Key art for Meridian

Game review

Meridian

6 / 10

Developer
Turn Based Hedgehog
Publisher
Turn Based Hedgehog
Released
3 August 2026
Platforms
Windows
Genre
RPG
Monetisation
Paid, one-time purchase. NZ$15.75; no in-app purchases.
Players
Single-player only.

The short version

Meridian casts you as a runner in a dying corporate city, taking jobs nobody wants their name attached to and choosing how: talk your way through, sneak past, hack from a corner booth, or settle things on the grid in turn-based tactical combat. Built around a text-driven structure with a deep character creator — six classes, origins, traits and a wall of cyberware — and skill checks that play like a tabletop RPG's dice rolls, it explicitly frames every cybernetic upgrade as costing a piece of the person you started as, building toward one of six possible endings. Released 3 August 2026 by solo developer Turn Based Hedgehog at NZ$15.75, its four-review sample is small but unusually detailed and entirely positive, with reviewers repeatedly praising its cohesive worldbuilding, deep faction and reputation systems, and tooltip-supported cyberpunk terminology — while just as consistently flagging that a large amount of the game's substantial text appears to be AI-generated, producing prose more than one reviewer describes as noticeably artificial to read.

Biggest strengths

  • Reviewers consistently praise the depth and cohesion of the game's cyberpunk worldbuilding, specifically citing its layered factions (Underline scum, nomads, corporate elites, and a middle tier called the Grind) and reputation systems that meaningfully affect play.
  • Character creation is repeatedly singled out as unusually deep for the genre, combining class, origin, stats, lifepath, traits and installed cyberware into builds one detailed reviewer says "reflect your preferred playstyle" well beyond what the game's largely text-driven presentation might suggest.
  • The game supports its dense terminology with hover tooltips over underlined terms, a specific, concrete quality-of-life detail one reviewer credits for helping newcomers get their bearings early on.

Biggest weaknesses

  • Multiple independent reviewers, across English and Ukrainian, specifically flag heavy AI usage in the game's substantial body of text, with one describing the prose as "hard to read because of how artificial and generated it feels."
  • The game reportedly throws players into its dense local terminology and worldbuilding almost immediately with little introduction, an onboarding gap one reviewer hopes gets expanded in a future update.
  • One reviewer describes the English dialogue as "a little scuffed due to being very roughly translated," a specific localisation concern worth flagging given the game's heavy reliance on text.

Who it's for: Fans of text-heavy, choice-driven cyberpunk RPGs (Cyberpunk Dreams, Gamedec, Disco Elysium in tone if not budget) who value deep character-building and dice-style skill checks over cinematic combat, and who are willing to look past AI-flavoured prose and a rough introductory pace for a genuinely systems-dense solo-developer project.

Our recommendation: An ambitious, systems-dense text-based cyberpunk RPG from a solo developer, held back mainly by prose reviewers repeatedly describe as AI-generated — worth a look for genre fans willing to weigh deep worldbuilding against noticeably artificial writing.

6 / 10

Jobs nobody signs their name to

Meridian's pitch is squarely noir-cyberpunk: you're a runner in a dying corporate city, taking on jobs too dirty or too dangerous for anyone to formally claim, and the game's central promise is that how you take each job is genuinely up to you. Talk your way past a problem, sneak around it, hack the relevant network from a corner booth, or settle it directly in turn-based tactical combat — the store page frames all four as equally valid approaches rather than treating combat as the default and everything else as a bonus path. That's backed up by a review that specifically credits the game with feeling like "a genuinely large and ambitious project, especially for an indie game," built from text- driven quests, turn-based tactics, character progression, cyberware, reputation and faction relationships all layered together.

A character creator with real teeth

Where Meridian earns its most specific praise is in character creation and the systems built around it. Players choose from six classes, an origin, a lifepath, traits, and a substantial array of installable cyberware, and one detailed reviewer specifically calls out how much room that gives for "a distinctive character that reflects your preferred playstyle," adding that the combat system underneath "is noticeably more complex than its largely text-driven presentation might initially suggest." The game's central thematic hook — every cybernetic upgrade grants power at the cost of a piece of the person you started as — is reinforced by six distinct possible endings, giving the character-building systems narrative as well as mechanical weight.

A city built from layered factions, and skill checks that feel like dice

A second Ukrainian-language review goes further into the worldbuilding specifically, describing a city split between "the Pale in the Underline" — a flooded lower tier the reviewer compares to the tabletop RPG Cy_Borg's scum-and-squalor aesthetic — nomads, the corporate elite, and a middle tier called the Grind, all tied together with reputation systems the reviewer says "genuinely affect...the player's life." That same reviewer specifically praises the volume of skill checks, comparing the experience directly to rolling dice in a tabletop RPG, and credits hover tooltips over underlined terminology for helping newcomers navigate a setting that otherwise assumes a lot of contextual knowledge upfront.

