Key art for Elderand

Game review

Elderand

6 / 10

Developer
Mantra
Publisher
Graffiti Games
Released
16 February 2023
Platforms
Windows
Genre
Dark Fantasy Action RPG
Monetisation
One-time premium purchase; two patches addressing bugs and balance followed launch, with no further development found beyond roughly two and a half months after release
Players
Single-player only; no online, co-op or PvP modes

The short version

Elderand sends its warrior through a nightmarish, Lovecraftian world of corrupted cultists and ancient horrors, wielding brutal melee weapons and dark magic in 2D combat clearly inspired by Castlevania: Symphony of the Night. Reviewers consistently praise the beautiful pixel art and the atmosphere it builds, and several describe a genuinely strong opening hour that sets real expectations for what follows.

Those expectations aren't fully met, according to a real, specific pattern of complaints this review's research confirms have substance. Reviewers describe a sharp difficulty spike where ordinary enemies begin dealing disproportionate damage, and several push back on the "Metroidvania" label itself, describing a largely linear, horizontally-laid-out world with few meaningful exploration abilities rather than the interconnected map the genre name implies. This review's research confirms the developer shipped two detailed, responsive patches addressing dozens of specific bugs — including a broken achievement the reporting reviewer later confirmed fixed — within the first two and a half months after launch, but found no further development after that window closed.

Biggest strengths

  • Beautiful, consistently praised pixel art and atmosphere that reviewers credit as the game's clearest, most immediate strength
  • A strong, well-regarded opening hour that reviewers say sets genuine expectations before the game's difficulty and pacing complaints emerge
  • A confirmed, detailed and responsive first patch addressing dozens of specific bugs within weeks of launch, including a broken achievement the reporting reviewer confirmed fixed in a follow-up edit to their own review

Biggest weaknesses

  • A real, specific difficulty spike partway through draws consistent complaints, with ordinary enemies beginning to deal disproportionate damage relative to the game's earlier pacing
  • Several reviewers directly push back on the "Metroidvania" label, describing a largely linear, horizontally-laid-out world with few meaningful exploration abilities rather than genre-typical interconnected map design
  • A tool letting players redistribute stat points between melee and magic builds is reported to appear very late in the game, locking players into inefficient early choices for most of a playthrough

Who it's for: Fans of Castlevania-inspired pixel-art action RPGs who want atmosphere and combat variety over a genuinely open, ability-gated Metroidvania structure, and who can tolerate a real mid-game difficulty spike.

Our recommendation: Worth a look for genre fans specifically drawn to its Lovecraftian art and setting, though buyers expecting a true exploration-focused Metroidvania should adjust expectations, and 100%-completion hunters should know the platinum-style grind is real.

6 / 10

Elderand sends its warrior through a nightmarish Lovecraftian world, wielding brutal melee weapons and dark magic against corrupted cultists and ancient horrors in 2D combat drawing openly from Castlevania: Symphony of the Night. Reviewers consistently single out the game's pixel art and atmosphere as genuinely accomplished, and several describe a strong, promising opening hour before a real pattern of specific complaints begins to emerge.

Art and atmosphere reviewers call the clearest strength

The strongest, most consistent praise concerns presentation. Reviewers repeatedly describe the pixel art as beautiful and the overall atmosphere as genuinely effective at building dread, crediting the game with strong visual and audio direction even in reviews that are otherwise critical of its deeper systems. Weapon and sub-weapon variety draws related praise, giving players real reason to experiment with different combat approaches rather than settling on a single optimal loadout.

A difficulty spike reviewers say breaks the pacing

Set against that praise, reviewers describe a specific, real problem with difficulty pacing: one detailed review describes the game abruptly shifting from feeling like a traditional Metroidvania to "pressing the Soulslike-Platformer button," with ordinary enemies suddenly capable of dealing a third of the player's health bar in a single hit. That's a specific, structural complaint about pacing rather than a general "the game is too hard" reaction, and it appears consistently enough across reviews to represent a real design choice rather than an isolated frustration.

Is it really a Metroidvania? Reviewers say not quite

A related, more definitional complaint concerns genre labeling itself: several reviewers explicitly push back on calling Elderand a Metroidvania, describing a world that's largely linear and laid out horizontally, with only a handful of progression abilities — mostly improved jumping — rather than the vast, interconnected map and ability-gated exploration the genre name typically implies. These reviewers suggest the game is better understood and judged as a straightforward action RPG, a framing that changes what fair expectations for it should be.

