Game review
Cloudheim
6.5 / 10
- Developer
- Noodle Cat Games
- Publisher
- Noodle Cat Games
- Released
- 4 December 2025
- Platforms
- Windows
- Genre
- Action RPG
- Monetisation
- One-time purchase. No in-app purchases or DLC at time of writing.
- Players
- Online co-op for up to four players, alongside single-player.
The short version
Cloudheim sends players out from a sky-bound home island to explore, fight and loot across a physics-driven world clearly inspired by Zelda's structure and Devil May Cry's combat flair, built around a distinctive "smash and kick" system where breaking an enemy's shield with a well-placed thrown object matters as much as landing hits. Steam's audience calls the result Very Positive at 82% of nearly 2,000 reviews, with the physics combat, striking visuals and a genuinely cosy shop-management downtime loop drawing consistent, detailed praise.
What holds it back from broader acclaim is a real cluster of Early Access growing pains: a co-op system where joining a friend's world means leaving your own gear and progress behind, an always-online requirement that caught solo players off guard, combat that several detailed reviews say wears thin once the shield-break gimmick repeats across dozens of encounters, and a persistent value argument -- is a still-evolving Early Access game worth full price -- that runs through a meaningful share of the corpus, including from players who otherwise recommend it.
Biggest strengths
- A distinctive physics-based combat system -- kicking objects and enemies to break shields before dealing real damage -- draws consistent praise as fresh and genuinely fun
- Visuals and world design earn close to unanimous praise across the review corpus, frequently described as gorgeous and inviting to explore
- The shop-management and base-building downtime loop between combat sessions is repeatedly singled out as a smart, relaxing counterbalance to the action
Biggest weaknesses
- Co-op progress doesn't carry over between worlds -- joining a friend's game leaves a player's own gear and items behind, a widely reported and heavily upvoted complaint
- An always-online requirement, even for solo play, drew specific frustration from players who expected an offline-friendly single-player experience
- Combat built around repeatedly breaking enemy shields draws detailed criticism for wearing thin across dozens of hours, particularly in boss encounters
Who it's for: Fans of physics-driven action combat and Zelda-style island exploration who don't mind playing an evolving Early Access title, and families or long-distance friend groups looking for an approachable, non-punishing co-op game. A poor fit for anyone wanting a persistent shared co-op character across multiple worlds, or players unwilling to buy into an unfinished game at full price.
Our recommendation: Worth considering for solo players and small, consistent co-op groups drawn to its physics combat and world design, with the clear caveat that it's an Early Access game whose co-op structure and combat depth both have real, frequently reported rough edges. Best approached either solo or with a dedicated regular co-op partner rather than a rotating group of friends, given how progress currently works between worlds.
6.5 / 10
Noodle Cat Games pitches Cloudheim as a collision of two very different influences: the exploration-and-discovery structure of a Zelda game and the flashy, kinetic combat of Devil May Cry, all wrapped around a home island in the sky that players grow between expeditions. It entered Early Access on 4 December 2025 carrying a lot of goodwill from an earlier public demo, and Steam's audience has responded warmly -- Very Positive at 82% of nearly 2,000 reviews at time of writing -- while also being unusually specific and consistent about where the game still needs work.
A physics playground that actually rewards creativity
The combat hook here is genuinely distinctive. Most enemies carry shields that can't be broken by straightforward hits, so players are pushed toward Cloudheim's real trick: kicking crates, rocks and even other enemies into targets to strip their defences before finishing them off. Reviewers repeatedly describe this as "smashy" and "glorious" fun, with one detailed positive review framing the whole game as "the anti-souls-like" -- rather than demanding precise timing and patterns, it rewards throwing everything at a problem at once. It's a genuinely different feeling from most action-RPG combat, and it's the single most-cited reason players who otherwise flag real problems keep coming back.
A cosy loop hiding inside an action game
Balancing the chaos of combat is a slower, more deliberate loop back at the player's home island: crafting gear from looted materials and running a shop that other characters visit, staffed and stocked by the player between expeditions. Multiple detailed reviews single this rhythm out as a genuine strength, comparing it favourably to the base-building sections of Dark Cloud and the downtime pacing of Genshin Impact, and describing the contrast between frantic combat and cosy shopkeeping as exactly the kind of balance that keeps long sessions from feeling exhausting.
