Game review
En Garde!
7.5 / 10
- Developer
- Fireplace Games
- Publisher
- Fireplace Games
- Released
- 16 August 2023
- Platforms
- Windows
- Genre
- Fantasy Swashbuckler Action-Adventure
- Monetisation
- One-time premium purchase; several bug-fix and localization patches followed launch, with development activity concluding within a few months of release
- Players
- Single-player only; no online, co-op or PvP modes
The short version
En Garde! casts you as Adalia de Volador, a swashbuckling adventurer duelling her way through a world drawn straight from The Three Musketeers, Zorro and The Princess Bride. Reviewers near-universally praise its environmental combat — kicking crates, throwing lutes, and improvising weapons mid-duel — and its charming, self-aware tone, treating it as a genuine rarity: a swashbuckler done with real polish and personality in a genre almost nobody else attempts.
That praise sits alongside real, specific complaints this review's research confirms have substance. A mid-game mechanic that regenerates enemy stance or health when players fail to respond correctly to attacks draws consistent, sharp criticism as frustrating rather than challenging, and this review's research found no patch reworking or removing it despite repeated complaints. Enemy variety and available environmental props are also described as running thin well before the campaign's four episodes conclude, and several reviewers explicitly weigh the game's roughly three-hour runtime against its asking price.
Biggest strengths
- Widely and consistently praised environmental combat, letting players kick crates, throw props and improvise their way through duels rather than relying on a fixed moveset
- A charming, self-aware tone reviewers compare favorably to The Three Musketeers, Zorro and The Princess Bride, executed with genuine wit rather than simple pastiche
- Confirmed direct, dated difficulty tuning on the final boss encounter shortly after launch, responding to specific player feedback about that fight's fairness
Biggest weaknesses
- A mid-game mechanic that regenerates enemy stance or health when players fail to respond correctly to attacks draws consistent, sharp criticism as frustrating; this review's research found no patch reworking or removing it despite repeated complaints
- Enemy variety runs thin according to several reviewers, with the same handful of enemy types and only around three bosses repeated across the campaign
- Available environmental props for combat are reported to run out well before the campaign's end, undercutting the improvisational feel that draws the strongest praise
Who it's for: Fans of stylish, personality-driven action games who want a short, focused experience rather than a long campaign, and who appreciate a genre rarely attempted with this much polish.
Our recommendation: A strong, distinctive recommendation for its combat feel and presentation alone, though buyers should know it's short and that one specific mid-game mechanic draws real, unresolved frustration from a meaningful share of players.
7.5 / 10
En Garde! casts you as Adalia de Volador, an intrepid swordswoman duelling her way through four mostly standalone chapters of swashbuckling adventure, drawing openly from The Three Musketeers, Zorro and The Princess Bride. Reviewers describe it as a genuine rarity: a game willing to commit fully to a genre almost nobody else attempts anymore, executed with real polish rather than as a nostalgic curiosity.
Environmental combat reviewers call a genuine highlight
The strongest, most consistent praise concerns how combat actually plays. Reviewers repeatedly describe kicking crates into enemies, throwing lutes, and using the environment to thin out crowds before dueling the toughest opponent one-on-one as genuinely satisfying, giving fights a dynamism beyond a simple attack-dodge-parry loop. Several reviewers explicitly frame this environmental interaction as the game's defining strength, distinguishing it from more straightforward action games in the same broad category.
A divisive mechanic that outlasted its critics' complaints
Set against that praise, the single most consistent specific complaint concerns a mechanic introduced partway through the campaign: failing to correctly respond to certain enemy attacks causes them to regenerate stance or health, effectively punishing an imperfect run rather than simply ending it. Multiple reviewers describe this as actively unfun rather than meaningfully challenging, souring their experience through the back half of the game. This review's research found the developer did apply general difficulty tuning, including specific tweaks to the final boss encounter within roughly a week of launch, but found no patch reworking or removing this specific mechanic despite the repeated, pointed criticism it drew.
Variety that runs thinner than the combat's ambition
A related complaint concerns content variety rather than any single mechanic: several reviewers describe facing the same handful of enemy types and only around three distinct bosses repeated throughout the campaign, alongside environmental props that run out well before the game concludes. That's a notable gap for a game whose combat identity rests specifically on environmental improvisation, since running out of new objects and enemy behaviors to interact with undercuts the system's central appeal over a full playthrough.
