Key art for Eko and the Bewitched Lands

Game review

Eko and the Bewitched Lands

6 / 10

Developer
Twin Studios
Publisher
Twin Studios
Released
7 May 2026
Platforms
Windows
Genre
Action, Adventure
Monetisation
Paid, one-time purchase.
Players
Single-player only.

The short version

Eko and the Bewitched Lands is a randomly generated action-adventure roguelike from Twin Studios, sending its hero Eko to rescue a kidnapped princess from a Dark Queen through procedurally varied runs of weapons, abilities, and puzzle-laced dungeons. Its Mostly Positive rating across a small but detailed English review sample splits sharply between reviewers who found genuinely smooth, telegraphed combat and reviewers who ran into run-blocking bugs and unclear direction.

Biggest strengths

  • Praised specifically for its combat feel, with one detailed reviewer noting enemies clearly telegraph their intents and that upgrades meaningfully change how combat flows.
  • Praised for weapon and buff variety making each run feel distinct, with one reviewer directly comparing the loop favourably to The Binding of Isaac.
  • Praised for strong performance, with one reviewer specifically noting the game runs phenomenally well even on a laptop.

Biggest weaknesses

  • A fair, serious complaint from one reviewer reports entire runs where they could not interact with any pickups, gold, or keys despite having them available, describing the game as released too soon.
  • A fair, corroborated complaint reports clunky, imprecise controls, cited independently by two separate reviewers as a real problem rather than a controller-specific issue.
  • A fair complaint reports the game offers no meaningful tutorial or direction, leaving players to guess at systems like an NPC feeding mechanic in the camp hub.

Who it's for: Fans of short, Binding of Isaac-style roguelike runs looking for a budget-friendly, weapon-variety-driven loop; players who want a polished, clearly explained first-run experience should wait for further patches given the bug reports below.

Our recommendation: A promising, budget roguelike with genuinely satisfying combat when it works, undercut by real bugs and a near-total lack of onboarding.

6 / 10

Rescuing a princess through procedurally varied runs

Eko and the Bewitched Lands casts players as Eko, tasked with rescuing a kidnapped princess from a Dark Queen across randomly generated dungeon runs, picking up new weapons, abilities, and artifacts along the way. This review notes upfront that its English review sample is small, just nine reviews at the time of research, but found that sample unusually detailed and specific on both sides, which this review treats as sufficient grounds to evaluate the game fairly rather than dismiss it for thinness alone.

Praised for genuinely satisfying, telegraphed combat

This review found reviewers specifically and credibly praising the game's core combat feel. "The combat looks and feels great. The enemies clearly telegraph their intents and the upgrades make a big difference in how the combat flows. It's easy to pick up and play without it being a huge commitment. Good content and quality for the price!" reads one detailed review. This review treats that praise as fair: a reviewer specifically crediting enemy telegraphing, a core readability principle in action combat design, is a substantive, mechanically literate endorsement rather than a vague compliment.

Praised for build variety and a Binding of Isaac comparison

This review also found reviewers praising the game's run-to-run variety in specific terms. "Every decision you make changes the way you play. Every run feels different. You can unlock different weapons and buffs which completely changes the playstyle. The game has enough content for many quick runs and great potential for more," reads one review. A separate reviewer reaches for a well-known genre touchstone: "This game reminds me a lot about when I played Binding of Isaac many years ago, with more to it... I can recommend the game as a fun short experience." This review treats both as fair: independent reviewers crediting real build diversity, and one specifically invoking a beloved genre benchmark, is a credible signal that the roguelike loop itself is well constructed even in a short campaign.

A fair, serious complaint about run-blocking bugs

Set against that praise, this review found a fair and serious complaint from a reviewer who reports the game released in a genuinely broken state for them. "I will keep up and correct my review if the bugs are fixed but this was released WAY too soon. Every run I could not interact with anything. I had plenty of gold, keys etc. and nothing," reads that review. This review treats that complaint as fair and significant: a specific, reproducible account of a core interaction system failing entirely is a substantive functional bug report, not a general frustration complaint, and it's corroborated in spirit by a separate, harsher review calling the game barely more than "a concept."

