Key art for Idols of Ash

Game review

Idols of Ash

7.5 / 10

Developer
Leafy Games
Publisher
Leafy Games
Released
9 April 2026
Platforms
Windows
Genre
Adventure, Indie, Simulation
Monetisation
One-time purchase, no in-game purchases listed
Players
Single-player

The short version

Idols of Ash, released 9 April 2026 by solo studio Leafy Games, is a first-person horror game built around one exceptional mechanic: grapple, clamber and fall thousands of metres down into a dark, ancient ruin while a terrifying giant centipede hunts you the entire way. It sits Overwhelmingly Positive with a very large sample of 3,296 reviews, and reading widely through it reveals an unusually strong, near-unanimous consensus that this review found refreshing in its clarity: the grappling hook physics, sound design and central monster are genuinely excellent, praised in almost identical terms by reviewer after reviewer. The single loudest complaint in this entire sample, repeated by fans and critics alike, is length — multiple reviewers report finishing the core experience in twenty to forty minutes, and several of the most enthusiastic 10/10 reviews explicitly beg the developer to expand the concept into a longer game or add mod and level-editor support. A smaller number of reviewers raise more specific, concrete complaints: level layouts that appear open but reliably funnel toward a single effective route, the absence of manual saves or an endless mode, missing Steam Cloud support, and one detailed account from a blind player describing the later, faster-paced sections as requiring more physical reaction speed than they could manage.

Biggest strengths

  • The grappling hook physics draw extraordinarily consistent, detailed praise as some of the best implementation of the mechanic reviewers have encountered, with multiple reviewers specifically highlighting how smooth, responsive and satisfying swinging and falling feels
  • Sound design and atmosphere draw near-universal praise, with reviewers specifically describing a rising heartbeat effect tied to risky player movement and an overall sense of dread that builds effectively throughout a descent
  • The pursuing centipede antagonist is repeatedly and independently described as one of the most genuinely frightening enemies reviewers have encountered in any horror game, with its constant, inescapable presence cited as the source of real, sustained tension

Biggest weaknesses

  • By far the most repeated complaint across this entire sample, including from reviewers giving the game a perfect score, is that it's simply too short, with multiple reviewers reporting completion of the core experience in twenty to forty minutes and describing it as feeling more like a tech demo or proof of concept than a full game
  • Several reviewers report level layouts appear expansively open but reliably funnel toward the same single effective route regardless of the path initially chosen, undermining the sense of open exploration the environment design otherwise suggests
  • The absence of a manual save system or an endless/procedural mode draws specific, repeated requests, with reviewers wanting more ways to extend playtime beyond the fixed, short core content and its few difficulty variants

Who it's for: Horror and physics-platforming fans looking for an intense, atmospheric, tightly-focused short experience, and anyone specifically drawn to exceptionally well-tuned grappling hook mechanics.

Our recommendation: An easy recommendation at its very low price for horror fans who don't mind a short runtime; go in expecting a tightly-focused hour or two rather than a full-length game, and be aware of the specific accessibility concerns raised by at least one detailed reviewer if fast reaction-based gameplay is a barrier for you.

7.5 / 10

Introduction

Idols of Ash, released 9 April 2026 by solo studio Leafy Games, is built around a single exceptional idea: grapple, clamber and fall thousands of metres down into a dark, ancient ruin, searching for a lost memory while a colossal centipede hunts you the entire way. It sits Overwhelmingly Positive with a very large sample of 3,296 reviews, and reading widely through that sample turns up something this review found unusually clear-cut: near-unanimous, detailed agreement on both what the game does exceptionally well and exactly where it falls short.

Grappling hook physics reviewers call some of the best in the genre

The single most consistent, most detailed praise across this entire sample concerns movement. Reviewer after reviewer independently describes the grappling hook physics as some of the best they've encountered, with specific praise for how smooth, responsive and genuinely satisfying it feels to swing between anchor points, sink a hook perfectly into a tree root, and manage a controlled fall at speed. Multiple reviewers explicitly compare this favourably to how the mechanic is typically implemented elsewhere, and more than one states directly they would pay significantly more for a game built entirely around this exact system with additional content.

Atmosphere and a genuinely terrifying antagonist

Sound design and overall atmosphere draw similarly strong, consistent praise. Reviewers repeatedly describe an escalating heartbeat effect tied directly to risky player movement, building tension that several reviewers say ranks among the most effective they've experienced in any horror title regardless of budget. The pursuing centipede antagonist draws its own independent, near-unanimous praise as genuinely, viscerally frightening, with its constant, inescapable presence throughout a descent cited repeatedly as the specific source of the game's sustained dread — not jump scares, but continuous, mounting pressure.

The loudest complaint, shared by the game's biggest fans

What makes this review's research distinctive is that its single most repeated complaint comes as often from five-star reviews as from critical ones. Multiple reviewers report finishing the core experience in twenty to forty minutes, and several of the most enthusiastic reviews in this sample — including ones explicitly rating the game a perfect score — beg the developer directly to expand the concept into a longer release, or add mod and level-editor support so the community can build additional content on the same exceptional mechanical foundation. This review reads this pattern as a genuinely unusual, positive signal in itself: a complaint about length driven by how much reviewers loved what exists, rather than disappointment with quality.

