Key art for Filiy Eclipse, an amnesiac hero exploring an abandoned space station museum

Game review

Filiy Eclipse

7 / 10

Developer
Muramasa Fudo
Publisher
Muramasa Fudo
Released
31 December 2025
Platforms
Windows
Genre
Action Platformer
Monetisation
Premium, one-time purchase
Players
Single-player only

The short version

Filiy Eclipse wakes its nameless protagonist in an escape pod with no memory, dropping them into an abandoned shopping street and, beyond it, a station-wide museum they must explore to relearn who they are. It pairs a fighting-game-inspired combat system, weapons with distinct damage types and elemental properties, and a stat system that grows through use rather than traditional levelling with a setting reviewers repeatedly call strange, alive, and unexpectedly moving. Released in full, not Early Access, on 31 December 2025 for $12.99 by the small studio Muramasa Fudo, its tiny early review sample is unusually detailed and lopsided toward praise, seven positive reviews against one long, specific negative one. The negative review's core complaint, a random "error 13" crash on screen transitions with no autosave and widely spaced save points, is serious enough that it has to weigh heavily on any recommendation, even against a genuinely inventive design underneath it.

Biggest strengths

  • Multiple reviewers praise the station setting as feeling alive and interconnected, with lore delivered through environmental details, logs, and interactions rather than exposition dumps
  • A stat-growth system tied to actual play, HP rises from being hit, Attack Points from landing magic, Defense from taking damage, is repeatedly singled out as a genuinely different take on levelling
  • Fighting-game-inspired attack inputs, weapon-swapping, and elemental matchups give combat more depth than its platformer framing suggests, with one reviewer favorably comparing it to Castlevania: Order of Ecclesia

Biggest weaknesses

  • A detailed negative review reports a random, unpatterned "error 13" crash on screen transitions with no autosave, risking the loss of minutes or even hours of progress between widely spaced save points
  • Controls are described by multiple reviewers as floaty and occasionally buggy, including one who had to manually rebind a trigger button that simply didn't register for guarding
  • Airborne movement is specifically criticized as unresponsive against flying enemies, with no ability to turn while in the air

Who it's for: Players who want a strange, lore-heavy platformer with real mechanical depth in its stat and weapon systems, and who can tolerate floaty, sometimes-buggy controls and the real risk of losing progress to an unpatched crash.

Our recommendation: Worth playing for the setting, the writing, and the unusual progression system, but back up expectations for stability, not just controls, before committing to a long session.

7 / 10

An amnesiac hero, an abandoned station, and a museum full of answers

Filiy Eclipse opens with its nameless protagonist waking inside an escape pod with no memory of who they are or how they got there. The only other figure around is a robot, and the only lead either of them has is a museum somewhere on the station, one that supposedly holds whatever is left of the protagonist's past. Getting there means passing through an abandoned shopping street, the game's first real hub, before the station opens up into the kind of place several reviewers describe as unexpectedly atmospheric for a small, lesser-known release. One reviewer with over 900 minutes logged specifically praised how "alive" and "interconnected" the station feels, calling its construction "wildly clever" and crediting the game's small details, logs, and environmental interactions for carrying the story rather than dialogue exposition. A second reviewer, comparing the game's presentation to "shareware games in the 90s on DOS," called the whole package charming and more impressive than that comparison might suggest.

A stat system that grows from what you actually do

Rather than traditional experience-point levelling, Filiy Eclipse grows its protagonist's core stats, HP, AP, Strength, Magic, Defense, and Mind, based on specific in-game actions. HP increases from being hit, AP from landing magic that connects, Defense from absorbing damage, and so on down the line, with each stat filling its own internal progress bar rather than sharing a single character level. One reviewer who found the game through Steam's recommendation algorithm after trying its demo singled this system out as a genuinely novel approach they hadn't seen executed quite this way before, and a second reviewer's more critical, detailed review confirmed the same system while noting it replaces both traditional levels and skill trees entirely. Layered on top is a weapon and armor system spanning several equipment types, weapons, armor, footwear, earrings, and rings, each showing clear plus and minus stat trade-offs, plus three distinct weapon damage types (slashing, thrusting, crushing) and elemental properties that interact with a matching set of enemy resistances and weaknesses.

Fighting-game combat, and a Castlevania comparison from an enthusiastic reviewer

Several reviewers describe the actual combat as built on fighting-game logic rather than the simpler swing-and-dodge loop typical of the genre, with attacks, charges, blocks, and dodges layered into inputs that reward practice. One reviewer who logged over 1,100 minutes said the controls took "a hot minute to grasp" but ultimately called the whole system "unique and special," specifically comparing its weapon-swapping and elemental exploitation favorably to Castlevania: Order of Ecclesia, one of that series' more mechanically dense entries. That same reviewer praised the plot as "incredibly entertaining" and closed their review with an enthusiastic "Filiy Friends Forever," a reference to the game's companion system, in which recruitable "Filiy Friends" open up new areas as the player earns their trust. A detailed critical review largely agrees the core moveset, jump, attack, charge, block, and dodge, functions well on its own terms, including a pressure-sensitive jump height and ledge-grabbing, but draws a harder line on the game's controls once enemies take to the air.

