Game review
Conquest Dark
6.5 / 10
- Developer
- Eldritch Sword Games
- Publisher
- Mad Mushroom
- Released
- 30 April 2025
- Platforms
- Windows
- Genre
- Action Roguelite
- Monetisation
- One-off purchase at NZ$14.75. No microtransactions.
- Players
- Single-player only
The short version
Content note: the store page discloses mild cartoon nudity and mild cartoon violence, including an optional cosmetic "nude mode" reviewers describe as a knowing joke rather than a serious content element.
Conquest Dark is a one-developer sword-and-sorcery survivors-like: choose a race, a class and a subclass, then fight escalating hordes across timed "Dark Ritual" runs while socketing runes into abilities instead of simply levelling them. It built a following before Early Access even started -- reviewers describe logging over a hundred hours in the free demo -- and gained wider visibility through Asmongold's YouTube coverage of the build. "What the hell is it about one person productions these days that makes games so good?" reads one of the most-voted reviews, calling it "one of the best roguelites I've touched to date." That reaction is common and genuine: 2,005 English-language reviews land Very Positive, with constant, specific comparisons to Halls of Torment and Death Must Die.
The complaint that comes up almost as often is structural rather than a matter of taste: "the first 5 hours are fun," reads one representative review, "after that it's an endless grind without much progress being felt." A cluster of reviews from mid-2026 -- more than a year into Early Access -- describe something more serious than pacing fatigue: a bug that resets hours of saved progress after the game is closed and reopened, with one reviewer in July 2026 reporting it happens "almost every day I do not play the game."
Biggest strengths
- A genuinely deep class, subclass and rune-socketing system that reviewers consistently rank above the survivors-like genre's usual depth, with repeated favourable comparisons to Halls of Torment and Death Must Die
- An unusually strong opening several hours that a wide range of reviewers -- including many who go on to list real complaints -- describe as immediately gripping
- A remarkable amount of content and systems for a single developer's project, acknowledged directly and repeatedly across the review history as an achievement worth respecting on its own
Biggest weaknesses
- A near-universal complaint that meaningful progression collapses into small percentage-based stat increases after the opening hours, turning much of the mid-to-late game into repetitive grinding without a strong sense of forward momentum
- A specific "bleed" mechanic introduced during Early Access draws sustained, detailed criticism from reviewers who call it unfun and poorly explained relative to the rest of the game's systems
- Reviewers report significant build and class imbalance, with some describing viable strategies as narrowed to one or two options and difficulty spikes that create unwinnable damage-race stalemates against tanky bosses
Who it's for: Fans of Halls of Torment-style survivors-likes who want a deeper class-and-build system than the genre typically offers, and anyone rooting for an ambitious solo-developer project. Not for players who need a finished, 1.0-stable game today, or anyone allergic to the specific kind of late-game percentage-stacking grind that a lot of Early Access ARPGs lean on to extend playtime.
Our recommendation: A strong pick for the survivors-like crowd during its excellent opening hours, with real caveats about what happens after: grindy late-game progression, contested balance, and -- as of the most recent reviews available -- an unresolved bug that can erase saved progress. Worth playing now if you go in with Early Access expectations; worth waiting on if a stable, finished game matters more to you than getting in early.
6.5 / 10
Conquest Dark had an audience before it was even a finished product. Its free demo reportedly pulled in reviewers who logged over a hundred hours before Early Access launched on 30 April 2025, and its visibility got a further boost from Asmongold's YouTube coverage of the build -- a solo developer's sword-and-sorcery take on the Vampire Survivors formula getting the kind of attention most Early Access debuts never see. Fifteen months later, that goodwill has mostly held: 2,005 English-language reviews land Very Positive, at 89.9%. What's kept it from climbing higher, across the entire span of that review history, is a specific and consistent story about what happens once the opening hours end.
A genuinely deep system, and the credit it earns
The praise here isn't vague enthusiasm -- reviewers describe specific systems and mean it. You pick a race, a class, and a subclass layered on top, then build out abilities by socketing runes into them rather than simply levelling a flat stat line. "I love that you choose a race/class, and then a subclass on top of that," reads one review, "I like the idea of putting runes on abilities to make them stronger instead of just level[ing]." The genre comparisons that recur most -- Halls of Torment, Death Must Die, Rogue Genesis -- are all games with real reputations of their own, and reviewers place Conquest Dark alongside them without qualification: "Conquest Dark stands tall in the junkyard sea of the roguelike survival genre," reads one, crediting its "unique gameplay mechanics" directly.
