A medieval palmistry illustration of two open hands beneath the pixel-art Nomën Ipsa logo

Game review

Nomën Ipsa Review

6.8 / 10

Developer
JESTEM CZARODZIEJEM
Publisher
JESTEM CZARODZIEJEM
Released
1 September 2026
Platforms
["Windows"]
Genre
Action RPG

Every Boss Is the Whole Game

Nomën Ipsa doesn't hide what it's about. It's a free-to-play, Early Access action RPG rendered in chunky retro pixel art, and its entire design philosophy is stated plainly on its own store page: the bosses are the point, and everything else exists to feed them. There's no sprawling overworld to wander, no filler zones to clear between the encounters that matter. Instead, the game puts you directly in front of handcrafted boss fights and asks you to die repeatedly until pattern recognition turns into mastery — positioning, timing, and reading telegraphed attacks matter far more than raw damage output or reflexive button-mashing.

That focus is exactly what its small but perfectly positive review pool responds to. "Nomën Ipsa is a surprisingly demanding little RPG that immediately makes it clear that the bosses are the main attraction," wrote one reviewer. "Instead of giving me huge areas to wander through, the game puts most of its focus on learning enemy patterns and surviving carefully designed encounters. I liked that because it makes every victory feel earned rather than simply being the result of having better equipment." That's a fairly precise description of the boss-rush subgenre at its best, and it's notable that this reviewer singles out earned victories over gear-checked ones as the game's defining virtue.

Learning Through Repeated Failure, By Design

The same reviewer expanded on the combat philosophy in terms that will be familiar to anyone who's spent time with a Soulslike or a dedicated boss-rush game: "The combat rewards patience more than button mashing. I have to watch enemy attacks, react to their tells and find openings instead of blindly attacking whenever I can. I enjoyed this because it makes each boss feel like a puzzle that I have to solve through repeated attempts." That framing — bosses as puzzles solved through iteration rather than obstacles cleared through stats — is the throughline that makes Nomën Ipsa read as a genuine entry in that lineage rather than a loose pixel-art skin draped over generic action-RPG combat.

Once a boss is down, the loot doesn't just sit in your inventory. Rare and unique drops can be sacrificed to "the gods of the Void" in exchange for permanent Favor, converting hard-won gear into lasting account power rather than letting it pile up as inert inventory clutter. Layered on top of that is Renown, described as the game's primary endgame score and currency, feeding leaderboards that can be climbed solo or in co-op with up to three other players. It's an ambitious structure for a free Early Access release from what appears to be a small, likely solo-adjacent studio operating under the name JESTEM CZARODZIEJEM.

A Fun First Few Hours, With Honest Caveats

Not every review is unqualified enthusiasm, and the more measured ones are worth taking seriously precisely because the overall reception is still a perfect five-for-five. One reviewer scored it a 9 out of 10 but was direct about where the current build falls short: "there isn't much progression on release of the game. But what it does have, is a quite fun experience, for the first few hours, then it gets quite repetitive. Hope more stuff is coming for the game soon, would recommend, especially with friend." That's a genuinely useful data point for an Early Access title — a strong core loop that hasn't yet been given enough long-term content to sustain itself past the opening hours, with the reviewer's hope for future updates reading as constructive rather than resigned.

Set against that, though, is a reviewer who logged over forty-two hours with the game and is still eager for what comes next: "Fun game, can't wait for all of the upcoming updates!" That's a meaningful contrast to weigh against the repetitiveness complaint — whatever the current content ceiling is, at least one player found enough in the boss-fight loop and its co-op dynamic to keep coming back well past the "first few hours" window another reviewer described.

A Free, Accessible Entry Point

Nomën Ipsa's Steam listing also makes a point of its accessibility options — Camera Comfort settings, custom volume controls, and adjustable difficulty are all present alongside the expected Steam Achievements and cross-platform co-op support. For a demanding, pattern-reading combat game built around repeated failure as a core mechanic, having an adjustable difficulty option matters: it means the boss-rush structure doesn't have to be an all-or-nothing gatekeeping exercise, and players who want the tactical puzzle-solving experience without the harshest execution requirements have a way in. Combined with the zero-dollar price of entry, that's a genuinely low-risk proposition for anyone curious about hardcore boss design without wanting to commit money before knowing whether the combat clicks for them.

Verdict

Nomën Ipsa is a focused, confidently designed boss-rush action RPG that leans entirely on the strength of its individual encounters, and based on its unanimous early reception, those encounters are landing. The pattern-reading, patience-rewarding combat draws real praise for making victories feel earned, the Renown and Void-sacrifice systems give the loot loop a purpose beyond pure stat inflation, and the accessibility options make a genuinely difficult game reasonably approachable. Its most honest flaw, as its own reviewers point out, is a lack of long-term content variety at this stage of Early Access — the first few hours are compelling, and what comes after depends heavily on updates the developer has yet to deliver. As a free download built around a genuinely well-executed core loop, though, it's an easy recommendation for anyone who wants a lean, difficulty-forward boss gauntlet and is willing to grow with the game as it's built out.

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 7.5 / 10
  • Progression 5.5 / 10
  • Value 8 / 10
  • Originality 6.5 / 10
  • Interface 6.5 / 10