Game review
Demonschool
7.5 / 10
- Developer
- Necrosoft Games, Mystic Systems
- Publisher
- Ysbryd Games
- Released
- 19 November 2025
- Platforms
- Windows, macOS, Nintendo Switch
- Genre
- Tactics RPG
- Monetisation
- One-time purchase, no add-on content
- Players
- Single-player
The short version
Demonschool spent two years sliding across release windows — 2023 to Q2 2024, to Q1 2025, to Q3 2025, finally landing on 19 November 2025 after being moved off a September date specifically to avoid colliding with Hollow Knight: Silksong — and the finished game mostly justifies the extra time. Its combat is less a traditional tactics system than a positioning puzzle in the Into the Breach lineage, built around chaining enemy movement into single devastating turns rather than grinding down health bars one attack at a time, and its Saturn-era pixel art and synth-driven soundtrack are close to unanimous highlights across its review base.
The part of the package that divides players is the writing wrapped around all of that. Faye and her classmates' school-life banter leans hard into a specific, very online comic register that a real slice of reviewers find charming and another real slice find so tonally mismatched with the story's darker beats that it undercuts them. It's a genuinely distinctive, confident tactics RPG let down in places by a script that doesn't always know when to stop being funny.
Biggest strengths
- A genuinely distinctive combat system, repeatedly compared to Into the Breach, where victory depends on chaining enemy positioning and movement into a single efficient turn rather than simply outlasting enemies through attrition
- Striking pixel art and character design evoking the Saturn/PS1 era, paired with a synth-driven soundtrack that reviewers across the spectrum single out as one of the game's strongest elements
- Boss encounters are widely praised as clever, unique set-pieces built around specific gimmicks rather than reused mechanics with bigger health bars
Biggest weaknesses
- Writing draws consistent, specific criticism for a tonal mismatch — genuinely dark or serious story beats are repeatedly undercut by immediate, very online comic dialogue before their weight can land, a complaint independent reviewers raise with near-identical language
- A meaningful slice of the review corpus describes the combat-to-everything-else ratio as imbalanced, with some finding the puzzle-combat repetitive well before the campaign's end despite praising the same system's initial cleverness
- The turn-limit, star-rating structure built into every fight rewards optimal, near-solved play and can feel punishing or frustrating for players who'd rather approach fights more loosely
Who it's for: Tactics RPG fans looking for something closer to a puzzle than a war-game, and Persona- adjacent school-life sim fans who don't mind their combat taking up the majority of the runtime and their humour leaning consistently silly over serious.
Our recommendation: Worth playing for the combat system and presentation alone, with the expectation set correctly going in — this is a turn-limited puzzle-tactics game more than a traditional strategy RPG, and the writing's tonal whiplash is a real, frequently reported issue rather than a minor nitpick.
7.5 / 10
Two years of delays, one specific reason for the last one
Demonschool comes from Necrosoft Games in collaboration with Mystic Systems, published by Ysbryd Games, and it took an unusually long road to release. The game was originally targeted for 2023, slipped to Q2 2024, slipped again to a planned September 2024 date, then moved to Q1 2025, then to Q3 2025 — and its final scheduled date of 3 September 2025 was pushed once more, specifically and publicly, to avoid landing the same week as Hollow Knight: Silksong's own newly announced release. Demonschool finally launched on 19 November 2025, simultaneously on PC and Nintendo Switch. That's an unusually candid, specific reason for a delay, and it says something about the confidence Necrosoft and Ysbryd had in the finished product — betting a smaller, more specialised tactics RPG could hold its own audience rather than get buried entirely by one of the year's most anticipated indie releases, rather than trying to beat it to market.
Faye, her misfit friends, and a combat system built like a puzzle box
The setup follows Faye and a roster of fifteen companion characters navigating university life on a mysterious island that sits between the human and demon worlds, fighting off increasingly strange threats — "big weirdos," in the game's own words — while balancing a school schedule that governs character growth and skill-building between missions. It's a structure with clear Persona-series fingerprints: social time and combat time alternate and feed into each other, and the roster's relationships develop through repeated interaction rather than a single fixed story beat per character.
What sets Demonschool apart mechanically is how its combat actually works. Rather than a standard tactics RPG's turn-by-turn attrition, Demonschool is built around planning phases where players can rewind and reposition actions before committing, chaining movement and attacks so that enemies get knocked into each other, off ledges, or into position for a single devastating combo — closer to a positioning puzzle than a traditional strategy game, a comparison so consistent across the review corpus that multiple reviewers independently reach for Into the Breach as the clearest reference point. Every encounter carries a turn-limit and a star-rating for efficiency, rewarding players who can solve the puzzle in the fewest possible moves rather than simply grinding an enemy down, and the game's best moments — its boss fights especially — are widely praised as clever, distinctive set-pieces built around specific mechanical gimmicks rather than recycled attack patterns with bigger numbers attached.
