Key art for Frontier Paladin

Game review

Frontier Paladin

6.5 / 10

Developer
Singular Scheme
Publisher
Singular Scheme
Released
24 April 2026
Platforms
Windows
Genre
Action RPG / Tower Defense Hybrid
Monetisation
One-time premium purchase (NZ$24.99, frequently discounted), no in-app purchases or ads found
Players
Single-player only; no online, co-op or PvP modes

The short version

Frontier Paladin casts players as the last hope of a shattered knightly order, sending them into an isometric underworld called the Crater where story-driven exploration regularly gives way to tactical tower-defense set pieces: fortifying chokepoints with traps and allies before holding a line against waves of enemies. Reviewers consistently praise the weight of its melee combat and the novelty of blending the two genres, but are just as consistent in describing the game as rough around the edges at launch, with clunky controls, sparse zones, and a frequently-criticized map.

This review's research confirms Singular Scheme responded to feedback with real speed and transparency, shipping patch notes within 24 hours of release and following up with several more substantial updates over the following months. A Cartography Update directly addressed the most common complaint — the unhelpful map — by adding zoom, pan, and icon filtering. An Allies Update rebalanced all six recruitable companions after players found them ineffective by the midgame. A stuck-on-geometry bug was mitigated with a manual unstick function rather than fully eliminated, and a roguelite mode called The Celestial War was added as free post-launch content months after the original campaign shipped. Global achievement data shows a steep drop-off after the game's early hours, suggesting many buyers don't see these later improvements.

Biggest strengths

  • A distinctive structural hook — alternating story-driven isometric ARPG exploration with tactical tower-defense set pieces — that reviewers consistently single out as genuinely different from other action RPGs
  • A confirmed, unusually fast and transparent patch cadence, with named updates addressing specific, named complaints rather than vague "bug fixes" notes
  • A confirmed fix for the single most common complaint at launch: the map was overhauled with zoom, pan, and icon filtering in the Cartography Update

Biggest weaknesses

  • Clunky, heavy-feeling default controls that several reviewers say require a gamepad to enjoy, with one describing character movement as "a fridge on a Roomba"
  • A stuck-in-geometry bug after dodge-rolling near walls was mitigated with a manual unstick function rather than fixed outright, and could still cost players progress before that fix shipped
  • Tower-defense traps such as the barricade, fire pit, and caltrops are criticized as low-impact and rarely worth building around

Who it's for: Fans of isometric action RPGs who want something structurally different from the genre norm, and players who enjoy tower-defense set pieces layered into a story-driven campaign rather than as their own standalone mode.

Our recommendation: Worth considering for the hybrid concept and the developer's demonstrated willingness to keep improving the game, but players sensitive to control jank, sparse level design, or early technical rough edges should wait for a deeper sale or further patches before buying in.

6.5 / 10

Frontier Paladin puts players in the boots of the first recruit of a shattered knightly order, descending into an underground ruin called the Crater to rebuild it from nothing. The campaign, now branded The Crater to distinguish it from a later-added mode, alternates between isometric exploration and combat and tactical tower-defense sequences where players fortify a position with traps and recruitable allies before holding a line against waves of enemies.

A weighty ARPG built around a tower-defense core

What reviewers single out most is the structural hybrid itself. Rather than treating tower defense as a side mode bolted onto an action RPG, Frontier Paladin builds entire story missions around set-piece defenses, asking players to scout a location, place traps, position allies, and then fight alongside them as waves close in. The melee combat underpinning both halves is described as weighty and stamina-driven, with two-handed weapons in particular — the war-hammer, halberd, and longbow — earning specific praise for feeling distinct from one another, especially after patches reworked their animations and resource costs. Boss fights are a consistent highlight, with multiple reviewers calling out named encounters like Ubir the Undead Warlord as standout moments.

A confirmed, fast-moving patch cadence tackling stuck geometry and stuttering

This review's research confirms Singular Scheme shipped its first patch within about 24 hours of launch, fixing a bug where players could spawn into a map in an unintended location and break their progress, along with a crash tied to tower-defense quests. A follow-up patch, "Update is live," significantly reduced stuttering and improved pathfinding for the game's navigational guide, while adding a quick manual unstick function for players caught in wall geometry — a direct response to a complaint raised in early negative reviews about dodge-rolling into walls and needing to reload a save to escape. A later "Ogre Sized Update" reported measurable, if modest, frame-rate gains of 7–10% in certain areas alongside further micro-stutter fixes, and revamped the tutorial and navigation compass to address players reporting confusion about where to go next.

