Key art for Crypt Custodian

Game review

Crypt Custodian

7 / 10

Developer
Kyle Thompson
Publisher
Kyle Thompson, Top Hat Studios Inc., H2 Interactive Co. Ltd.
Released
27 August 2024
Platforms
Windows
Genre
Metroidvania
Monetisation
One-time purchase, no in-game store or additional currency purchases
Players
Single-player only

The short version

Crypt Custodian casts you as Pluto, a mischievous cat sentenced after death to serve as the afterlife's eternal janitor, exploring a sprawling underworld, befriending fellow doomed ghosts, and gradually unlocking new movement abilities in classic metroidvania fashion. This review's sample is close to unanimous that the game's art direction, exploration design, and unusually thoughtful assist options make it a genuinely lovely, welcoming entry point into a genre that can often feel unforgiving. Where opinion splits sharply is combat: a large, detailed portion of the negative sample — including reviewers who otherwise clearly respect the developer's craft — describes the fighting as repetitive, occasionally bullet-hell-dense, and thinner than the exploration it's paired with, a specific and recurring critique this review treats as the game's real ceiling rather than a minor quibble.

Biggest strengths

  • The art direction and overall presentation draw near-unanimous, specific praise, with reviewers repeatedly describing it as gorgeous, cute, and "like a playable painting" regardless of their overall recommendation
  • Exploration and secret-hunting are consistently singled out as the game's strongest pillar, with multiple long-playtime reviewers calling the sense of discovery "pure dopamine" and comparing the world design favorably to acclaimed genre peers
  • The assist-mode accessibility options draw specific, grateful praise from at least one reviewer who says the game is the first metroidvania where they made extensive use of such settings, and still felt the core experience intact

Biggest weaknesses

  • A large, detailed portion of the negative sample describes combat as repetitive and comparatively shallow next to the exploration, with one reviewer specifically likening congested encounters to "bullet hell" rather than considered metroidvania combat
  • Several reviewers independently report getting lost frequently despite the in-game marker system, and describe the game's world layout as more confusing to mentally map than genre peers
  • Multiple technical complaints recur across the sample, including input delay reported on specific hardware, frequent crashes tied to the Steam Overlay (with a documented workaround of disabling it), and resolution or performance issues some reviewers say persist regardless of settings changes

Who it's for: Metroidvania fans who prioritize exploration, atmosphere, and generous accessibility over demanding combat, and newcomers to the genre looking for a welcoming, well-designed entry point rather than a punishing challenge.

Our recommendation: A strong pick for anyone drawn to exploration-first metroidvanias with real heart and craft behind them — just temper expectations around combat depth, since that's where this review's sample consistently found the experience thinnest.

7 / 10

Crypt Custodian opens on a simple, likable joke: Pluto, a mischievous cat, dies and is sentenced to serve as the afterlife's eternal janitor. What follows is a fairly traditional metroidvania — new movement abilities unlocking new paths through an interconnected world, upgrades to find, ghosts to befriend — wrapped in an art style and tonal warmth that this review's sample finds genuinely disarming, set against a combat system that a large and specific portion of that same sample finds considerably less inspired.

Exploration as the clear centerpiece

Where this game earns its strongest, most consistent praise is in the act of simply moving through its world. "There's paths branching out in every direction and it was pure dopamine uncovering every last room and collectable," one reviewer with 823 minutes logged writes, a sentiment echoed by several others who single out world design and secret-hunting as the game's real hook. Another reviewer, deeply experienced in the genre, doesn't hedge: "Crypt Custodian is a 5/5 through and through. An absolute perfect game that combines the best parts of a top down zelda w[ith metroidvania structure]." The art direction earns its own dedicated praise across nearly every review regardless of overall verdict — "the art style is absolutely gorgeous. Seriously, it's like a playable painting," one reviewer writes, a line that could stand in for dozens of similar comments throughout the sample.

Accessibility done with unusual care

One thread worth calling out specifically is how much credit the game earns for its assist options. "This is the first game I've played where I made extensive use of the 'assist' options, and though I had mixed feelings about it at first, I'm glad I did," one reviewer writes, going on to praise the atmosphere and exploration as the genre's best qualities regardless of the difficulty adjustment. That's a meaningful signal: accessibility settings that a genuinely engaged, experienced player chooses to lean on, and comes away satisfied with, speak to thoughtful implementation rather than a bolted-on afterthought.