A script that can't always resist the joke
The review corpus is close to unanimous on Demonschool's presentation: pixel art and character design that reviewers repeatedly place in a Saturn-and-PS1-adjacent aesthetic lineage, paired with a synth-heavy soundtrack multiple reviews call one of the best they've heard in the genre this year. Where opinion splits sharply is the writing carrying the story between fights. A real, specific and repeated criticism describes Demonschool's dialogue as leaning so hard into deadpan, very online comic humour that it actively undercuts its own darker story beats — several reviewers use almost identical language to describe serious moments getting deflated by an immediate joke before their weight has a chance to register, arguing the game would be stronger if it trusted its horror and drama elements to sit for a beat rather than reflexively cutting the tension. Other reviewers describe the exact same tonal choices as part of the charm, praising the cast's specific, exuberantly campy voice as a feature rather than a flaw, and one widely upvoted review frames the whole game as an example of "the authors' weird extremely specific interests coming through, loud and clear" — a compliment, in that reviewer's telling, not a complaint. Both readings sit comfortably within the same review corpus, which suggests the tonal choice is a genuine matter of taste rather than a simple execution failure most players agree on.
When the puzzle repeats itself
The other recurring critique is structural rather than tonal: several detailed reviews describe the game's balance between combat and everything else as skewed too far toward fighting — one review estimates roughly 75% combat to 25% story and social content — and argues that ratio exposes the puzzle-combat system's limits over a full campaign in a way its opening hours don't. The same mechanical cleverness that makes early encounters feel fresh, in this reading, becomes repetitive once a player has learned its core patterns, with the turn-limit and star-rating system adding pressure that some find rewarding and others find needlessly punishing for anyone not trying to optimise every single fight. It's worth noting this is a genuine minority position within an otherwise Very Positive review base rather than a majority complaint, but it's specific and detailed enough, from players who clearly invested serious time before writing it, to weigh seriously rather than dismiss.
A confident swing from a small studio, mostly landed
Necrosoft Games is a small studio with a track record of stylised, mechanically inventive smaller releases, and Demonschool reads as its most ambitious project to date by a wide margin — a full-length tactics RPG with fifteen companion characters, a branching social structure, and a combat system distinctive enough to earn its own comparisons rather than simply borrowing a genre template wholesale. The multiple delays, and the specific, publicly stated reason for the last one, point to a studio genuinely willing to protect its release rather than rush a smaller-scoped version out the door to hit an arbitrary date — and the finished game's presentation and combat design mostly vindicate that patience, even where its writing doesn't land as consistently for every player.
Value
At NZ$37.90, Demonschool sits at a reasonable mid-tier indie price point for a full tactics RPG campaign with fifteen character relationships to explore and a distinctive combat system built around genuine mechanical depth. The 92%-positive Very Positive score across more than a thousand reviews reflects a genuinely strong reception, with the split in opinion concentrated specifically around the writing's tone and the back-half combat pacing rather than around any single dealbreaking flaw. For tactics RPG players willing to treat this as closer to a puzzle game than a war-game, and tolerant of a script that leans consistently silly, the value case here is a straightforward yes.
Pros and cons
Pros
- A genuinely distinctive combat system, repeatedly compared to Into the Breach, where victory depends on chaining enemy positioning and movement into a single efficient turn rather than simply outlasting enemies through attrition
- Striking pixel art and character design evoking the Saturn/PS1 era, paired with a synth-driven soundtrack that reviewers across the spectrum single out as one of the game's strongest elements
- Boss encounters are widely praised as clever, unique set-pieces built around specific gimmicks rather than reused mechanics with bigger health bars
- A school-life structure — scheduling classes and social time between missions — gives progression real shape without ever overwhelming the combat it's built to support
- 15 companion characters with individual relationship arcs give the cast real depth for players who invest in the social side of the structure
Cons
- Writing draws consistent, specific criticism for a tonal mismatch — genuinely dark or serious story beats are repeatedly undercut by immediate, very online comic dialogue before their weight can land, a complaint independent reviewers raise with near-identical language
- A meaningful slice of the review corpus describes the combat-to-everything-else ratio as imbalanced, with some finding the puzzle-combat repetitive well before the campaign's end despite praising the same system's initial cleverness
- The turn-limit, star-rating structure built into every fight rewards optimal, near-solved play and can feel punishing or frustrating for players who'd rather approach fights more loosely
- Some sidequests are criticised as filler-tier busywork — "find a guy's sandwich" is cited specifically as emblematic of the game's weaker writing moments
- The game's own marketing and community discussion of a "puzzle RPG" versus "tactics RPG" framing creates a real expectation mismatch some players report only discovering after purchase