A short runtime, weighed differently by different reviewers
En Garde!'s roughly three-hour campaign length draws a genuinely mixed reaction. Many reviewers explicitly praise the game for not overstaying its welcome, contrasting it favorably with longer games that pad their runtime with repetitive content — one reviewer specifically credits this restraint as proof of quality rather than a shortfall. Others weigh that same length against the original asking price and find it wanting, a complaint distinct from any specific content criticism above.
What the achievement data confirms
Global achievement data shows a genuinely healthy completion curve for the core campaign: 71.4% of the playerbase completes the first episode, and a meaningful 28.8% finish all four. That's a notably higher completion rate than most games covered in this lane, consistent with reviewer accounts of a tightly-paced experience that a real share of buyers see through to its conclusion rather than abandoning partway.
A creator's own words on what this game was
This review's research turned up an unusually direct data point: the developer's own top-voted community post about the game reads, in full, as a personal statement that making it "turned me into a huge musketeer nerd" — a small but telling signal that the game's specific, narrow genre focus reflects genuine authorial passion rather than a market-tested pitch. That context helps explain why reviewers consistently describe the tone as sincere rather than knowingly ironic, even as it leans into deliberately silly touches like a supporting cast of chickens voiced by two separate actors.
A short, focused release cycle rather than a long tail
This review's research confirms Fireplace Games supported En Garde! actively but briefly: patch notes addressing quality-of-life improvements, gameplay balancing, Steam Deck verification, and new language support arrived in a concentrated burst across the roughly five months following launch, before development activity concluded. That's consistent with a studio that treated the game as a complete, self-contained release rather than a live-service product meant to expand indefinitely — fitting for a four-episode structure explicitly designed not to overstay its welcome, even if it also means the specific mechanical complaints raised above are unlikely to see further attention.
A skill issue, some reviewers argue back
Not every account of the game's difficulty complaints goes unchallenged. Several reviewers responding to the negative reception around the stance-regeneration mechanic push back directly, arguing that players expecting a Souls-like attack-dodge-parry rhythm are missing the point: success requires actively using thrown objects, environmental hazards, and crowd control rather than relying on core combat verbs alone. That's a genuinely useful piece of context for prospective buyers weighing the mechanic complaints above — the frustration several reviewers describe may reflect a mismatch between expected playstyle and the game's actual design intent, rather than a purely objective balance flaw.
Speedrun-specific achievements for individual episodes, completed by a smaller but still meaningful slice of players, further suggest the campaign structure holds up well enough to invite deliberate replays rather than being discarded the moment the credits roll.
Where it lands
En Garde! earns its Very Positive reception through genuinely inventive, satisfying combat and a charming, well-realized swashbuckling tone that reviewers consistently credit as a rare success in an underserved genre. Its specific complaints — a divisive stance-regeneration mechanic that was never reworked, enemy and prop variety that thins out before the credits roll, and a short runtime some weigh against its price — are real and well-documented rather than exaggerated. For fans of stylish, personality-driven action, this remains a strong, distinctive recommendation.
Pros and cons
Pros
- Widely and consistently praised environmental combat, letting players kick crates, throw props and improvise their way through duels rather than relying on a fixed moveset
- A charming, self-aware tone reviewers compare favorably to The Three Musketeers, Zorro and The Princess Bride, executed with genuine wit rather than simple pastiche
- Confirmed direct, dated difficulty tuning on the final boss encounter shortly after launch, responding to specific player feedback about that fight's fairness
- A genuinely high completion rate according to achievement data, with a meaningful share of the playerbase finishing all four episodes rather than dropping off early
- Distinctive, high-quality voice acting and animation that reviewers say elevate even minor characters, down to two separately credited voice actors for a joke chicken
Cons
- A mid-game mechanic that regenerates enemy stance or health when players fail to respond correctly to attacks draws consistent, sharp criticism as frustrating; this review's research found no patch reworking or removing it despite repeated complaints
- Enemy variety runs thin according to several reviewers, with the same handful of enemy types and only around three bosses repeated across the campaign
- Available environmental props for combat are reported to run out well before the campaign's end, undercutting the improvisational feel that draws the strongest praise
- Camera issues during fast, acrobatic combat are reported to cause off-screen hits, a specific complaint distinct from the difficulty tuning of the mechanics themselves
- Several reviewers explicitly weigh the roughly three-hour campaign length against its original asking price, a complaint distinct from and in addition to specific content criticisms