a widely praised soundtrack by composer Jeffrey Montoya, narrated in part by Robert Belgrade, the original English voice of Alucard in Symphony of the Night
- A distinctive setting, blending the historical Beast of Gevaudan legend with Castlevania II: Simon's Quest-style overworld towns and a day/night structure rarely attempted by other genre entries
Biggest weaknesses
- Movement and controls are frequently described as stiff and clunky, with unusual default button mapping and a noticeable input delay after certain actions
- Instant-death 'trap' encounters punish exploration harshly when combined with an old-school hard-checkpoint save system, sometimes costing players 15 minutes or more of unsaved progress
- No volume controls for the soundtrack, no way to preview weapon stats before purchase, and no option to sell unwanted equipment
Who it's for: Fans of Symphony of the Night-style metroidvanias and classic Castlevania who don't mind deliberately old-school jank in exchange for depth and atmosphere.
Our recommendation: Recommended for genre fans willing to embrace its retro-authentic rough edges; players who prefer smooth, modern metroidvania controls should try the demo first.
7 / 10
Migami Games spent years building a reputation within the Castlevania fan community for the Lecarde Chronicles series, free fangames celebrated for capturing what made Konami's classic run of gothic action-platformers so beloved. Chronicles of the Wolf is the studio's first fully original, commercial release, and it wastes no time signalling its influences: narration from Robert Belgrade, the original English voice actor for Alucard in Symphony of the Night, sets the tone before players ever pick up a weapon. But rather than another straightforward homage, Chronicles of the Wolf builds its story around a genuine historical legend, the Beast of Gevaudan, an 18th-century French mystery that has inspired everything from folklore to the 2001 film Brotherhood of the Wolf. Reviewers largely agree the result stands confidently on its own, even while wearing its inspirations openly.
A generous, atmospheric metroidvania with real scale
The scope here is what most impresses reviewers who finished the game. Chronicles of the Wolf begins as a straightforward side-scroller before opening into a full metroidvania roughly a third of the way through, blending Symphony of the Night's RPG-driven equipment and relic systems with the overworld towns and day/night structure of Castlevania II: Simon's Quest, a combination few other genre entries attempt. The relic screen alone is described by multiple reviewers as almost overwhelming in scope, and a detailed bestiary tracks rare drops from the game's varied enemy roster. Five distinct endings, some locked behind genuinely obscure optional content, give completionists a real reason to dig deeper, and a post-game boss rush adds further replay value. The atmosphere carries much of that ambition: the pixel art runs at a higher resolution than most genre peers, composer Jeffrey Montoya's soundtrack is repeatedly singled out as one of the best in recent metroidvania memory, and the game's tone leans darker and more grounded than a typical Castlevania pastiche, with reviewers comparing its mood to Bram Stoker's Dracula and Bloodborne rather than simply retreading familiar gothic beats. One particularly detailed review, written by someone who worked as a tester and translator on the game, notes a guest appearance from Bloodstained's Bloodless as an optional superboss, a nod that signals just how seriously the developer is taken within the wider genre community.
Stiff controls and a save system that punishes curiosity
The praise comes with real caveats, and reviewers are consistent about where the game falls short. Movement is widely described as stiff and a little slow by default, with a recommended slide ability that becomes the primary means of fast traversal once unlocked, a workaround that several reviewers say shouldn't be necessary in the first place. Button mapping ships in an unusual default configuration, with core actions like inventory and map assigned to triggers and dash, fireball, and a power move all crammed onto a single button with no way to separate them, and remapping doesn't fully resolve the underlying awkwardness. More seriously, reviewers flag sudden instant-death encounters, rooms that kill the player outright with little or no warning, as a genuine design problem when combined with an old-school hard-checkpoint save system that offers no nearby restart point. One detailed negative review describes losing fifteen minutes of unsaved progress to a death room encountered well after the nearest save point, arguing the design serves only to pad playtime rather than create meaningful tension. Smaller quality-of-life gaps compound the frustration: there's no volume slider for the soundtrack despite its quality, no way to check a weapon's stats before buying it, and no option to sell unwanted equipment once better gear is found. A handful of reviewers also report the map menu causing game crashes, and combat hitboxes that swing unpredictably between overly generous and frustratingly tight depending on the encounter.
A distinctly old-school kind of difficulty
What separates Chronicles of the Wolf from smoother, more modern metroidvania peers like Ender Lilies or Hollow Knight is a deliberate embrace of older design sensibilities that reviewers are split on. There are no map markers directing players toward objectives, puzzle solutions are rarely telegraphed, and progression frequently demands the kind of careful reading and experimentation that genre veterans associate with the original NES and SNES Castlevania titles rather than their more accessible modern descendants. For reviewers steeped in that older style, this reads as a deliberate, well-executed callback, several explicitly recommend it to fans of Castlevania: Order of Ecclesia and Simon's Quest over players who came to the genre through Symphony of the Night alone. For others, it reads simply as unresolved jank dressed up as nostalgia, with one reviewer bluntly calling it "a competent, yet tedious, clone of better games." Both camps agree on the specifics, stiff movement, obtuse puzzles, unforgiving instant deaths, they simply weigh those qualities differently depending on how much goodwill they extend to the genre's older, less forgiving conventions.
Final Verdict
Chronicles of the Wolf is an unusually ambitious and content-rich metroidvania from a developer whose fangame pedigree clearly translates into confident, atmospheric original design. The scale of its relic systems, five endings, and hidden superboss content give it staying power well beyond most indie genre entries at this price point, and its soundtrack and setting stand out even in a crowded field of Castlevania-inspired releases. But the stiff, occasionally bizarre control scheme and a save system that turns exploration into a gamble keep it from reaching the polish of the genre's best. Fans willing to meet the game on its own deliberately old-school terms will likely come away calling it one of the year's better metroidvanias; players hoping for something smoother should try the demo before committing.
Pros and cons
Pros
- A sprawling, generous metroidvania structure with five distinct endings, a huge relic and equipment system, superboss content, and a genuine sense of discovery throughout
- Outstanding atmosphere and a widely praised soundtrack by composer Jeffrey Montoya, narrated in part by Robert Belgrade, the original English voice of Alucard in Symphony of the Night
- A distinctive setting, blending the historical Beast of Gevaudan legend with Castlevania II: Simon's Quest-style overworld towns and a day/night structure rarely attempted by other genre entries
- Strong value for the asking price, with most reviewers reporting 15 to 25-plus hours to reach an ending and substantially more for full completion
Cons
- Movement and controls are frequently described as stiff and clunky, with unusual default button mapping and a noticeable input delay after certain actions
- Instant-death 'trap' encounters punish exploration harshly when combined with an old-school hard-checkpoint save system, sometimes costing players 15 minutes or more of unsaved progress
- No volume controls for the soundtrack, no way to preview weapon stats before purchase, and no option to sell unwanted equipment
- Some players report map-menu crashes, awkward hitbox tuning that swings between too generous and too punishing, and rough voice-acted NPC dialogue