Dominion Of The Forgotten key art showing three winged explorer characters wielding light and shadow powers against a dark fantasy backdrop

Game review

Dominion Of The Forgotten Review

6 / 10

Developer
FoolishNova Games
Publisher
FoolishNova Games
Released
19 July 2026
Platforms
["Windows"]
Genre
RPG

A PvE MOBA That Doesn't Quite Know What It Wants to Be Yet

Dominion Of The Forgotten launched July 19, 2026, from the small studio FoolishNova Games, pitching itself as a "build-crafting Roguelike" where explorers of the United Expedition venture into a mist-shrouded lost continent, fight through night-time waves and day-time exploration, and extract with whatever Relics they've scavenged before a run's timer runs out. That description undersells how strange and specific its actual genre fusion is. One reviewer nailed the pitch better than the store page does: "This is exactly the kind of game I've always wanted, PvE MOBA Roguelite. If you love MOBAs like League of Legends / Eternal Return / Supervive, and roguelites like Ravenswatch / Shape of Dreams / Elden Ring: Nightreign, this is a good fusion of genres." At review time it sat at 72 positive reviews against 30 negative across all languages, a 71 percent "Mostly Positive" score, a fair reflection of a game that's clearly onto something interesting but hasn't fully delivered on it yet.

Jungle by Day, Wave Defense by Night

The core loop reviewers describe splits cleanly into two halves that will feel instantly familiar to anyone who's played competitive MOBAs. "You have a base where you shop, have 6 equip slots, 3 attacks with an ultimate. the base is wave defense at night, and during the day it feels like playing through leagues jungle," one reviewer explained, comparing it directly to "if league of legends were a roguelike." That structure, build a loadout between fights, clear camps and objectives for resources during the day, then defend against escalating waves at night, gives the game a rhythm distinct from most extraction roguelites, which tend to be either pure combat runs or pure looting runs rather than an alternating cycle of both.

Build Variety Is the Game's Real Hook

Where the game earns its warmest praise is in how it handles ability procs and equipment synergy. One detailed positive review broke down the appeal: "The different ways to proc abilities allow you to construct many different early and late game builds, things you can proc off of consist of things like: basic attacks, skills, ultimates, dodge[s]," adding that "Skill's feel very fun to use, Skills look GREAT (especially the Legendary and Mythic effects)." Another reviewer echoed the sentiment more concisely: "The visuals are really good and when you have a 'build' going it feel rewarding and strong." Co-op holds up well too, several reviewers reported clean sessions with two or three friends, "we haven't had any connection issues," and the between-difficulty variety in relics and equipment was repeatedly cited as the main thing keeping runs feeling fresh even without much map variety.

The Recurring Complaint: Not Enough Content for the Price

The most consistent criticism across the review pool is that a $19.99 launch price is hard to justify against how thin the current content is. "I won't lie there isn't a lot of content," one otherwise positive reviewer admitted plainly, while another was blunter: "isometric arpg, loot extraction, tower defense interesting concept but needs a lot more work currently feels like a mobile game should be in early access and lower priced." A third reviewer who'd logged eight hours summed up a common trajectory: "Well I love playing Dota2 arcade that why I'm here but I already bored after 5 hours it not too much contents NGL but still positive waiting for new update." With only a single map available at launch, according to one reviewer with six hours in, the structural variety needed to make repeated runs feel distinct largely comes down to build RNG rather than genuinely new content, a real limitation for a genre built around replayability.

Combat Feel and Interface Friction

Beyond the content gap, several reviewers flagged specific mechanical rough edges. One critical review described a serious combat problem directly: "stunlocks you after each hit of an attack, you can even run out of aoe attacks of bosses. bosses are unplayable atm." A more measured reviewer pointed to unclear systems rather than broken ones: "The movement is a little bulky and needs some work. I wish the explanations of relics/weapons were a bit easier to understand... For example on attack/on hit/on basic... Are all of these the same or different?" Localization and setup issues compounded the friction for some Western players, one reviewer noted the "discord invite link on the steam page is a temporary invite link, which means you will keep disconnecting" and that the "game defaults to Chinese" on first launch, small things individually but the kind of rough onboarding that costs a new release goodwill in its first weeks.

A Developer Shipping Updates on a Visible Schedule

To FoolishNova's credit, the post-launch cadence has been steady rather than sporadic. The studio published a full post-launch development roadmap on launch day, followed by patch notes roughly every one to two weeks through the summer, difficulty tuning, a new party lobby system, tutorial improvements, and a "2026 Second-Half Update Roadmap" reveal just days after launch, with the most recent patch landing September 9, 2026. One reviewer who called the launch state rough still landed on cautious optimism: "at it's core i really do believe its a solid game and I really look forward to seeing where they go with it." That combination, real design ambition paired with visible, frequent support, is doing a lot of the work in keeping the review pool from tipping further negative.

Verdict

Dominion Of The Forgotten has found a genuinely uncommon hook, a PvE roguelite that borrows its rhythm and build-crafting instincts from competitive MOBAs rather than from other extraction games, and when a build comes together it delivers the kind of rewarding power spike that genre fans specifically go looking for. What holds it back is a launch that multiple independent reviewers describe as thin on content for its price, one map, familiar difficulty gates, and build variety doing most of the heavy lifting, alongside real mechanical friction in boss encounters and interface clarity. At $19.99 it's a reasonable pickup for MOBA veterans curious about a PvE spin on the genre's core loop, provided you go in expecting an evolving Early-Access-shaped project rather than a fully finished package, and are willing to wait out FoolishNova's active but still-catching-up patch cadence.

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 / 10
  • Value 5.5 / 10
  • Originality 7.5 / 10
  • Interface 5 / 10