Game review
Enarian Online Review
6 / 10
- Developer
- Enarian Online
- Publisher
- Enarian Online
- Released
- 25 June 2026
- Platforms
- ["Windows"]
- Genre
- RPG
A Shattered Heartstone, a Spire of Survivors, and No Map to Follow
Enarian Online strips the map, sprites, and animation out of the action-RPG formula and bets that text alone can still deliver an ARPG's fast, build-driven combat loop. The setup borrows familiar RPG furniture — players are pulled from their home realm into the Aetherian Spire, a damaged nexus sheltering a camp of guardians and healers, after the world's stabilizing Heartstone relic shatters into fragments scattered across corrupted lands. From there, the loop is simple: step through the spire's portal into a fractured realm chasing a Heartstone shard, fight through what's claiming it, and come back stronger. It's a bare-bones excuse plot in service of a genuinely unusual structural idea — proving, as the store page puts it, that "text is not a limitation, it is a strength."
Five Classes, Six Races, and a Custom Client Built to Make Text Feel Fast
Where old-school MUDs buried players in scrolling text logs, Enarian routes everything through a purpose-built client that surfaces health, mana, buffs, debuffs, and enemy state in a structured, ARPG-style readout rather than a wall of prose. Players choose from five classes — Warrior, Rogue, Mage, Necromancer, and Paladin — and six races, each with passive bonuses and a scaling racial ability, then unlock skills through scrolls found while exploring procedurally generated realms. Notably, any class can learn and use any ability, with class-aligned skills simply getting bonus effects, which opens the door to unconventional hybrid builds. Player reaction to the interface itself is mixed: one reviewer who dove in cold called it "a simplified MUD with a lot of the tedious commands and systems removed, replaced by a UI and fueled by a map based run ARPG loot-a-polooza," while another cautioned that "there are some design & UI elements that are confusing or frustrating, but there's a lot of cool stuff too."
A Deep Loot Chase for Players Who Like Theorycrafting
The progression systems are where Enarian draws its strongest praise. Beyond the standard level cap of 50, an Alternative Advancement system keeps characters growing afterward, while a Temple system lets players research or discover recipes to imbue gear with new properties, and rune-based reforging pushes items further still. One reviewer, a self-described Diablo II and Path of Exile fan, wrote that "this text based game just hits the spot," adding "there is a lot more to it than you realize." Another simply said: "Great old school RPG! Great Dev, you should give it a try!" A recurring comparison across the review sample is to litRPG fiction and classic MUD culture rather than to other Steam ARPGs — several reviewers frame it explicitly as a blast-from-the-past experience for players who remember 1990s MUDs, rather than a mainstream action title.
Co-op Grouping, Pets, and a Gamble-for-Loot Bar — With One Sharp Complaint
Enarian supports grouping with up to three other players for harder content, alongside rescuable pet companions and player-to-player trading in a shared persistent world. A "gamble in the bar" mechanic lets players risk resources for a chance at stronger loot, in keeping with the game's roguish, risk-and-reward framing. Not every system lands cleanly, though: one reviewer flagged a design decision around character death that reads as a genuine risk for new players — "I would not recommend ever running out of lives, since you cannot do anything once you've run out. If you don't have the gold on hand to purchase more, your character is bricked." That's an in-game currency cost rather than a real-money one as far as Wanderer can determine from the store page and reviews, but it's a blunt failure state worth knowing about before committing hours to a build.
A Recurring Player Complaint: "Vibe-Coded" Development
A specific and recurring thread runs through several of the more critical English-language reviews: multiple players independently describe the game as feeling AI-assisted or "vibe-coded" in its construction, and not as a compliment. One wrote, "I wanted to like this game, but I ultimately can't recommend it in its current state. Another review described it as 'vibe-coded,' and I think that's an accurate assessment. The foundation feels weak." Another put it more bluntly: "it just feels like some random vibe coded app made by someone without any game design experience whatsoever (and if there's one thing AI sucks at it's doing good original game design)." A third, more measured critic wrote, "I don't mind vibe coding in theory, but there's a lot of polish this needs that a released game should not have," pointing to repetitive, humanoid-flavoured flavour text applied indiscriminately to non-humanoid creatures as an example of the shortcut showing through. Wanderer has not independently verified how the game was actually built — these are player impressions and inferences, not confirmed statements from the developer — but the pattern across multiple unrelated reviewers, alongside real bug reports about "basic systems" not functioning reliably, makes it a live concern for anyone weighing a purchase rather than an isolated complaint.
Verdict
Enarian Online is a strange, likeable experiment: an ARPG's build-chasing, loot-hunting compulsion loop delivered almost entirely through text, wrapped in an interface specifically engineered to make that readable at action-game speed. The fan response from players who grew up on MUDs or currently live inside ARPGs like Diablo II and Path of Exile is genuinely warm, and the class, race, and reforging systems give it real theorycrafting depth for a niche release. But it's rougher than its price tag suggests — reliability complaints, an unforgiving lives-and-gold death penalty, and a persistent, multi-reviewer suspicion that parts of it were built with AI assistance rather than hand-crafted design all chip away at confidence. This is a recommendation for players specifically nostalgic for MUDs or hungry for a genuinely different take on ARPG progression, not a safe pick for anyone looking for a polished, conventional action-RPG.
Screenshots
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The custom client's start screen, blending painted key art with the game's text-command interfaceImage: Enarian Online via Steam -
A Necromancer's text-driven combat log during a dungeon fight, with quest tracking and a summoned skeletal ally shown in the side panelsImage: Enarian Online via Steam -
The skills screen, showing the wide pool of abilities a character can equip across weapon, defence, and trinket slotsImage: Enarian Online via Steam