Floaty controls, an oversensitive stick, and combat that struggles against flying enemies

The same detailed negative review that otherwise credits Filiy Eclipse with "solid depth" reports that its analog stick is oversensitive enough that the reviewer switched to the D-pad entirely, and that the game's floaty movement becomes a real liability against flying enemies specifically, since the protagonist cannot turn while airborne. A second, more positive reviewer independently confirmed part of this complaint, noting that the right trigger simply didn't register for guarding and had to be manually rebound before it worked, alongside a jump the same reviewer called "massively high and committal." Three difficulty settings are on offer, but the negative review found minimal differentiation between them, and noted that the hardest tier locks players out of secrets and achievements rather than rewarding the added challenge, an unusual design choice for a difficulty tier meant to reward skilled play.

A codex, a fog-of-war map, and an affinity system called "unnecessarily cumbersome"

Filiy Eclipse tracks its own lore automatically through an extensive codex covering enemies, elemental properties, items, and lore signposts as the player encounters them, alongside a grid-based map that reveals itself through exploration and marks shops, save points, and player-placed markers. The detailed negative review credits this system as thorough but criticizes the actual process of checking an enemy's elemental weakness as "unnecessarily cumbersome," since it requires opening the bestiary to identify an enemy and then a separate element-counter menu to cross- reference its weaknesses, rather than surfacing that information in one place. The same reviewer noted that exploiting elemental weaknesses rarely proves strictly necessary in practice, since every weapon still deals usable damage regardless of type, which softens the sting of the cumbersome lookup process but also undercuts some of the system's intended depth.

A random crash with no autosave, the review's most serious complaint

The single detailed negative review's most serious complaint has nothing to do with controls or menus. It reports a random, unpatterned "error 13" crash that can strike whenever the player switches screens, with the reviewer writing that "there is no discernible pattern to it." Combined with the absence of any autosave feature and save points that are, in the reviewer's words, spaced far apart, this means a single unlucky crash can cost a player minutes or, in the worst case, hours of unsaved progress. The same save points do double duty as healing stations, fast-travel points, and item storage, which makes their scarcity a bigger design decision than in most games of this type, and makes the crash risk correspondingly harder to route around. None of the seven positive reviews mention this crash directly, though the shortest of them, at just 20 minutes played, may simply not have run long enough to encounter it.

An achievement list that drops off hard after the opening hours

Filiy Eclipse ships with 36 Steam achievements split across three categories, tracking story scenarios, item discoveries, and specific actions. The single most common achievement, tied to the game's opening scenario, has been earned by 69.3% of players who have unlocked any achievement at all, but that figure falls to 38.7% for the very next story milestone and keeps sliding from there, with several mid-game item and action achievements sitting in the 15-20% range and the rarest action- based achievement claimed by only 4.8% of the tracked player base. That curve is steeper than a simple story-length drop-off would predict on its own, and lines up with the negative review's account of a crash bug discouraging longer sessions, though the achievements themselves carry no descriptive names, only category and index labels, so the specific actions being tracked cannot be confirmed beyond their general grouping.

Final verdict

Filiy Eclipse is a strange, ambitious little game, one built around a genuinely unusual stat-growth system, a lore-dense space station worth exploring for its own sake, and a fighting-game-inspired combat system that earned real praise, including a specific, favorable Castlevania comparison, from more than one reviewer. Its early sample is unusually detailed for such a small release, and lopsided toward enthusiasm, but the one detailed critical account in that sample describes a random, unpatterned crash combined with no autosave and sparse save points, a combination serious enough to threaten hours of progress at a time. Weighed against a genuinely inventive design that multiple reviewers found memorable, and against control complaints that read as real but survivable, that crash risk keeps this from landing as an easy recommendation, and pulls its performance score down sharply even as its ideas and writing hold up well.

Pros and cons

Pros

  • Multiple reviewers praise the station setting as feeling alive and interconnected, with lore delivered through environmental details, logs, and interactions rather than exposition dumps
  • A stat-growth system tied to actual play, HP rises from being hit, Attack Points from landing magic, Defense from taking damage, is repeatedly singled out as a genuinely different take on levelling
  • Fighting-game-inspired attack inputs, weapon-swapping, and elemental matchups give combat more depth than its platformer framing suggests, with one reviewer favorably comparing it to Castlevania: Order of Ecclesia
  • An extensive, auto-updating codex tracks enemies, elements, items, and lore signposts, rewarding players who explore thoroughly
  • A large equipment pool, weapons, armor, footwear, earrings, and rings, with clearly signed plus and minus stat effects, gives real build variety

Cons

  • A detailed negative review reports a random, unpatterned "error 13" crash on screen transitions with no autosave, risking the loss of minutes or even hours of progress between widely spaced save points
  • Controls are described by multiple reviewers as floaty and occasionally buggy, including one who had to manually rebind a trigger button that simply didn't register for guarding
  • Airborne movement is specifically criticized as unresponsive against flying enemies, with no ability to turn while in the air
  • Checking a monster's elemental weakness requires cross-referencing the bestiary against a separate element-counter menu, a process one reviewer calls unnecessarily cumbersome
  • Three difficulty settings offer minimal mechanical differentiation, and the hardest tier locks out secrets and achievements rather than rewarding the extra challenge

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 7 / 10
  • Visuals 6 / 10
  • Progression 7 / 10
  • Performance 4 / 10
  • Originality 8 / 10
  • Story 8 / 10