Co-op's biggest problem: progress doesn't travel with you
Set against that praise is the single most heavily upvoted complaint in the entire review corpus. Joining a friend's world in Cloudheim currently means leaving your own gear, items and world progress behind -- only character level and skill points carry over, while everything you've collected stays locked to your own save. For groups without one consistently available host, this turns co-op into a genuine source of frustration rather than its intended draw, and it's a complaint detailed reviewers raise regardless of whether they otherwise recommend the game. Not every co-op experience is soured by it -- reviewers playing consistently with the same one or two people, particularly family members, describe the shared-save structure as working "flawlessly" -- but the design clearly assumes a stable group that many players don't have.
An always-online requirement that undercut solo expectations
A second, related complaint concerns connectivity rather than co-op itself. Several detailed negative reviews report that Cloudheim requires a constant internet connection even when playing entirely solo, a requirement several players say wasn't clearly communicated on the store page before purchase. For an otherwise single-player-friendly action-RPG, that expectation mismatch reads as a real trust issue in a meaningful slice of the negative review corpus, distinct from complaints about the game's actual systems.
Where the shield-break combat starts to repeat itself
Even among reviewers who enjoy the core physics combat, a specific fatigue complaint recurs: once the shield-break gimmick becomes familiar, particularly in boss fights built entirely around it, several detailed reviews describe the loop wearing thin well before the credits. One reviewer compares the sensation directly to Ni No Kuni, describing combat that "feels really fun until you realize you've been repeating the same combo for thirty minutes." It's not a universal reaction -- plenty of reviewers with 50-plus hours logged describe the combat as still addictive that late -- but it's specific and detailed enough, recurring independently across the corpus, to read as a real design tension rather than a handful of outliers.
The value question that splits an otherwise enthusiastic audience
Running underneath nearly every other complaint is a question about timing and price. A meaningful share of the review corpus -- including reviewers who ultimately recommend the game -- argues that Cloudheim's current amount of content, remaining jank, and pace of feature delivery don't yet justify its full asking price during Early Access, with several specifically citing placeholder items, features referenced but not yet implemented, and bugs significant enough to affect entire play sessions. It's balanced by consistent praise for Noodle Cat Games' visible, responsive presence addressing feedback directly, which several reviewers cite as a real reason for optimism about where the game lands by 1.0, even while withholding a full-price recommendation today.
Final verdict
Cloudheim is a genuinely inventive physics-based action-RPG wrapped around a cosy shop-management loop that's rare in the genre, and the reasons nearly two thousand Steam reviewers call it Very Positive are easy to see once the shield-break combat clicks. It's just as clearly an Early Access game in the middle of real growing pains -- a co-op structure that punishes anyone without a dedicated regular group, an always-online requirement several players didn't expect, and a combat loop that a real, detailed share of the corpus says overstays its welcome. For solo players and small, consistent co-op pairs willing to buy into an evolving game, there's a lot to like here already; for anyone hoping for a finished, fully realised experience at full price today, it's worth watching Noodle Cat Games' progress a little longer first.
Pros and cons
Pros
- A distinctive physics-based combat system -- kicking objects and enemies to break shields before dealing real damage -- draws consistent praise as fresh and genuinely fun
- Visuals and world design earn close to unanimous praise across the review corpus, frequently described as gorgeous and inviting to explore
- The shop-management and base-building downtime loop between combat sessions is repeatedly singled out as a smart, relaxing counterbalance to the action
- Noodle Cat Games is reported as visibly active and responsive to community feedback during Early Access, addressing bug reports directly
Cons
- Co-op progress doesn't carry over between worlds -- joining a friend's game leaves a player's own gear and items behind, a widely reported and heavily upvoted complaint
- An always-online requirement, even for solo play, drew specific frustration from players who expected an offline-friendly single-player experience
- Combat built around repeatedly breaking enemy shields draws detailed criticism for wearing thin across dozens of hours, particularly in boss encounters
- A meaningful share of the review corpus questions whether the current amount of content and remaining jank justifies the full asking price during Early Access