What makes the praise land harder is how often it's paired with acknowledgment that this is a one-person project. "What the hell is it about one person productions these days that makes games so good?" asks one of the most-voted reviews on the game, a sentiment echoed by a March 2026 review that frames the entire experience through that lens: "This is a $15AUD Early Access game by a Solo Dev. I have got 30 hours and enjoyed all of it... If you see that price tag and expect AAA live service level of updated then you should smash your head into the wall." That framing recurs often enough to function as a genuine mitigating context for the complaints that follow -- not an excuse, but a data point reviewers themselves consistently choose to weigh in the game's favour.
The wall almost everyone hits
Set against that praise is a complaint that shows up with striking consistency, worded differently by dozens of reviewers but describing the same underlying experience. "First 5 hours are fun," reads one, "after that its an endless grind without much progress being felt. 1% here, 0.5% there." Another, more pointed: "Miniscule percentage bonuses is the laziest and most boring way to design progression." A third describes finishing everything the game currently offers "in less than 5 hours" despite that being framed as a criticism of thin content rather than efficient design. The throughline across all of these is the same: an excellent opening stretch that gives way to diminishing, incremental progression once the initial class and build discovery phase ends.
A specific design element compounds this for a meaningful share of reviewers: a "bleed" mechanic introduced during Early Access, which multiple reviews single out by name as actively unfun rather than merely difficult. "The bleed mechanic they came up with makes no sense in any capacity and diminishes all the fun that this game is packing," reads one review from a player who'd loved the demo. Balance complaints run alongside it -- reviewers describe viable builds narrowing to one or two reliable options, tanky bosses creating stalemates where "you can't kill enemies 'cause you don't deal enough damage and at the same time enemies can't kill you," and a final boss whose timer mechanics work differently from every other encounter in the game, a specific structural inconsistency one detailed December 2025 review lays out step by step.
A serious, currently unresolved bug
The most concerning thread in the recent review history isn't about pacing or balance -- it's technical. A cluster of reviews from mid-2026 describe the game resetting saved progress after being closed and reopened. "The game was great until it reset my progress one day after closing the game and turning it back on several hours later and losing dozens of hours worth of gameplay," reads one from late July 2026, adding that it "has reset my progress almost every day I do not play the game." This isn't an isolated report from a single unlucky player -- it appears in multiple reviews across a similar window, which is exactly the kind of pattern that separates a real, current issue from noise. It's worth weighing directly against the game's Early Access status rather than treating it as disqualifying on its own, but it's serious enough, and recent enough, that anyone considering a purchase today should know it's actively being reported.
That pattern lines up with a broader softening in recent sentiment. Against a lifetime 89.9% positive score, the 100 most recent English-language reviews land at 76% positive -- still a comfortably positive number, but a real gap that suggests satisfaction has cooled somewhat as the Early Access period has stretched past its first year without, in the eyes of a meaningful share of reviewers, resolving the content and progression complaints that were already present at launch.
6.5 out of 10. Conquest Dark earns its Very Positive score honestly: a genuinely deep class and rune system, an outstanding opening stretch, and a level of ambition remarkable for a single developer's project. What holds it to a good-not-great score is a familiar Early Access pattern -- strong early hours giving way to grindy, thinly rewarded progression -- compounded by real, specific balance complaints and a currently unresolved progress-loss bug that recent reviewers are still actively reporting. Play it now if the survivors-like hook and the promise of ongoing development appeal to you at this price. Wait if you'd rather meet this game once it's finished.
Pros and cons
Pros
- A genuinely deep class, subclass and rune-socketing system that reviewers consistently rank above the survivors-like genre's usual depth, with repeated favourable comparisons to Halls of Torment and Death Must Die
- An unusually strong opening several hours that a wide range of reviewers -- including many who go on to list real complaints -- describe as immediately gripping
- A remarkable amount of content and systems for a single developer's project, acknowledged directly and repeatedly across the review history as an achievement worth respecting on its own
- Runs well on Steam Deck according to multiple reviews, with one describing it working "flawlessly" on the platform
- A large, active review base engaging seriously with build variety and genre comparisons rather than treating it as a disposable time-waster
Cons
- A near-universal complaint that meaningful progression collapses into small percentage-based stat increases after the opening hours, turning much of the mid-to-late game into repetitive grinding without a strong sense of forward momentum
- A specific "bleed" mechanic introduced during Early Access draws sustained, detailed criticism from reviewers who call it unfun and poorly explained relative to the rest of the game's systems
- Reviewers report significant build and class imbalance, with some describing viable strategies as narrowed to one or two options and difficulty spikes that create unwinnable damage-race stalemates against tanky bosses
- A cluster of reviews from mid-2026 report a serious bug that resets saved progress after closing and reopening the game, described by more than one reviewer as happening on a near-daily basis
- Recent sentiment runs cooler than the lifetime score -- 76% positive across the 100 most recent reviews against a lifetime 89.9% -- suggesting satisfaction has softened somewhat as the Early Access period has extended past a year