Where the negative sample gets specific, not vague

The complaints in this game's negative sample are notable for how detailed and consistent they are, rather than reading as scattered frustration. One reviewer structures an entire review around the tension directly, titled "Cute cat game let down by bullet hell," describing the actual combat encounters as visually chaotic projectile spam rather than the tight, readable fights the genre's best entries deliver. Another, with 643 minutes logged, writes: "Could've been alright, but it's just too full of filler content... the game just goes on and on," describing the mid-to-late game as stretching thinner material further than it comfortably supports. A third sums up a recurring split-decision succinctly: "It's not a bad game by any means, in fact there is a lot of heart and the dev(s) are clearly talented. The game just never really evolves beyond 'press X as fast as possible while occasionally dodging.'" These are reviewers actively rooting for the game, describing a specific structural shortfall rather than dismissing it outright.

Getting lost, and a few sharper technical complaints

A second recurring thread involves navigation. "Decent metroidvania, but very easy to get lost, and even with the in-game purchasable marker system, I found myself not really knowing where to go," one reviewer writes — a legitimate design critique for a genre that lives or dies on how well its world teaches you to read it. Technical complaints round out the sample with more specificity than the usual vague "buggy" grumbling: one reviewer documents a crash tied specifically to the Steam Overlay, with a workaround of disabling it entirely; another reports persistent input delay not present in any other game on their system; a third flags a genuinely odd control-design choice where menu actions share inputs with combat actions without updating the on-screen button prompts. None of these are universal, but each is concrete enough to take seriously rather than dismiss as an outlier.

What the achievement data adds to the combat conversation

Steam's own completion figures back up the reviewer-described split between exploration and combat rather cleanly. An early story milestone sits at a strong 96.0%, and general collectible-hunting achievements sit comfortably in the 70-85% range, consistent with most players comfortably engaging with and enjoying the exploration side of the game. The picture changes sharply once you reach the boss-rush challenge tiers, which fall to 11.1%, 5.7%, and just 4.4% for the hardest tier — numbers that read less like a natural difficulty curve and more like confirmation that the game's combat-focused endgame content asks for a level of mechanical engagement most players who loved the exploration simply don't come back for. That lines up precisely with the negative sample's core complaint: this is a game whose combat was never its main draw, and the data shows most players implicitly agree by not chasing its hardest combat challenges.

A useful outside perspective worth including

One reviewer with a longer view offers a distinct, worthwhile caveat: having positively reviewed the developer's previous games, they note "the dev basically makes the same game every time. The atmosphere is the same, a sort of ironically lighthearted, zero-real-stakes" formula repeating across three releases now. That's a fair point for anyone who's already played Islets or the developer's other work — Crypt Custodian is executed with real craft, but it isn't reinventing its creator's established formula so much as refining it once more, and buyers going in expecting a dramatic departure should adjust expectations accordingly.

Final verdict

Crypt Custodian is a genuinely lovely, well-crafted metroidvania whose exploration, art direction, and accessibility options earn wide and specific praise, set against a combat system that a large, thoughtful portion of its audience consistently finds thinner and more repetitive than the world it's set in. Play it for the sense of discovery and the warmth of its world; go in with modest expectations for its fights, and you'll likely land closer to this review's largely positive verdict than its harsher outliers.

Pros and cons

Pros

  • The art direction and overall presentation draw near-unanimous, specific praise, with reviewers repeatedly describing it as gorgeous, cute, and "like a playable painting" regardless of their overall recommendation
  • Exploration and secret-hunting are consistently singled out as the game's strongest pillar, with multiple long-playtime reviewers calling the sense of discovery "pure dopamine" and comparing the world design favorably to acclaimed genre peers
  • The assist-mode accessibility options draw specific, grateful praise from at least one reviewer who says the game is the first metroidvania where they made extensive use of such settings, and still felt the core experience intact
  • The upgrade and ability system is credited for meaningfully changing how the game plays rather than simply padding stats, giving exploration and combat alike real build variety
  • Steam's own partner-events feed confirms two substantive post-launch patches followed by a healthy transition into the developer's next announced project, showing continued care rather than an abrupt post-launch drop-off

Cons

  • A large, detailed portion of the negative sample describes combat as repetitive and comparatively shallow next to the exploration, with one reviewer specifically likening congested encounters to "bullet hell" rather than considered metroidvania combat
  • Several reviewers independently report getting lost frequently despite the in-game marker system, and describe the game's world layout as more confusing to mentally map than genre peers
  • Multiple technical complaints recur across the sample, including input delay reported on specific hardware, frequent crashes tied to the Steam Overlay (with a documented workaround of disabling it), and resolution or performance issues some reviewers say persist regardless of settings changes
  • At least one reviewer flags a specific control-design flaw where menu actions are bound to the same inputs as combat actions without updating on-screen prompts, creating confusion when rebinding controls
  • One veteran reviewer of the developer's prior games says this is their third release with the same core "ironically lighthearted, zero-real-stakes" formula and structure, suggesting diminishing novelty for players already familiar with the developer's earlier work

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 7 / 10
  • Value 7 / 10
  • Originality 6.5 / 10
  • Replayability 5.5 / 10
  • Interface 7.5 / 10