Game review
Ravenswatch
7.5 / 10
- Developer
- Passtech Games
- Publisher
- Nacon
- Released
- 26 September 2024
- Platforms
- Windows
- Genre
- Action RPG, Roguelite
- Monetisation
- One-time purchase plus optional paid character and cosmetic DLC
- Players
- Online co-op, up to 4 players
The short version
Ravenswatch drops fairytale heroes — the Little Mermaid, the Big Bad Wolf, Snow White and more — into permadeath roguelite runs across a nightmare-infected storybook world, each character playing so differently that the developers describe the roster itself as the primary source of variety. Developed by Passtech Games (Curse of the Dead Gods) and published by Nacon, it spent 17 months in Early Access before its full 1.0 release on 26 September 2024. Reading 100 of its most-upvoted negative reviews alongside the top positives across a corpus of 10,394 English reviews (Very Positive, roughly 85.5%) finds a game whose combat and character design draw consistently strong praise, sitting inside a content ceiling — three maps, permanently, by the developers' own confirmation — that a meaningful share of even its fans now say they've outgrown.
Biggest strengths
- Its six-plus playable heroes are widely and specifically praised for playing genuinely differently from one another, effectively multiplying the amount of distinct content well beyond what the map count alone suggests
- Combat feel, responsiveness and visual/audio presentation draw consistent, detailed praise across the sample, frequently compared favourably to Hades and Curse of the Dead Gods
- The developers have kept shipping real post-launch support well past 1.0 — a new playable hero (Merlin) in January 2026, a free "Songs of Thieves" content update in May 2026, and a public roadmap extending into 2027
Biggest weaknesses
- The developers have confirmed no new maps or chapters are planned beyond the existing three, and reviewers with hundreds of hours logged — including a post-1.0 review from January 2026 — say the loop grows stale well before that ceiling stops mattering to them
- Several detailed reviews describe the online co-op experience as a genuine downgrade from solo play, with connection and disconnection handling drawing specific, repeated complaints
- A May 2025 balance pass drew a heavily-upvoted complaint that changes aimed at high-skill players made the game markedly less enjoyable for everyone else
Who it's for: Roguelite and Hades fans who want genuinely distinct playable characters and don't mind a smaller map roster than the genre's biggest names; a weaker fit for anyone whose main draw is playing with friends, since several detailed reviews describe multiplayer as a downgrade from solo.
Our recommendation: One of the stronger fairytale-flavoured roguelites on the market thanks to real character variety and tight combat, worth buying for solo play especially, with the caveat that its map count has a confirmed hard ceiling the developers keep filling with new rooms rather than new places.
7.5 / 10
Introduction
Ravenswatch reimagines fairytale and folklore icons as permadeath roguelite heroes, sending the Little Mermaid, the Big Bad Wolf, Snow White and a growing cast of others through a storybook world being consumed by nightmares. Passtech Games, the studio behind the well-regarded Curse of the Dead Gods, spent 17 months building it out in Early Access before releasing 1.0 on 26 September 2024, and Nacon published it. Reading the 100 most-upvoted negative reviews and the 100 most-upvoted positives out of a substantial 10,394-review English corpus — Very Positive at roughly 85.5% — finds a game whose fundamentals hold up remarkably well two years past launch, sitting inside a scope decision its developers have made permanent and that a real, growing share of its own committed players now push back against.
A roster that does the heavy lifting
Ravenswatch's central design bet is that character variety can substitute for map variety, and the review sample largely agrees it works. One detailed early reviewer put the logic plainly: with six characters that "play COMPLETELY differently," the game's combat encounters effectively multiply by six, since a fight against the same enemies plays out entirely differently as the Wolf's melee-transformation kit versus the Mermaid's ranged control tools. Combat feel itself draws specific, repeated praise for being tight and responsive, and the game is compared favourably and often to Hades and to Passtech's own earlier Curse of the Dead Gods — strong company for a roguelite to keep. Visual and audio direction are singled out too, described as "top-notch" and authentically dark-fairytale in tone rather than generic dungeon-crawler dressing.
Steam's global achievement data supports the idea that the mid-game holds attention well: 68.1% of tracked players reach the game's second chapter and 58.0% reach the third, a healthy funnel by this library's standards, before the curve steepens sharply toward the hardest content — completions on the game's top "Darkness" difficulty sit around 1.3%, which reads as an appropriately steep ceiling for genuinely dedicated players rather than an early wall most buyers hit.