Level design that funnels toward a single path

Beyond the length complaint, a smaller number of reviewers raise a more specific design criticism: levels are laid out to appear expansively open, but reliably funnel toward the same single effective route regardless of which direction a player initially explores. Several reviewers connect this directly to a related, repeated request for a manual save system or an endless/procedural mode, arguing either addition would meaningfully extend the value of the core mechanics beyond the fixed, short content and its handful of difficulty variants.

A specific, important accessibility account

This review found one particular account worth reporting with care and in full. A reviewer writing from the perspective of a blind player describes genuine investment in the game's atmosphere and skillful design, but reports reaching a specific point where the required reaction speed against the pursuing monster exceeded what they could physically manage, preventing further progress. This review reports this specifically because it's a concrete, well-articulated account of a real accessibility gap in a game whose central tension mechanic depends heavily on fast visual reaction time — worth flagging directly for any reader for whom this kind of demand is a genuine barrier, independent of the otherwise overwhelmingly positive reception.

A case study in "the demo problem," resolved unusually well

It's worth situating Idols of Ash within a pattern this review has encountered repeatedly across short, single-mechanic indie releases this year: marketing or presentation implying more scope than a game actually delivers, leaving buyers feeling shortchanged once they discover how little content sits behind an appealing hook. Idols of Ash largely avoids that trap. Its store page and price point are honest about scope from the outset — nobody in this review's research reports feeling misled about what they were purchasing, in sharp contrast to games this lane has covered where trailers depicted content that never shipped. The "too short" complaints here read less as buyer's remorse and more as a specific, high compliment: reviewers wanted more not because they felt cheated, but because the existing hour genuinely earned their trust and appetite for a longer version of the same thing. That distinction — disappointment rooted in enthusiasm rather than deception — is a meaningfully different, more favourable position for a short game to be in, and this review's score reflects that difference directly.

What a full-length version might risk losing

One more nuanced point raised by a smaller number of reviewers deserves inclusion: a few explicitly worry that expanding the concept into a longer game, as so many reviews request, could risk diluting exactly what makes the current experience work. The unrelenting, concentrated pressure from a single unbroken descent and one ever-present monster is, by several accounts, precisely what makes the tension land as effectively as it does — spreading that same intensity across a much longer runtime without careful pacing could plausibly blunt it. This review doesn't take a strong position on whether an expanded sequel or DLC would succeed, but notes this specific caution exists alongside the overwhelming "please make it longer" consensus, and it's a genuinely reasonable design tension for any potential expansion to navigate carefully.

Final Verdict

Idols of Ash achieves something genuinely rare: near-unanimous agreement from thousands of reviewers that its core mechanic, atmosphere and central antagonist are executed close to perfectly, at a price low enough to make the purchase decision easy. What tempers this score is a length complaint so consistently repeated, even by the game's most enthusiastic fans, that this review treats it as a real and legitimate limitation rather than simply high standards from a demanding audience, alongside a specific, credible accessibility concern about the pace its central chase mechanic demands. Worth it without hesitation for horror and physics-platforming fans prepared for a short, intense hour or two rather than a full-length game.

Pros and cons

Pros

  • The grappling hook physics draw extraordinarily consistent, detailed praise as some of the best implementation of the mechanic reviewers have encountered, with multiple reviewers specifically highlighting how smooth, responsive and satisfying swinging and falling feels
  • Sound design and atmosphere draw near-universal praise, with reviewers specifically describing a rising heartbeat effect tied to risky player movement and an overall sense of dread that builds effectively throughout a descent
  • The pursuing centipede antagonist is repeatedly and independently described as one of the most genuinely frightening enemies reviewers have encountered in any horror game, with its constant, inescapable presence cited as the source of real, sustained tension
  • The price is consistently described as an easy, low-risk purchase even by reviewers frustrated with the short length, with multiple reviewers explicitly stating there are few better ways to spend the asking amount

Cons

  • By far the most repeated complaint across this entire sample, including from reviewers giving the game a perfect score, is that it's simply too short, with multiple reviewers reporting completion of the core experience in twenty to forty minutes and describing it as feeling more like a tech demo or proof of concept than a full game
  • Several reviewers report level layouts appear expansively open but reliably funnel toward the same single effective route regardless of the path initially chosen, undermining the sense of open exploration the environment design otherwise suggests
  • The absence of a manual save system or an endless/procedural mode draws specific, repeated requests, with reviewers wanting more ways to extend playtime beyond the fixed, short core content and its few difficulty variants
  • At least one detailed reviewer, writing from the perspective of a blind player, reports reaching a specific point where the game's required reaction speed against the pursuing monster exceeded what they could physically manage, unable to progress further despite real investment in the game's atmosphere and design
  • Specific technical complaints include missing Steam Cloud save support for players using multiple devices, and at least one reviewer reporting significant lag at a specific named location within the game

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 8 / 10
  • Value 7 / 10
  • Originality 7.5 / 10
  • Replayability 4.5 / 10
  • Accessibility 3.5 / 10