Combat against hordes of enemies in the Tower in Hollow Survivors

Game review

Hollow Survivors Review: Weighty Combat Undercut by Its Own Movement

4.4 / 10

Developer
Danny Deer
Publisher
PlayWay S.A., Gameparic
Released
10 April 2025
Platforms
["PC", "macOS", "Linux"]
Genre
Action
Monetisation
Premium
Players
false

The short version

Hollow Survivors has real strengths -- weighty, distinct weapons, a gritty pixel-art tone, and a card-based upgrade layer that rewards skill over build-crafting -- but reviewers consistently single out sluggish base movement, a short attack range, and thin long-term content as the things standing between a good roguelike and a merely serviceable one.

Biggest strengths

  • Four distinct weapon types described as satisfying and weighty, each with a clearly different combat feel
  • Card-based ability and passive system rewards player skill rather than requiring a specific build to succeed
  • Gritty, focused pixel art and a soundtrack reviewers say holds up even after repetition

Biggest weaknesses

  • Base movement speed is widely described as sluggish, even after unlocking speed upgrades, making kiting and repositioning frustratingly risky
  • Short base attack range combined with attacks that move you toward enemies leads to repeated, avoidable damage that several reviewers call a core design flaw
  • Only four weapons and four spells at launch, with non-repeatable upgrade options that reduce build diversity and long-term replayability

Who it's for: Action-roguelike fans who prize tight, weapon-feel-driven combat over build variety and are willing to tolerate some movement friction for a shorter, focused run.

Our recommendation: Worth a look at its price for a handful of runs, but temper expectations around replayability and be aware combat friction is a genuine, widely reported issue, not just a skill-issue complaint.

4.4 / 10

Hollow Survivors, developed by Danny Deer and published by PlayWay S.A. and Gameparic, drops players into a Tower full of horrific creatures with a clear, familiar pitch: hack, slash, and dodge your way to the top, picking up card-based upgrades along the way. Across a sample of 177 reviews sitting at 80% positive, the picture that emerges is of a genuinely well-crafted combat feel wrapped around movement and content decisions that a large minority of players find actively frustrating. It's not a game reviewers dismiss lightly -- several go out of their way to praise its art and sound -- but it's also not one where the sample gives it an easy pass on its rough edges.

Weighty Weapons, Skill-First Upgrades

The strongest, most consistently praised element is how the four core weapons feel to use. One detailed review breaks it down precisely: "the axe hits like a truck, the bow keeps enemies at bay, the scythe sweeps through enemy mobs, and the sword reminds me of Zelda." That same reviewer highlights a smart design choice in the card-based upgrade system -- unlike many roguelikes, the cards here aren't essential for survival; they make fights easier, but skill is still what counts. That's a genuinely different philosophy from build-dependent roguelikes, and reviewers who click with it describe combos, dodging, and reflecting as the game's real backbone, with regular enemies acting as a warm-up before boss fights that demand constant movement and precise timing.

The Movement Problem, Named Repeatedly

Set against that combat feel is a complaint that shows up again and again across the sample, articulated in slightly different ways but pointing at the same design decision: base movement is too slow, and the short attack range forces risky trade-offs. One reviewer lays it out concretely -- even after unlocking a speed-boosting item, kiting enemies in melee range stays "risky and largely ineffective," which pushes players toward hitting once or twice and immediately dashing away rather than executing longer combos. Others go further, describing "wading through cement" and noting that touching enemies deals damage while several attacks and dash mechanics move the player character forward into that same damage -- a friction point one reviewer calls one of "two core mechanics that suck the fun out of the game." This isn't a scattered skill-issue complaint; it's a specific, repeatedly named design tension between the game's combo-focused combat and its base traversal.

Thin Content, Limited Replayability

The second major recurring theme is content depth. Multiple reviewers who finished their runs quickly -- often within four to five hours -- report unlocking nearly everything the game has to offer and losing motivation to continue. One writes plainly that after four hours they'd "unlocked all nearly all content and lacked any desire to re-run," adding that the gameplay "has foundation for greater things, but not enough meat on the bones." Another notes the game currently offers just four weapons and four spells, with non-repeatable upgrade options that make runs feel similar to one another and push progression toward luck rather than deliberate build-crafting. A more recent review from several months after launch flags a further concern: no visible updates since August 2025, prompting the blunt question, "Abandoned?" -- worth flagging for anyone weighing whether ongoing content is likely.

Evidence the Developers Do Respond

Despite that abandonment concern, the sample includes clear, dated evidence of the developers actively patching based on feedback, at least in the game's first months. One reviewer's review is literally split into two dated sections: an original write-up calling the combat "clunky" and frustrated by sluggish controls and a spell with no aiming indication, followed by an updated entry two patches later reporting that "all the issues I had been addressed," including a newly added aiming line for the spell and noticeably more responsive controls. The same reviewer specifically credits the developers for engaging directly with community feedback and discussions -- a pattern this site has seen matter in other early-access-adjacent launches, where visible responsiveness measurably changes reviewer sentiment over time, even if it hasn't been sustained recently according to the most current reviews in the sample.

A Genre Comparison Reviewers Keep Reaching For

Reviewers reach for the same handful of comparisons repeatedly: Hades, Vampire Survivors, Dark Souls, and Ember Knights all come up, sometimes favourably and sometimes not. One direct comparison is blunt: the game "feels like Ember Knights -- but slower, less polished, and with far less content." Others invoke Hades more warmly, drawn to the hub-based meta-progression and card-driven upgrades even while acknowledging the combat doesn't reach that bar. That's a useful signal for prospective buyers already familiar with those touchstones: Hollow Survivors is chasing a similar space without fully matching the polish of its clearest influences.

Final Verdict

Hollow Survivors gets real credit for what it does well: four genuinely distinct, weighty weapons, a card system that rewards skill over build-optimisation, and pixel art and sound design reviewers single out even in otherwise critical reviews. But the sample is just as consistent about what holds it back -- sluggish base movement and short attack range that actively work against the combo-focused combat the game wants you to play, thin content that most players exhaust within a handful of hours, and a worrying recent silence on updates. At its current price, it's a reasonable pickup for a short, focused action-roguelike session, but this isn't a game to expect long-term depth from, and the movement friction reviewers describe is worth taking seriously before buying rather than dismissing as a skill gap.

Pros and cons

Pros

  • Four distinct weapon types described as satisfying and weighty, each with a clearly different combat feel
  • Card-based ability and passive system rewards player skill rather than requiring a specific build to succeed
  • Gritty, focused pixel art and a soundtrack reviewers say holds up even after repetition
  • At least one reviewer documents the developers actively patching core combat complaints -- adding a spell-aiming line and improving responsiveness within two updates of launch

Cons

  • Base movement speed is widely described as sluggish, even after unlocking speed upgrades, making kiting and repositioning frustratingly risky
  • Short base attack range combined with attacks that move you toward enemies leads to repeated, avoidable damage that several reviewers call a core design flaw
  • Only four weapons and four spells at launch, with non-repeatable upgrade options that reduce build diversity and long-term replayability
  • No visible indicator for at least one spell's range, forcing players to memorise it rather than aim it

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 5.5 / 10
  • Progression 3.5 / 10
  • Value 4.5 / 10
  • Originality 4 / 10
  • Interface 4.5 / 10