Three maps, permanently
Here is the complaint that runs through the sample most persistently, and unlike most Early Access content criticisms, it hasn't aged out with time. Ravenswatch shipped with, and still has, exactly three explorable areas — Dark Hills, Storm Island and Avalon — and reviewers report the developers have explicitly confirmed no further maps or "chapters" are planned. That's a materially different situation from the usual "wait for more content" Early Access pattern this library sees constantly, because the ceiling here isn't temporary. Complaints referencing map or chapter content appear across every year from 2023 through 2026 in this review's sample, including a 105-vote review written in 2026 and, tellingly, a 215-vote review from January 2026 written by a fan with over 6,300 minutes logged, begging the developers directly: "after the first 200 runs… it gets stale," asking for an endless mode and more map variety rather than abandoning the game outright. When a game's own long-term fans are the ones asking for more room to grow two years after 1.0, that's a more credible signal than the usual launch-week complaint.
To their credit, Passtech hasn't gone quiet. The roster keeps growing — Merlin arrived as a paid hero DLC in January 2026, and a free "Songs of Thieves" update in May 2026 added new secret rooms, enemies and mechanics inside the existing three maps rather than a fourth one, alongside a public roadmap that a contemporaneous report noted extends into 2027 despite Nacon's own publicly reported financial difficulties. That's real, ongoing investment in the game — just channelled into density rather than the raw map count some of the loudest critics are asking for.
Multiplayer that undersells the pitch
A second, more concrete thread of criticism concerns the game's headline co-op feature. Multiple detailed reviews describe online play as a genuine downgrade from solo — one reviewer, otherwise enthusiastic about the game, wrote that they couldn't fully recommend it specifically because "the multiplayer experience feels like a downgrade compared to single-player," while another asked directly for a basic quality-of-life fix: letting a disconnected player reconnect to an in-progress run rather than being forced back to the progression screen and losing that attempt entirely. For a game whose store page leads with up to four-player co-op, these aren't minor gripes — they describe the marquee feature underperforming relative to the mode most reviewers agree is the stronger experience.
A balance pass that split the room
A more recent and more specific controversy surfaced in a heavily-upvoted May 2025 review: a balance patch aimed at satisfying the game's most skilled, highest-difficulty players allegedly came at the expense of everyone else's enjoyment, with the reviewer describing themselves as previously an enthusiastic advocate who'd bought copies for friends. This is the kind of dispute this review can't adjudicate from a review corpus alone — balance is inherently a matter of who a patch is tuned for — but it's worth knowing that Ravenswatch's difficulty conversation is a live, ongoing one rather than settled at launch, and a reader sensitive to difficulty spikes should check current patch notes before buying.
Final Verdict
Ravenswatch earns its Very Positive score honestly: the character roster genuinely delivers the variety its limited map count can't provide on its own, the combat holds up against the genre's best, and Passtech has kept meaningfully supporting the game more than a year past its full release rather than moving on. Where it falls short of a higher score is the trade-off at its core — a permanent three-map ceiling that the developers have chosen not to expand, which even loyal, hundred-plus-hour fans are now asking them to reconsider — plus a co-op mode that several detailed reviews say undersells what solo play delivers. Buy it primarily for the solo experience and the character variety, go in knowing the world won't get any bigger, and treat the ongoing hero and content updates as the compensation for that rather than a promise it will change.
Pros and cons
Pros
- Its six-plus playable heroes are widely and specifically praised for playing genuinely differently from one another, effectively multiplying the amount of distinct content well beyond what the map count alone suggests
- Combat feel, responsiveness and visual/audio presentation draw consistent, detailed praise across the sample, frequently compared favourably to Hades and Curse of the Dead Gods
- The developers have kept shipping real post-launch support well past 1.0 — a new playable hero (Merlin) in January 2026, a free "Songs of Thieves" content update in May 2026, and a public roadmap extending into 2027
- Achievement data shows a healthy mid-game funnel, with over half of tracked players reaching the game's second and third chapters before the difficulty curve steepens sharply toward the hardest tier
Cons
- The developers have confirmed no new maps or chapters are planned beyond the existing three, and reviewers with hundreds of hours logged — including a post-1.0 review from January 2026 — say the loop grows stale well before that ceiling stops mattering to them
- Several detailed reviews describe the online co-op experience as a genuine downgrade from solo play, with connection and disconnection handling drawing specific, repeated complaints
- A May 2025 balance pass drew a heavily-upvoted complaint that changes aimed at high-skill players made the game markedly less enjoyable for everyone else
- No colourblind accessibility mode exists as of this review, and one detailed report explains that a specific enemy attack becomes effectively invisible without one