The recurring, hard-to-ignore caveat: AI-generated prose

It would be dishonest to describe this review sample's reception without stating its most consistent criticism plainly: multiple independent reviewers, writing in different languages, specifically flag heavy AI usage in the game's writing. One reviewer opens by acknowledging "there is a LOT of AI usage in this game" before still recommending it, while another writes bluntly that "it's often hard to read because of how artificial and generated it feels," adding the context that "an indie developer likely couldn't avoid it, given the sheer volume of readable content" a solo-developed, text-heavy RPG requires. That's a real, repeated concern from reviewers who otherwise liked the game enough to recommend it, and it's worth taking at face value rather than downplaying: this is a text-first RPG where a meaningful share of its actual content appears to lean on AI-generated writing, according to more than one player independently noticing the same pattern.

An abrupt introduction, and a rough English translation

Beyond the AI-writing concern, two smaller but concrete issues recur across the sample. One reviewer notes that Meridian "does not spend much time introducing the player to its world and throws you into the local terminology almost immediately," speculating the introductory section might be expanded in a future update. A separate reviewer specifically describes the English dialogue as "a little scuffed due to being very roughly translated," worth flagging given the developer's Ukrainian nationality (reflected in the game's Ukrainian-language support) and the game's heavy reliance on written dialogue to carry its cyberpunk atmosphere.

An honest gap: no achievement data to lean on

Unlike several other titles this review has covered this month, Meridian does not support Steam Achievements at all, so there's no global completion data available to independently corroborate claims about difficulty, ending distribution, or how far into its six possible endings the current small player base has actually progressed. That's a genuine limitation on how far this review can verify player-reported claims beyond the four available written accounts.

Where it sits next to its genre's touchstones

More than one reviewer reaches for the same handful of comparisons to place Meridian, and it's worth naming them directly rather than leaving the comparison implicit: one review calls it the closest thing they've played to Cyberpunk Dreams, while a Ukrainian-language review places it "closer to Disco Elysium or Gamedec" in overall shape, while adding the honest caveat that it "lacks the mastery" of either. That's a fair way to frame expectations for a solo-developed, NZ$15.75 release sitting alongside far bigger-budget touchstones in the same broad text-and-choice RPG space: Meridian isn't claiming parity with those games' polish, but reviewers keep reaching for them anyway because the underlying ambition — genuinely branching narrative RPG structure built on skill checks and consequence rather than combat alone — is recognisably the same kind of project.

Six endings and the shape of replayability

The promise of six distinct endings, tied directly to the cumulative cost of every cybernetic upgrade and story choice along the way, gives Meridian a stated replayability hook beyond a single playthrough, though with no achievement data available to check how many of the current small player base have actually reached a second or third ending, that promise currently rests on the store page's own framing rather than independent confirmation. Combined with six selectable classes and a lifepath system shaping each run's starting context, the structural pieces for meaningfully different repeat playthroughs are clearly present in the design, even if this review's evidence base is too early and too small to confirm how distinct those different endings and builds actually feel in practice.

Final verdict

Meridian is a genuinely ambitious solo-developer effort: a text-driven cyberpunk RPG with real mechanical depth in its character creation, faction reputation and skill-check systems, backed by a small but detailed and consistently positive review sample that speaks to real engagement with its worldbuilding. Its clearest, most consistently repeated flaw isn't a design choice but a writing one — multiple reviewers independently flag its prose as noticeably AI-generated, a real concern for a game this dependent on text to carry its atmosphere and choices. Genre fans specifically drawn to deep, tabletop-flavoured character building and layered cyberpunk factions have real reason to be interested, provided they're willing to weigh that ambition against writing more than one reviewer found distractingly artificial.

Pros and cons

Pros

  • Reviewers consistently praise the depth and cohesion of the game's cyberpunk worldbuilding, specifically citing its layered factions (Underline scum, nomads, corporate elites, and a middle tier called the Grind) and reputation systems that meaningfully affect play.
  • Character creation is repeatedly singled out as unusually deep for the genre, combining class, origin, stats, lifepath, traits and installed cyberware into builds one detailed reviewer says "reflect your preferred playstyle" well beyond what the game's largely text-driven presentation might suggest.
  • The game supports its dense terminology with hover tooltips over underlined terms, a specific, concrete quality-of-life detail one reviewer credits for helping newcomers get their bearings early on.
  • Turn-based tactical combat is described as more complex than expected and quick enough not to "waste time," giving the game a real mechanical backbone beneath its text-heavy presentation.

Cons

  • Multiple independent reviewers, across English and Ukrainian, specifically flag heavy AI usage in the game's substantial body of text, with one describing the prose as "hard to read because of how artificial and generated it feels."
  • The game reportedly throws players into its dense local terminology and worldbuilding almost immediately with little introduction, an onboarding gap one reviewer hopes gets expanded in a future update.
  • One reviewer describes the English dialogue as "a little scuffed due to being very roughly translated," a specific localisation concern worth flagging given the game's heavy reliance on text.
  • With only four total reviews, none of them negative, this review has no dissenting account to weigh against an otherwise consistently positive but still very small sample.

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 6.5 / 10
  • Originality 6 / 10
  • Interface 5 / 10
  • Story 6.5 / 10