A confirmed fix for the game's most common complaint: the map

Multiple negative reviews singled out the in-game map as unhelpful, with no way to zoom, pan, or distinguish icon types at a glance. The Cartography Update, shipped a few months after launch, directly addressed this by adding all three functions, alongside a broader pass on quest icon clarity. The same update rebalanced two-handed weapons further, added voice-acted lines to tower-defense sections, and adjusted equipment costs and drop timing that reviewers had flagged as inconsistent. It stands as one of the clearer examples in this review's research of a developer directly naming and fixing a specific, frequently repeated complaint rather than addressing it obliquely.

A confirmed rework of the game's six recruitable allies

A related complaint concerned the game's six recruitable companion characters, who reviewers described as useful early on but increasingly ineffective as the campaign progressed. The Allies Update confirms Singular Scheme identified the same issue internally, buffing companion health at mid and late levels, giving allies temporary immunity to hit reactions after players reported them being swarmed and rendered useless, and making a deliberate effort to differentiate each ally's role — ensuring, in the developer's own words, that a heavily armored Paladin ally no longer feels interchangeable with a cloth-wearing Priest ally. The same patch fixed a cluster of smaller companion-specific bugs, including broken interact prompts for two named NPCs and a quest that failed to direct players to the correct destination.

What the achievement data shows about how far players get

Global achievement percentages corroborate a steep early drop-off. The first story milestone sits at 66.1% of players, falling to 55.8% for reaching player level 1, and then dropping sharply to 21.7% for recruiting the game's first named ally and 11.6% for a specific boss kill. Every remaining achievement — additional ally recruitments, higher player levels, and further boss kills — sits at or below 3.4%, with several at effectively 0%. Read alongside reviews describing sparse zones and a slow midgame, this suggests a meaningful share of buyers experience only the opening hours before moving on, ahead of many of the fixes and additions detailed above.

Rough edges patches haven't fully resolved

Not every complaint has a confirmed fix in this review's research. Tower-defense traps — the barricade, fire pit, and caltrops specifically — are repeatedly described as low-impact and rarely worth building around compared to simply fighting waves directly, and no patch note in this review's research specifically addresses trap balance. Default controls remain a sticking point for players on keyboard and mouse, with a gamepad recommended by several reviewers despite ongoing gamepad-specific input issues also being reported and only partially resolved across multiple patches. One negative reviewer described the game as feeling unfinished, comparing it to an early access title in its current state; Steam's own storefront data shows Frontier Paladin has never carried an Early Access designation, so this reads as a subjective impression of its polish level rather than a description of its actual release status, and is reported here as such rather than as fact.

A roguelite mode, added months after launch

Roughly four months after release, Singular Scheme shipped The Celestial War, a free roguelite mode built on the same combat and tower-defense systems as the main campaign but restructured into a more combat-focused, replayable loop, alongside further balancing and bug fixes. The addition signals a developer still actively expanding the game well past its initial launch window rather than treating the original campaign as a finished, final product — though, per the achievement data above, it's worth noting this content arrives well after the point where many players appear to have already moved on.

Where it lands

Frontier Paladin earns its Mixed reception honestly: the tower-defense/ARPG hybrid at its core is genuinely distinctive and its best moments, particularly its boss fights, land well, but launch-era jank in controls, navigation, and trap balance left a real mark on how players received it. Singular Scheme's response has been unusually fast and specific, with confirmed fixes for the map and ally systems standing out as evidence of a team actually listening, but not every complaint has been resolved, and the achievement data suggests many buyers won't stick around long enough to see the improvements that have shipped since launch.

Pros and cons

Pros

  • A distinctive structural hook — alternating story-driven isometric ARPG exploration with tactical tower-defense set pieces — that reviewers consistently single out as genuinely different from other action RPGs
  • A confirmed, unusually fast and transparent patch cadence, with named updates addressing specific, named complaints rather than vague "bug fixes" notes
  • A confirmed fix for the single most common complaint at launch: the map was overhauled with zoom, pan, and icon filtering in the Cartography Update
  • Free post-launch content in the form of a full roguelite mode, The Celestial War, added months after the original campaign shipped
  • Weighty, stamina-driven melee combat and well-received boss encounters that reviewers describe as a highlight even when critical of other systems

Cons

  • Clunky, heavy-feeling default controls that several reviewers say require a gamepad to enjoy, with one describing character movement as "a fridge on a Roomba"
  • A stuck-in-geometry bug after dodge-rolling near walls was mitigated with a manual unstick function rather than fixed outright, and could still cost players progress before that fix shipped
  • Tower-defense traps such as the barricade, fire pit, and caltrops are criticized as low-impact and rarely worth building around
  • Sparse, underpopulated large zones and music described by reviewers as an afterthought relative to the game's combat and art direction
  • Global achievement data shows a steep drop-off within the first few hours, with the large majority of tracked milestones sitting below 12% of players

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 6.5 / 10
  • Progression 7 / 10
  • Originality 7 / 10
  • Interface 5.5 / 10
  • Story 6 / 10