Game review
Legends of Azamar Review
5.4 / 10
- Developer
- Gronkins
- Publisher
- Gronkins
- Released
- 14 September 2026
- Platforms
- ["Windows"]
- Genre
- RPG
Descend, Loot, Repeat, in the Ruins of Bar-Ulduun
Legends of Azamar is a fast-paced, loot-driven action RPG that condenses the Diablo-style dungeon crawler down to its most basic loop: descend into the ruins of Bar-Ulduun, an ancient dwarven city, fight through procedurally arranged levels, grab loot and skill points, return to camp, and head back down again a little stronger. Players choose between a Warrior, a Rogue, or a Mage at the outset, each with its own weapon type, skill tree, and playstyle, and the game leans on bite-sized dungeon runs rather than the sprawling, hours-long campaigns typical of its genre ancestors. Developed and published solo by Gronkins, Legends of Azamar entered Steam Early Access on September 14, 2026, priced at $9.99, following a lengthy public demo period that ran from late October 2025 through multiple iterative builds, including an appearance at a Steam Next Fest, before the paid Early Access launch. That demo history matters context-wise: this is not a rushed cash-grab but a solo project that has been visibly iterating in public for the better part of a year before asking players to pay anything. Between runs, players return to a hub camp to spend loot, allocate talent points, and socket gems into gear before heading back down, a familiar rhythm for anyone who has played Diablo, Torchlight, or their many imitators, and one the game leans on rather than tries to subvert.
A Small, Positive Early Access Sample With a Clear Asterisk
Legends of Azamar has drawn 8 reviews so far, 7 positive and 1 negative, for an 88% approval rating, a small early sample that Steam currently doesn't display a qualitative label for, but which would sit around "Very Positive" if extrapolated. The reviews themselves, positive and negative alike, are unusually consistent in their framing: nearly everyone describes "good bones" or a "solid skeleton" wrapped around a game that still has real, specific work ahead of it.
Good Bones, a Fair Price, and Real Potential
Multiple reviewers frame Legends of Azamar as an honest, unpretentious ARPG that "doesn't reinvent the wheel" but competently assembles familiar mechanics, gear, skills, talents, gems, and procedurally generated dungeons, into something playable and reasonably priced for its current state. One reviewer specifically praises the game for not requiring hours of grinding just to progress between levels, saying they enjoy the bite-sized structure of individual dungeon runs and are "excited to see where the game goes." Another reviewer, who logged over six hours, calls the art style a highlight and says that even with clunky combat, the game is "worth the asking price if you're into Diablo style games," while cautioning not to expect too much yet. A German-language review goes further, comparing the developer favorably to "bigger studios with more ambitious plans" that have failed to deliver, and wishes the solo developer luck given how much progress has visibly been made since the demo period. Several shorter reviews land on nearly identical language independently, "good start and bones," "needs to cook still," "has potential but lacks some things," a pattern that reads less like faint praise and more like a review pool collectively withholding final judgment on a game they believe in but that clearly isn't finished.
Clunky Combat, Samey Skills, and a Dungeon That Doesn't Yet Have Enough Bite
The criticism is just as consistent as the praise, and it converges hard on combat feel and build variety. The one negative review, from a Simplified Chinese player who reached level 15, is the most detailed critique in the pool: it argues the game has all the expected structural pieces, gear, skills, talents, gems, but "no depth to speak of," describing the procedurally generated dungeons as repetitive and the monsters as lacking meaningful variety, and singling out combat itself as the biggest problem, calling it as bland and impactless "as drinking plain water." Positive reviews echo the same complaint in gentler terms: one player who tested the Mage class says the different skill branches "all felt the same" and calls the current state "on the boring side," while another notes that a signature ability like Bash currently plays identically to a normal attack, and specifically asks the developer to move away from generic, Diablo-derivative skill names. A player who tried the Mage separately says the class is merely "aight" for now. None of this criticism argues the foundation is broken, but taken together it describes a game whose classes, abilities, and combat impact don't yet differentiate themselves enough to justify a long-term loot chase, which is the entire promise of the genre it's working in. Notably, none of the reviewers who raise these complaints ask for a refund or walk back their overall recommendation; the criticism reads as a wish list for a developer they already trust to deliver, rather than a verdict on a game they regret buying.
Verdict
Legends of Azamar is a solo-developed loot ARPG with an unusually self-aware and patient early review pool: almost everyone, positive or negative, agrees the core structure is sound and the price is fair, while also agreeing that combat feel, skill differentiation, and dungeon variety all need real work before the game delivers on its Diablo-lite promise. A near-year-long public demo cycle culminating in a modest, honestly priced Early Access launch suggests a developer taking the slow, iterative route rather than rushing to monetize, which goes some way toward explaining why even the harshest review here reads as constructive rather than dismissive. At $9.99, it's a reasonable low-stakes bet for ARPG fans who enjoy watching a promising skeleton get fleshed out in real time, but anyone hoping for a fully differentiated build right now should wait for a few more updates first.
Screenshots
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Dungeons like the Frozen Halls track area level and depth as players descend, with active quests logged on the rightImage: Gronkins via Steam -
Combat plays out with glowing area-of-effect skills against enemies scattered through torch-lit dungeon roomsImage: Gronkins via Steam -
Named enemies like the Blight Crawler appear as the depth counter climbs, backed by a formal boss health barImage: Gronkins via Steam