Game review
Epochlings
6 / 10
- Developer
- ShoninyasTube
- Publisher
- ShoninyasTube
- Released
- 18 September 2026
- Platforms
- Windows
- Genre
- RPG
A Thirty-Seventh Consecutive Launch Without a Single Review
Epochlings entered Early Access on Steam on 18 September 2026 and, at the time of writing, has not received a single user review in either direction. That is worth noting up front for an Early Access title specifically, because Early Access reviews normally serve a second purpose beyond quality assessment: they act as an early signal of whether a game's core loop is fun enough to justify buying in before the content is finished. With zero reviews to draw on, there is no such signal here yet, and everything below is drawn solely from the store page's own description of the game's systems.
A Creature Collector Built on Real Natural History
The premise is unusual for the genre: rather than an invented fantasy bestiary, Epochlings is built around 99 collectible creatures spread across eleven real geological eras, from the Cambrian through to the Neogene, each one stylised into a cute creature design but explicitly described as inspired by organisms that actually existed. The store page frames this as a race against time within each era — species "appear, flourish and disappear" as the player advances through a given period, meaning a creature available early in, say, the Devonian may simply no longer be obtainable later in that same era. That's a genuinely different pressure from most creature collectors, where the roster is typically static and available at the player's leisure; here, missing a capture window inside an era is framed as a real, permanent loss unless the player is willing to loop back through the timeline again.
Preparation Over Micromanagement, Then Automatic Battles
Combat follows the same preparation-first structure that idle and incremental RPGs tend to favour: players choose a team of Epochlings, develop their strengths, and combine complementary abilities before an encounter, and once the fight starts it resolves automatically without further input. The store page is explicit that this is a deliberate design choice — "combat is built around preparation rather than constant micromanagement" — and pairs it with a fusion system that lets the player combine creatures from eras hundreds of millions of years apart into new hybrid Epochlings, adding a genuine roster-building puzzle on top of the collection loop. Each of the eleven eras culminates in a named Era Boss, giving the automatic-battle structure discrete checkpoints rather than an undifferentiated grind. The store page also frames fusion as an experimentation space in its own right, encouraging players to "experiment with different creatures, traits and abilities" to find combinations that fit a given strategy — language that suggests fusion outcomes aren't simply the strongest possible stat-stacking choice every time, but instead trade-offs between traits that may suit different eras or boss encounters differently, though the store page stops short of detailing how those trait interactions actually work under the hood.
A Time-Loop Structure That Keeps the Collection, Not the Progress
Perhaps the most distinctive system is the rewind: once a playthrough reaches its natural endpoint, "time turns back" and the player runs through the eleven eras again, but any Epochlings already captured and preserved outside the timeline persist into the new loop. That reframes replay not as a fresh start but as a second pass with a stronger toolkit — useful for catching creatures missed the first time, building fusions that require pairing creatures from eras visited on separate loops, or simply reaching an Era Boss that proved too tough before. It's a structure that leans on the same "number keeps going up across resets" appeal that idle and incremental games are built around, even though the moment-to-moment play here is closer to a strategy game's team-building than a pure clicker.
Early Access Scope and a Clean Monetisation Pitch
Epochlings launched into Early Access rather than as a finished release, which means the eleven-era, ninety-nine-creature scope described on the store page is a stated target rather than a confirmed final tally — early access games sometimes ship with a subset of that content and expand it over updates, and the store page doesn't specify how much of the eleven eras is playable at this stage, nor does it give any estimated hours-to-complete figure for a full loop through even the currently available content — a gap that matters more than usual here, given that the entire rewind structure is premised on players wanting to run through the timeline more than once. Screenshots confirm the build was at version 0.9.5.0 at the time these images were captured, and the era-select screen shows a mix of eras marked "Collected" and one marked "Completed" rather than a uniform status — a distinction the store page never explains, but one that suggests fully clearing an era's content is tracked separately from simply having captured creatures within it. The hub screen also names three structures not mentioned in the store description — a Chronicle Log, the Epoch Portal, and a Menagerie — giving a clearer sense of how the collection, timeline-travel, and roster-management screens are actually organised in practice. The listing is also Windows-only at launch, with no stated timeline for Mac or Linux support, which is a fairly ordinary limitation for a solo-developer Early Access release but still worth flagging for anyone shopping across multiple platforms. On monetisation, the pitch is unusually blunt for a genre that frequently leans on gacha or premium-currency systems: the developer states there are "no in-game shops, no premium currencies, no pay-to-win mechanics, no pay-to-progress systems and no advertising inside the game," positioning it as a straightforward one-time purchase at NZ$15.75, discounted 10% at the time of writing. That's a meaningfully different commitment from most creature-collector RPGs on mobile-adjacent platforms, and it's stated plainly enough that it reads as a genuine design position rather than a marketing footnote.
Verdict
Epochlings pairs a real-natural-history creature collector with preparation-focused automatic battles and a rewind structure that turns replays into a second pass with a growing toolkit rather than a reset — a genuinely distinctive combination for the genre, and one built around a no-microtransaction monetisation pledge that's rare to see stated this directly. As an Early Access launch with zero user reviews at the time of writing, though, its actual current scope, how much of the eleven-era journey is playable today, and whether the automatic-battle loop stays engaging across ninety-nine creatures and multiple rewinds all remain unverified by anyone outside the developer.
Screenshots
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The main menu discloses a build version of v0.9.5.0 at the time of writing, confirming this Early Access release is still in a pre-1.0 state.Steam store page -
The game's central hub confirms three named systems not detailed on the store page: a Chronicle Log, the Epoch Portal used to travel between eras, and a Menagerie, presumably the creature-roster screen.Steam store page -
The era-select screen distinguishes between eras marked 'Collected' and one marked 'Completed', implying two separate progress states per era that the store page does not explain.Steam store page