Game review
Peregrino Review
5.5 / 10
- Developer
- Inverge Studios
- Publisher
- Inverge Studios
- Released
- 6 March 2026
- Platforms
- ["Windows"]
- Genre
- RPG
A Cursed Forest Wrapped in Gorgeous Dread
Peregrino sends a lone pilgrim into a cursed, isometric forest by day, hunting resources and dangerous creatures, before retreating to manage a caravan camp by night, crafting gear, cooking food, and upgrading stations in search of a promised land called New Eden. Reviewers were near-unanimous that the game's dark, oppressive atmosphere is its strongest asset, one wrote it's "a dark, immersive gem" that "nails the dark aesthetic and creates a wonderfully oppressive atmosphere that keeps you constantly on edge," and a reviewer running an RTX 3060 at a flawless 90 FPS called it simply "one of the most beautiful games I've played in a long time." It's a debut-scale release from Inverge Studios, priced at $16.99, and that visual and atmospheric craft is rarely in dispute even among the game's harshest critics.
The Marketing Promised a Caravan; the Game Delivers a Backpack
The single most consistent, specific complaint across the negative reviews is that the game's own promotional material oversells what's actually in the box. One reviewer who refunded put it bluntly: "There is no caravan system in practice, no recruitable companions, and no crew to manage. NPCs are present, but only in the form of vendors or quest givers. They do not accompany you." Another echoed the same frustration almost word for word: "You don't 'lead' any caravan in this game. It's just you... a caravan of one person is not a caravan, it's a traveler. And the promotional material is very misleading in that respect." This isn't a single disgruntled outlier, it's a recurring, specific mismatch between the store page's pitch, "manage your caravan," "lead them through the vast wilderness", and the solitary fetch-quest loop reviewers describe actually playing.
Atmosphere Draws Constant Comparisons to Darkwood and Dredge
Beyond the caravan complaint, the game earns some of its strongest praise through comparison to well-regarded genre touchstones. Multiple, independent reviewers reached for the same two reference points: "It's reminiscent of Darkwood with a touch of No Rest For The Wicked," one wrote, while another called it "a mix between the horror from Darkwood, the inventory from Dredge and hardcore survival gameplay." A third summarized it as "a different version of Dredge" and said flatly, "I really really like it." That kind of consistent, unprompted convergence on the same comparisons from separate reviewers is a reasonably strong signal that the mood and structure genuinely land, whatever else is missing.
Three Enemies, Repeated Forever
Where the game draws its sharpest gameplay criticism is enemy variety. A reviewer who fully completed the game and its achievements laid it out precisely: "There are basically three enemy types in the game. There are variations of all three and frankly, super lack luster." Another who finished in around ten hours agreed: "not enough enemy type, there's human Archer and human with knife, then second tier of the same two, two type of wolfs, and lastly a giant squid. You would think a spooky deep forest have all kind of dangers but nope." For a game built around repeated forays into the same forest, that thin a bestiary is a real structural weakness, and it's corroborated independently by multiple players who put serious time into finishing the game rather than bouncing off early.
A Punishing Survival Loop With Real Bugs
Survival mechanics split reviewers sharply. Several found the hunger and difficulty balance simply unforgiving without options to adjust it, one wrote that a Souls-like isometric survival game "is completely destroyed by the terrible hunger system... you can't scale or reduce the hunger mechanic at all in the game's options, it's just sink or swim." Others hit concrete bugs: black-screen loading freezes, enemies with broken loot tables, quest items that couldn't be re-obtained after being mistakenly used, and, at launch, no visible keybindings or controller support at all, an issue later patched to at least display (though not remap) keys. One player summed up the tension well: it's "a fun and stressful survival crafting game with a touch of Lovecraftian horror," but also acknowledged, "for what 16 dollars it's ok, I mean it's not the best but it was fun for how much I paid."
Silence From the Developers After a Promising Roadmap
The most damaging long-term complaint isn't about the game's launch state, it's about what came after. Inverge Studios posted an update roadmap on March 23, 2026, shortly after launch, and shipped a patch on March 11 fixing bandit loot drops. But reviewers report the trail going cold from there. "Despite a roadmap in march, there has been nothing since. A quick look on their Twitter page also shows nothing since march," one wrote in a review filed months later, adding, "the faith in this company developer is evaporating very quickly." Another player who'd been rooting for the game since its demo put it more sharply: "all the comments and feedback from the demo are ignored and there's still a lack of communication between the players and the devs... this still feels like the demo." For a game reviewers already flagged as feeling unfinished, "it feels like an early access title because of bugs and lack of final polish," that silence compounds every other complaint.
Verdict
Peregrino is a genuinely striking, Darkwood-and-Dredge-flavored survival game let down by a store page that promises a caravan journey it doesn't deliver, a thin trio of enemy types that wears thin over a full playthrough, and a launch-window roadmap that appears to have gone quiet. What's actually here, tense exploration, satisfying base-building, a real sense of dread once the atmosphere sinks in, is good enough that plenty of reviewers finished it and came away recommending it anyway, provided you go in expecting a solitary survival-crafting game rather than the group caravan journey the marketing implies. At $16.99, judge it on what it actually is, not what its trailer promises.
Screenshots
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The forest by day, a lone pilgrim facing down a wolf while tracking early gathering objectives, branches and sharp rocks, for camp upgrades.Image: Inverge Studios via Steam -
A rooftop skirmish against human enemies, the kind of scripted encounter reviewers said draws from a thin roster of just a few enemy types.Image: Inverge Studios via Steam -
A blood-red field encounter near an abandoned wagon, part of the caravan-camp loop reviewers said plays more like solo survival than group travel.Image: Inverge Studios via Steam