A fair, corroborated complaint about clunky controls

This review also found a fair complaint about control precision reported independently by more than one reviewer. "The controls are clunky and move without moving the stick. Yes I am sure it's not my controller, it's only in this game," reads one review. A separate, more critical reviewer lists the same issue tersely among their complaints: "clunky control." This review treats that as fair: two independent reviewers reporting the same specific control problem, with one explicitly ruling out hardware as the cause, is a credible signal of a real input-handling issue.

A fair complaint about missing direction and onboarding

This review also found a fair complaint about the game's lack of guidance. "There is NO direction on what you are meant to do. No tutorial on how things work," reads one review. A separate reviewer independently reports confusion about a specific system: "I didn't get the point of feeding the salesman in the camp." A third reviewer flags a related, smaller clarity issue: being unable to tell shop items apart by icon alone. This review treats these as fair: a cluster of independent, specific confusion reports about distinct systems points to a genuine onboarding gap rather than any single reviewer's unfamiliarity with the genre.

A fair, repeated complaint about a short campaign

This review also found a fair, repeated complaint about the game's length. "It is too short, like four levels and all? Maybe I am missing something but after I unlock the third weapon, there is no way the game can give more. I would love to see more levels with variety of puzzles and enemies," reads one detailed review. This review treats that complaint as fair: even reviewers who otherwise enjoyed the combat and build variety are independently flagging a genuinely limited amount of content, which is a legitimate value consideration given the game's price.

A note on this review's small sample and a caution on achievement data

This review's own check of Steam's global achievement data found only two tracked achievements, both sitting at a fraction of a percent of players. Given the game's very small player base at review time, this review treats that figure as statistically unreliable rather than meaningful and does not draw conclusions from it, unlike the more populated achievement sets checked for other reviews. Combined with the small English review sample discussed above, this review's overall rating leans on the specific, corroborated substance of individual reviews rather than on aggregate statistics, and should be read with that caveat in mind.

Final verdict

Eko and the Bewitched Lands is a promising, budget-priced roguelike that earns real, specific praise for its telegraphed, satisfying combat and genuine build-to-build variety, credibly compared by one reviewer to The Binding of Isaac. This review's own honest reading of a small but substantive sample found its Mostly Positive rating fair: a serious, specific bug report about broken run interactions, corroborated control complaints, and a near-total lack of onboarding are real problems alongside a short campaign, even as the underlying combat design draws genuine, mechanically literate praise. For roguelike fans willing to accept some rough edges at a low price, it's worth a look; players wanting a polished, well-explained first run should wait for further patches.

Pros and cons

Pros

  • Praised specifically for its combat feel, with one detailed reviewer noting enemies clearly telegraph their intents and that upgrades meaningfully change how combat flows.
  • Praised for weapon and buff variety making each run feel distinct, with one reviewer directly comparing the loop favourably to The Binding of Isaac.
  • Praised for strong performance, with one reviewer specifically noting the game runs phenomenally well even on a laptop.
  • Praised for its art direction, with a reviewer singling out the heroes and enemies as visually distinctive despite the game's short length.

Cons

  • A fair, serious complaint from one reviewer reports entire runs where they could not interact with any pickups, gold, or keys despite having them available, describing the game as released too soon.
  • A fair, corroborated complaint reports clunky, imprecise controls, cited independently by two separate reviewers as a real problem rather than a controller-specific issue.
  • A fair complaint reports the game offers no meaningful tutorial or direction, leaving players to guess at systems like an NPC feeding mechanic in the camp hub.
  • A fair, repeated complaint reports the campaign is very short, with reviewers independently noting only around four levels and wishing for more content and enemy variety.

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
  • Performance 6 / 10
  • Value 5.5 / 10
  • Originality 5.5 / 10
  • Replayability 6 / 10
  • Interface 4.5 / 10