Game review
Devil Spire
6.5 / 10
- Developer
- Ithiro Sumi
- Publisher
- Ithiro Sumi
- Released
- 2 February 2022
- Platforms
- Windows
- Genre
- Dungeon Crawler
- Monetisation
- One-time premium purchase; no ads, in-game purchases or premium currency found
- Players
- Single-player only; no online, co-op or PvP modes
The short version
Devil Spire wears its influences openly: procedurally generated pseudo-3D dungeons built on King's Field's slow, deliberate first-person crawl, rendered in a Hexen-era retro style rather than modern lighting and polish. It's a distinctive, confidently executed throwback rather than a cheap nostalgia cash-in, and its item-combination system gives dedicated players room for genuinely creative, emergent solutions — one widely-shared review describes spending three hours refining a spell combo purely because the game let them.
Two real problems sit alongside that creativity. A specific enemy attack produces a rapid, flashing visual effect that one detailed review flags as an actual seizure risk, not a stylistic quibble, and nothing in the developer's extensive patch history over the following two years appears to address it. And several reviewers describe a strong, mysterious opening that the game's own story and NPCs never follow through on, leaving the back half of a run carried by repetitive mechanical execution once the initial intrigue wears off. The developer supported Devil Spire honestly for nearly two years before moving on to build a full, well-received sequel.
Biggest strengths
- A confident, distinctive retro aesthetic and pseudo-3D dungeon-crawling feel that reads as a genuine homage to King's Field and Hexen rather than surface-level nostalgia
- A genuinely creative item and spell-combination system that rewards experimentation, with reviewers describing discovering unexpected, efficient combos the developer clearly built room for rather than patched around
- A large, structured achievement list (111 entries) and multiple unlockable game modes give dedicated players real long-term goals beyond a single successful run
Biggest weaknesses
- A specific enemy attack produces a rapid, flashing purple visual effect that one detailed review explicitly flags as an actual seizure risk rather than a minor visual complaint; nothing in the developer's patch history through 2023 appears to address it
- Several reviewers describe the game's strongest hours being its opening, when its mysterious NPCs and unexplained items create real intrigue, only for the story and characters to stop mattering once the core loop reveals itself, leaving pure mechanical repetition to carry later runs
- Boss encounters are criticised by multiple reviewers for muddy, hard-to-read telegraphs on oversized enemy models, a specific complaint distinct from the game's intentional overall difficulty
Who it's for: Fans of old-school, slow-paced first-person dungeon crawlers who want a genuinely challenging, atmosphere-first roguelite and don't mind thin narrative. Players sensitive to rapid flashing visual effects should be aware of the specific, unaddressed hazard before buying.
Our recommendation: A distinctive, well-crafted throwback worth trying for retro dungeon-crawler fans, but check the seizure-risk warning in community reviews first if flashing effects are a concern for you.
6.5 / 10
Devil Spire doesn't pretend to be anything other than what it is: a slow, deliberate, first-person dungeon crawl built in the image of King's Field, rendered with the blocky, high-contrast look of a Hexen-era shooter, and structured as a roguelite with procedurally generated dungeon tilesets. Reviewers consistently describe that combination as the game's biggest draw — a specific, confident throwback rather than generic retro-styling applied to a modern design. One review, describing the game's item-combination system, spent three hours refining a spell that reduced its own mana cost through a chain of crafted items purely because the systems allowed it, framing that kind of emergent discovery as exactly what makes the genre worth revisiting. It's a strong foundation, and Very Positive reviews across 527 players back up that the foundation mostly holds. Two specific problems keep it from holding all the way through.
A hazard worth naming plainly
One of the clearest, most detailed negative reviews on the game's page opens with a seizure warning, describing a specific enemy type — floating, red, demon-like half-torso creatures — whose attack casts a purple visual effect that rapidly blinks the player's screen. The reviewer is explicit that this isn't a general complaint about visual busyness but a specific, physically concerning effect, and recommends the developer address it directly. Checked against the developer's own patch history, which runs to eight separate named updates between the January 2022 day-one patch and an October 2023 release explicitly titled the "Real Last Patch," no changelog entry appears to reference this effect or any change to enemy visual effects that would address it. That doesn't necessarily mean nothing was ever adjusted — patch notes don't always describe every change in detail — but there's no public record confirming it was fixed, and it's a specific enough hazard that this review thinks it's worth stating plainly rather than folding into a general "some rough edges" comment.
