Key art for Crown Trick

Game review

Crown Trick

6.5 / 10

Developer
NEXT Studios
Publisher
Team17
Released
16 October 2020
Platforms
Windows
Genre
Roguelike RPG
Monetisation
Premium, one-off purchase, with an optional paid expansion (Requiem of Elements)
Players
Single-player

The short version

Crown Trick's hook is genuinely clever: dungeons only advance when you take an action, turning every fight into a puzzle of positioning rather than a race against enemy initiative, wrapped in art and a soundtrack reviewers praise almost without exception. A Metacritic score of 83 reflects real critical enthusiasm for that presentation and central idea.

The player corpus tells a more divided story once the roguelite loop itself comes up. A remarkably consistent complaint, repeated by dozens of reviewers independently, is that the relics, weapons and builds don't vary enough between runs to reward the repeat-play structure a roguelike depends on — several describe unlocking most of what the base game offers within a handful of runs, and more than one explicitly cites the genre's real innovation, Crypt of the NecroDancer, as the game it borrows its central mechanic from without matching that game's tension or depth. It's the classic shape of a great idea that critics reward for its ambition while the people who actually replay games for a living run out of new things to discover faster than the format assumes they will.

Biggest strengths

  • A genuinely clever central mechanic — the dungeon only advances when you act — that turns positioning into the core skill rather than reflexes, praised almost universally
  • Striking, distinctive art direction and a soundtrack multiple reviewers call one of the best parts of the game
  • Metacritic score of 83 reflects strong critical reception for the presentation and concept

Biggest weaknesses

  • A remarkably consistent, independently repeated complaint describes weapon and relic variety as shallow, with several reviewers reporting they'd seen most of what the base game offers within a handful of runs
  • Frequently compared unfavorably to Crypt of the NecroDancer, the game most reviewers credit as the origin of the "enemies move when you move" mechanic, for lacking that game's tension and systemic depth
  • The five base-game dungeons are described by multiple reviewers as too short and too similar run to run for a roguelike's core replay loop

Who it's for: Turn-based roguelike fans looking for something visually distinctive and mechanically different from the twitch-reflex norm — go in expecting a shorter, shallower build system than genre veterans of Hades or Dead Cells are used to, and consider the paid expansion if the base game's five dungeons feel thin.

Our recommendation: Worth playing for the art, music and central "moves when you move" hook alone, and a fine weekend-length roguelike for players who don't need deep build variety to stay engaged. Genre veterans specifically chasing replayable depth should look elsewhere or budget for the DLC.

6.5 / 10

Crown Trick drops an amnesiac protagonist into a shifting underground labyrinth armed with a sentient crown, and its pitch is a smart twist on a familiar roguelike problem: instead of the usual real-time scramble, the dungeon only moves when you do. Every step, attack or item use is a discrete beat that enemies then respond to, turning combat into a grid-based puzzle about positioning rather than a test of reflexes. It's a genuinely clever idea, and Metacritic's 83 shows critics rewarded it accordingly. What Steam's own players have spent five years arguing about is whether the roguelike built around that idea has enough underneath it to reward the replaying the genre demands.

A hook worth the comparisons it draws

The turn-based, grid-locked combat is the least contested part of Crown Trick's reception. Enemies telegraph their next move before you act, which lets careful players chain positioning tricks — luring an enemy into another's attack, using elemental terrain to set up follow-up damage, retreating through a doorway to fight one foe at a time — and reviewers across the review corpus, positive and negative alike, credit the system for genuinely solving the "walking repeatedly into monsters" problem that older turn-based dungeon crawlers never quite escaped. The art direction and soundtrack draw similarly consistent praise; more than one reviewer calls the presentation the reason they kept playing even once other problems set in.

The elemental system layered on top adds a genuine wrinkle: fire, ice, poison and other terrain effects interact with each other and with enemy positioning, so a well-set-up fight can chain environmental damage in ways that feel distinct from simply landing more hits. Several reviewers who otherwise have real complaints about the game still single out specific elemental combos as the moments Crown Trick's design clicks — freezing a group into a cluster, then igniting them, or using terrain to funnel enemies past a trap. It's evidence the underlying systems were built with real thought; the complaint below is about how much of that thought the game asks you to rediscover on a second or third run versus how much repeats.

