Eclipsia key art showing a dark sorcerer flanked by four armoured heroes against a crimson eclipse

Game review

Eclipsia Review

4 / 10

Developer
Eclipsia Studios
Publisher
Eclipsia Studios
Released
21 August 2026
Platforms
["Windows"]
Genre
RPG

A Team-Builder Idle RPG Behind a Free-to-Play Front Door

Eclipsia is a free-to-play idle RPG built around assembling a roster of gacha-summoned heroes, sending up to three of them into automated combat, and looting the chests they drop along the way. One reviewer with nearly 1,500 minutes logged sums up the core loop plainly: "Put hero in party. Tell hero to attack enemies. Wait for chests to drop. Loot chests for gear. Take gear and put on hero. Attack more powerful enemies. Loot more chests. Start earning Season Pass rewards. Get more heroes. Repeat." That's an honest description of the game as it stands in Early Access — a familiar structure for the genre, executed with a fairly standard hero-collection layer on top.

There's some real mechanical texture underneath the loop, according to the same detailed review. Only one "tanky" hero is needed at the front of a three-hero line-up, since positioning determines who absorbs hits first; once a hero's defence stat clears a certain threshold, incoming attacks are reduced to a flat single point of damage regardless of the enemy's actual power. Fallen heroes auto-revive after roughly three seconds with full health as long as at least one party member remains standing, so a stage can still clear even after a front-liner goes down. Progression optimisation, per the same account, comes down to picking the stage that balances clear speed against loot quality rather than simply grinding the hardest level a player can survive.

Positioning Matters More Than Power

That same reviewer, generally positive about the design despite calling out its rough edges, frames Eclipsia as "nothing terribly unusual to see here from a positive or negative gameplay standpoint, but there's room for growth since it's Early Access" — a fair characterisation of a game whose systems (hero deployment, gear upgrading, boss stages, a season pass) are all recognisable from other idle and gacha RPGs, rather than reinventing any of them. A separate long-session player, over 16,800 minutes in, calls it "a work in progress with big potential," while flagging a long list of suggested changes: reworking underperforming heroes, letting chest loot drop straight into inventory sorted by rarity, adding a way to reroll or combine equipment stats, and expanding beyond a single farming party so more than one hero trio can level up at once. Their broader read of the balance — "overal pay to win - free to play very balanced, you can get what you need, with time" — is more forgiving than most of the sample, but still explicitly acknowledges the pay-to-win framing that recurs throughout the negative reviews.

A Monetisation Model Reviewers Call Out Repeatedly

Monetisation is the single most consistent complaint in the English-language review sample. "Warning: This game has strong pay-to-win (P2W) elements," one reviewer writes, adding that "shop prices don't reflect" the game's Early Access status and are "exorbitantly high" regardless. Another puts it more bluntly: "It's all about money spending - nothing is given by the game - you start with one hero and thats it - rest you gotta invest to get." A third describes the cash shop as filled with "annoyances to make you pay more" and "multiple currencies to hide prices" — a structural complaint about the shop design itself rather than just its prices. Even reviewers who land on a recommendation caveat it heavily: one calls the cash shop "fairly predatory" but notes the game "seems playable without paying, although a fairly slow grind," and specifically points new players toward the season pass as the fastest route to a second and third hero.

Performance Problems and an AI-Generated-Content Controversy

Beyond monetisation, performance is the other major fault line. Multiple reviewers describe crashes, freezes, and unresponsive UI: one says the game "crashes after 5 seconds, after killing a mob," another reports being unable to restart the game after a recent update and having to force-shutdown their PC, and a third lists connection errors, unresponsive buttons, a marketplace that "often fails to load," and gacha rewards that "aren't delivered to the inventory and seem to be completely lost." Not every account agrees — one player dismisses the complaints outright ("people who complain about it crashing clearly just need a better PC") — but the volume and specificity of the performance reports across separate reviewers points to a real, recurring issue rather than isolated hardware problems.

A more serious allegation surfaces in at least two separate negative reviews: that Eclipsia's content is AI-generated. One reviewer writes plainly, "It's AI slop with no functions apart from being able to spend real money," while another goes further: "Extremely obviously AI generated and vibe coded, most of the stuff barely works if it even does... Dont bother, report and forget." This is a serious claim made by named Steam reviewers rather than something confirmed by the developer, and it should be weighed as reviewer opinion rather than established fact — but it's a recurring enough theme in the negative reviews, alongside the performance and monetisation complaints, that it's worth flagging directly rather than leaving out.

A Responsive Developer, Early in Early Access

Not every account is negative on the studio itself. One reviewer with nearly 5,800 minutes played credits the developer directly: "Dev is very responsive and is making changes on the fly while listening to player input. You can get pulls from the gacha system for free, daily, which is nice. Game is fun so far." That's a meaningfully different read from the "AI slop" allegations above, and it's worth noting that both perspectives come from reviewers with substantial hours logged rather than one-off impressions — suggesting Eclipsia's Early Access build is landing very differently depending on who's playing it and when.

Verdict

Eclipsia has a workable idle-RPG skeleton — hero deployment, positioning-based combat, gear looting, a season pass — and at least one long-session player sees real potential underneath its rough current state. But the English-language review sample is dominated by two specific, recurring complaints: aggressive, currency-obscured monetisation, and performance problems ranging from stage-clearing crashes to lost gacha rewards, with a subset of reviewers going as far as calling the game's content AI-generated. Being free to play lowers the cost of finding out where a given player lands, but the balance of reviewer sentiment right now leans toward caution — this is an Early Access idle RPG that still needs to prove its monetisation and stability before it's worth more than a cautious, no-spend trial.

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 5 / 10
  • Progression 5 / 10
  • Performance 2.5 / 10
  • Originality 4 / 10
  • Monetisation 2.5 / 10
  • Interface 4.5 / 10