Game review
Effulgence RPG
6.6 / 10
- Developer
- Andrei Fomin
- Publisher
- Andrei Fomin
The short version
Biggest strengths
- A genuinely unique visual style: every landscape, creature and effect is built from animated text characters
- Turning defeated enemies directly into crafting materials via the matter printer is a clever, tactile loop
- Turn-based combat has real tactical texture once you dig in: distance-based accuracy, party positioning, timing your abilities
Biggest weaknesses
- Current Early Access content is genuinely short, well under two hours for most players
- Controls change wildly between systems: keyboard shortcuts here, mouse there, gamepad elsewhere, with little consistency
- Story and dialogue are thin to the point of being an afterthought
6.6 / 10
The Pitch
Effulgence RPG opens with a premise that sounds more like a tech demo pitch than a game concept: an entire sci-fi world rendered out of text characters, arranged and animated into three-dimensional creatures, machines and landscapes. Solo developer Andrei Fomin built a party-based, turn-based RPG around that visual gimmick, where four heroes fight their way across a strange planet, and where the enemies you defeat don't just die, they become the raw material for your next weapon. It launched into Early Access in December 2025 pitched as a compact 5-7 hour adventure, and the 48 English-language Steam reviews (42 positive) largely agree on one thing before they agree on anything else: nobody has seen a game that looks quite like this.
A Style That Earns the Reviews It Gets
The ASCII-built visuals are not a novelty that wears off after the opening cutscene. Players repeatedly single them out as the best thing in the build, one comparing it to "Stone Story on steroids," another calling it "the coolest art style I've ever seen in a game." That's not hyperbole so much as an accurate description of what the game is actually selling: everything, from a flamethrower copter to a boss creature to the overworld terrain, is constructed and animated from the same text-character language, and it moves and glows with a consistency that makes it feel like a deliberate art direction rather than a shader trick. The catch, and it shows up often enough in reviews to matter, is that the same glow and bloom that make the aesthetic pop also make some of the text genuinely hard to read against similarly-colored backgrounds. Several players recommend turning the glow intensity down specifically to make in-game text legible, which is a strange note for a game whose whole identity is built on typography, but it's the honest state of the build.
Enemies Are the Resource, Not Just the Obstacle
The mechanical hook Fomin built around that art style is the "matter printer": defeated enemies break apart into particles that you collect and feed into a printer to forge new weapons, gear and mechanisms, including mid-battle, turning a fallen enemy into a tool for finishing the fight it was just part of. It's a neat inversion of the usual RPG loot loop, and reviewers who've engaged with the crafting system describe real depth in it, dozens of printable blueprints, cartridges and mechanisms that can be combined in different ways. One player specifically warns that donating too many components at once can strand you without offensive options, which suggests the system has enough weight to actually punish poor decisions rather than just being a stat-upgrade treadmill. Whether that translates into satisfying long-term progression is harder to judge given how little of the game currently exists to progress through.
Combat That's Deeper Than It First Looks, and Rougher Than It Should Be
Turn-based fights put four heroes against enemies with their own mechanics and rules, and the better reviews describe genuine tactical texture: weapon accuracy and crit chance shift with distance to the target, party order determines who absorbs damage first, and managing turn order against enemy telegraphs matters. Set against that are a cluster of complaints that read like unfinished tuning rather than fundamental design flaws. One reviewer flagged hit-chance numbers that didn't line up with outcomes, describing grenades that showed 10-20% to-hit but connected every time, and multiple players describe most encounters as trivially easy, with leveling up doing little beyond padding stats. A separate, more specific gripe is that boss fights retain the cumulative damage you've already dealt across attempts, which one player argued kills the tension of a rematch entirely, since dying to a boss just means picking up where you left off rather than facing it fresh.
Mini-Games and a Story That's Barely There
Beyond the main combat loop, Effulgence RPG weaves in several stand-alone minigames, including a card-based system called XyComb and a dice game, both of which get mixed reactions. Some players find them addictive enough to want to keep replaying them after finishing the main content; others report XyComb glitching them into a soft-lock that forced a full game reset, and general confusion about win conditions that even a completed match doesn't fully resolve. The story and dialogue side of the package fares worse across the board. Multiple reviewers note there's essentially no writing to speak of, that the humor is used as a stand-in for narrative rather than a complement to it, and that players expecting the exploration and world-building of a typical RPG won't find much of either here, since Effulgence is structured as a series of combat nodes and shops rather than a walkable world.
Early Access Growing Pains
The recurring theme across the negative reviews isn't that the game is bad, it's that there currently isn't much of it. Several players report finishing all available content in under an hour, sometimes closer to forty minutes, which sits awkwardly against the game's roughly NZ$31 asking price and its advertised 5-7 hour full-release runtime. One reviewer's blunt framing, calling it "a prematurely-shipped proof of concept," captures the more skeptical camp, while the more forgiving reviewers frame the same shortness as reasonable for an honestly-labeled Early Access slice from a transparent solo developer. Controls compound the rough-edges feeling: one detailed review describes needing to switch between keyboard, mouse and gamepad depending on which minigame or menu is active, with page-up and page-down used for scrolling in one system and no consistent way to hold a button to scroll elsewhere. None of this is disqualifying on its own, but it adds friction to a game that's already asking players to buy in on a short EA slice largely on the strength of its visuals.
Verdict
Effulgence RPG is a hard game to rate cleanly because its single strongest asset, that text-character art style, is also doing a lot of the work to carry a build that's currently thin on content, inconsistent in its controls, and light on the writing and pacing that would normally hold an RPG together. The matter-printer crafting loop and the tactical bones of the combat system suggest a developer who understands what makes this genre satisfying, and the passion-project energy comes through clearly in how much care has gone into the presentation. But at its current Early Access price and length, this is a purchase for people who want to support an unusually distinctive solo project as it grows, not one for players looking for a complete RPG experience today. Wishlist it if the art alone has you curious, and check back once there's meaningfully more game around it.
Pros and cons
Pros
- A genuinely unique visual style: every landscape, creature and effect is built from animated text characters
- Turning defeated enemies directly into crafting materials via the matter printer is a clever, tactile loop
- Turn-based combat has real tactical texture once you dig in: distance-based accuracy, party positioning, timing your abilities
- Solo-dev passion project with a strong original soundtrack
Cons
- Current Early Access content is genuinely short, well under two hours for most players
- Controls change wildly between systems: keyboard shortcuts here, mouse there, gamepad elsewhere, with little consistency
- Story and dialogue are thin to the point of being an afterthought
- Boss encounters keep cumulative damage between attempts, undercutting the tension of a retry
Screenshots
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Combat renders every creature, including bosses, out of animated text glyphsImage: Andrei Fomin via Steam -
Distance and positioning shift each hero's accuracy and crit chance mid-fightImage: Andrei Fomin via Steam -
Travel between nodes on the overworld map, each offering its own encounters and buffsImage: Andrei Fomin via Steam -
Category scores for Effulgence RPGWanderer Game Reviews