The Crypt of the NecroDancer comparison that keeps coming up

The specific, recurring criticism is about what happens after the first few runs. Several reviewers independently make the same comparison: Crown Trick borrows its "world only moves when you move" mechanic from Crypt of the NecroDancer, but without that game's rhythm-driven tension or its depth of enemy-pattern mastery, the core loop settles into something reviewers describe as repetitive faster than a roguelike should. The complaint about build variety is even more specific and even more repeated — multiple reviewers report that the relics, weapons and skill combinations don't meaningfully change what a run feels like, and that most of what the base game has to offer is visible within a handful of attempts. One reviewer's estimate that the five base dungeons yield 80–100% of the game's obtainable items and skills after a single clear on base difficulty is echoed, in spirit if not in exact numbers, by several others independently describing the same short ceiling.

What the numbers around it suggest

Steam's own achievement data is consistent with a base game on the shorter, easier side: the easiest unlocks sit unusually high, in the 80–90% range, which is a higher floor than tougher roguelikes typically show for early milestones. That tracks with reviewers describing the base difficulty as approachable rather than punishing — not a flaw in isolation, but one that compounds the build-variety complaint rather than offsetting it, since an easy game with limited build depth gives genre veterans little reason to keep coming back. The paid Requiem of Elements expansion exists specifically to address this, adding a new dungeon and additional systems, and reviewers who bought it are notably more positive about the game's long-term legs than those judging the base game alone.

A critic-player gap worth naming directly

It's worth being explicit about a pattern this review keeps running into: Crown Trick's 83 Metacritic score sits meaningfully above the tone of a large share of its Steam user reviews, even though the Steam score itself is still comfortably Very Positive. That's a different shape of gap than a game reviewers loved and players hated — both audiences like this game — but critics reviewing a fixed number of hours for a review deadline are structurally less likely to notice a content ceiling that only becomes visible once you've tried to get a second or third satisfying run out of a roguelike. Reading the user reviews specifically for repeat-playtime complaints, rather than taking the aggregate score at face value, is the more useful signal here for anyone deciding whether to buy this as a one-and-done experience or a long-term roguelike to return to.

Final verdict

Crown Trick earns its critical acclaim honestly on presentation and its central idea — the turn-based, grid-based combat is a genuinely smart twist on the genre, and the art and music are worth experiencing on their own terms. It settles at 6.5 rather than higher because the complaint about shallow build variety and a short base campaign is unusually consistent across years of independent reviews, not a matter of a few disappointed players expecting something different. Go in for a clever weekend-length roguelike rather than a deep, endlessly replayable one, and consider the DLC if five short dungeons turn out not to be enough.

Pros and cons

Pros

  • A genuinely clever central mechanic — the dungeon only advances when you act — that turns positioning into the core skill rather than reflexes, praised almost universally
  • Striking, distinctive art direction and a soundtrack multiple reviewers call one of the best parts of the game
  • Metacritic score of 83 reflects strong critical reception for the presentation and concept
  • An optional paid expansion (Requiem of Elements) adds real additional content for players who exhaust the base game

Cons

  • A remarkably consistent, independently repeated complaint describes weapon and relic variety as shallow, with several reviewers reporting they'd seen most of what the base game offers within a handful of runs
  • Frequently compared unfavorably to Crypt of the NecroDancer, the game most reviewers credit as the origin of the "enemies move when you move" mechanic, for lacking that game's tension and systemic depth
  • The five base-game dungeons are described by multiple reviewers as too short and too similar run to run for a roguelike's core replay loop
  • A small number of reviewers report specific bugs, including at least one account of lost save data, though this isn't a widely repeated pattern in the sample reviewed

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 6.5 / 10
  • Progression 5.5 / 10
  • Value 6 / 10
  • Originality 6 / 10
  • Replayability 5 / 10