A strong opening the back half doesn't match
The second recurring complaint is structural rather than technical. More than one detailed review describes the same shape: a genuinely gripping opening built on strange NPCs, unexplained item effects and real mystery, followed by a realisation that none of it actually pays off — the story and characters stop mattering mechanically once a player understands the core loop, leaving later runs to be carried purely by repeating the same blocking, dodging and kiting patterns against larger numbers of enemies. Steam's own achievement data supports how steep that later climb gets: completion on an early-game achievement sits above 50%, while the game's own top-tier late-game achievements sit under 1%. That's consistent with reviewers who call the game "a bad good game" — real depth in its systems, undercut by a mid-to-late game that doesn't introduce enough new ideas to match its opening hours' promise.
Combat that's easy to break, and bosses that are hard to read
Two more specific mechanical complaints recur across detailed reviews, both distinct from the broader repetition problem. Basic melee combat is criticised as too forgiving by at least one review, which describes being able to infinitely stun-lock ordinary enemies simply by attacking repeatedly — a real balance gap in a game whose slow, tension-driven atmosphere depends on combat feeling risky. Boss encounters draw the opposite complaint: multiple reviewers say the game's larger enemies are difficult to read, with attack telegraphs obscured by oversized character models and simple, blocky animation that doesn't clearly communicate what's coming. Both problems point to the same underlying gap — combat systems built confidently around the game's atmosphere and item creativity, but not tuned with the same care applied to how individual fights actually play out moment to moment.
A long, honest run, then a real sequel
Set against those two problems, Devil Spire has one of the more genuinely sustained solo-developer support records this fleet has documented. Patches continued at a real, if slowing, pace for close to two years — the developer's own October 2023 "Real Last Patch 1.5999" post treats the wind-down with the same dry humour found throughout the game's own writing rather than disappearing silently. The developer then spent 2024 building a confirmed, credited sequel, Devil Spire Falls, releasing it in July 2025 to what independent reviews describe as a more complete realisation of the same ideas. That's a meaningfully different, more honest shape than a quiet abandonment — a solo developer who supported one game for close to two years, then built a better one, is a genuinely good outcome for buyers even if it means Devil Spire itself won't see further fixes.
Where it lands
Devil Spire is a distinctive, well-crafted retro throwback that earns its Very Positive standing through genuine creative systems and an unusually long, honest support window for a solo project. But a specific, reviewer-flagged seizure risk with no confirmed fix in the public patch record is a real health-and-safety concern this review won't understate, and a back half that several detailed reviewers say never escalates past its own strong opening is a legitimate structural flaw rather than a nitpick. A 6.5 credits a genuinely good idea, well executed for most of its runtime, held back by one serious unaddressed hazard and a late game that doesn't fully deliver on its own opening. Genre fans who know what they're signing up for, and who can safely tolerate the specific visual hazard described above, are likely to find a lot to like here; anyone hoping for a tightly paced, consistently escalating dungeon crawler should temper expectations for the second half of a run.
Pros and cons
Pros
- A confident, distinctive retro aesthetic and pseudo-3D dungeon-crawling feel that reads as a genuine homage to King's Field and Hexen rather than surface-level nostalgia
- A genuinely creative item and spell-combination system that rewards experimentation, with reviewers describing discovering unexpected, efficient combos the developer clearly built room for rather than patched around
- A large, structured achievement list (111 entries) and multiple unlockable game modes give dedicated players real long-term goals beyond a single successful run
- Ran on modest hardware by design, and multiple reviewers specifically praise its performance even on very old machines
- A genuinely long, honest support run for a solo developer — patches continued for close to two years after launch, followed by a confirmed, well-received full sequel, Devil Spire Falls, in 2025
Cons
- A specific enemy attack produces a rapid, flashing purple visual effect that one detailed review explicitly flags as an actual seizure risk rather than a minor visual complaint; nothing in the developer's patch history through 2023 appears to address it
- Several reviewers describe the game's strongest hours being its opening, when its mysterious NPCs and unexplained items create real intrigue, only for the story and characters to stop mattering once the core loop reveals itself, leaving pure mechanical repetition to carry later runs
- Boss encounters are criticised by multiple reviewers for muddy, hard-to-read telegraphs on oversized enemy models, a specific complaint distinct from the game's intentional overall difficulty
- Basic melee combat is called too easy to abuse by at least one detailed review, allowing infinite enemy stun-locking that undercuts the tension the game's atmosphere is built around