A confirmed, responsive bug-fixing effort, then silence

This review's research confirms the developer responded to launch feedback quickly and in significant detail: a first patch roughly two weeks after launch addressed dozens of specific issues, including several boss hitboxes, translation errors, and — notably — a broken achievement that had made 100% completion impossible, a fix later confirmed directly by the reviewer who originally reported it, updating their own review with a strikethrough correction. A second, similarly detailed patch followed about two months later. This review's research found no further development activity after that window, meaning complaints raised afterward — including a reported late-game arena- challenge bug affecting 100% completion runs — appear to remain unaddressed.

A stat system reviewers say locks in choices too early

A more specific design complaint concerns character building: reviewers report that a tool allowing players to redistribute points between melee and magic builds doesn't appear until very late in the game, meaning players who commit early to one path have little practical ability to correct course for most of a playthrough. That's a real usability gap for a game with a genuine dual-build system, undermining some of the build variety the weapon and sub-weapon selection otherwise offers.

What the achievement data confirms about the grind

Global achievement data corroborates the completionist grind complaint directly: reaching "High Level" — the achievement tied to reaching character level 100, well beyond what the story requires — sits at just 4.2% of the playerbase. Boss-defeat achievements cluster in a steadier 22-43% range, and the game's two distinct endings are reached by roughly 8-10% of players each, suggesting a meaningful share of players do see the story through even as the full 100%-completion grind remains the province of a dedicated few.

A grind reviewers say extends well past inflated item variety

Beyond the level-100 achievement, several reviewers describe the broader itemization system as contributing to a sense of tedium: rare crafting materials with low drop rates that only become reasonably common after finding a specific rate-boosting item, and a roster of gear reviewers describe as containing many near-identical reskins differing only in minor stat values rather than offering meaningfully distinct playstyles. That's a related but distinct complaint from the level-grinding issue — less about time investment specifically and more about whether that invested time feels like it's building toward meaningfully different character builds.

Comparisons to genre classics, not always favorable

Reviewers weighing Elderand against the Metroidvania and soulslike classics it clearly draws from are split on how the comparison lands. Some describe it as a worthy, if less polished, entry alongside Castlevania: Symphony of the Night and note real affection for its Lovecraftian take on familiar genre structures. Others are considerably harsher, explicitly describing it as "a worse version" of multiple specific, better-regarded titles in the same space — Shovel Knight, Ender Lilies, Symphony of the Night, Blasphemous and Bloodstained among them — arguing that genre veterans specifically may find little reason to choose Elderand over its clearer influences.

Where it lands

Elderand earns its Mostly Positive reception through genuinely accomplished art and atmosphere, and a combat foundation with real variety, even as a specific mid-game difficulty spike, a contested genre label, and a stat-respec tool arriving too late in the campaign keep it from a higher score. The developer's detailed, responsive first two patches are a genuine point in its favor, even where development activity appears to have concluded well before every reported issue was addressed. For fans of Lovecraftian dark fantasy and Castlevania-inspired combat specifically, this remains a worthwhile, if imperfect, pickup.

Pros and cons

Pros

  • Beautiful, consistently praised pixel art and atmosphere that reviewers credit as the game's clearest, most immediate strength
  • A strong, well-regarded opening hour that reviewers say sets genuine expectations before the game's difficulty and pacing complaints emerge
  • A confirmed, detailed and responsive first patch addressing dozens of specific bugs within weeks of launch, including a broken achievement the reporting reviewer confirmed fixed in a follow-up edit to their own review
  • Genuine weapon and sub-weapon variety giving reviewers real reason to experiment with different combat approaches across a playthrough
  • Works well on Steam Deck according to multiple reviewers, with responsive controls in that specific configuration

Cons

  • A real, specific difficulty spike partway through draws consistent complaints, with ordinary enemies beginning to deal disproportionate damage relative to the game's earlier pacing
  • Several reviewers directly push back on the "Metroidvania" label, describing a largely linear, horizontally-laid-out world with few meaningful exploration abilities rather than genre-typical interconnected map design
  • A tool letting players redistribute stat points between melee and magic builds is reported to appear very late in the game, locking players into inefficient early choices for most of a playthrough
  • Full completion requires reaching character level 100 well beyond what's needed to finish the story, a grind achievement data confirms very few players undertake
  • This review's research found no development activity beyond roughly two and a half months after launch, meaning a late-game arena-challenge bug some reviewers report for 100% runs appears to remain unaddressed

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 / 10
  • Visuals 7.5 / 10
  • Progression 5.5 / 10
  • Originality 5.5 / 10
  • Story 6 / 10