Game review
Scarmonde
8.5 / 10
- Developer
- Ephiam
- Publisher
- Ephiam
- Released
- 7 October 2024
- Platforms
- Windows
- Genre
- RPG, Dungeon Crawler, Retro
- Monetisation
- One-time purchase, no in-game store
- Players
- Single-player only
The short version
Scarmonde is an 8-bit-styled dungeon crawler that opens with a Final Fantasy 1-style party builder — pick four characters from 12 classes, each with its own equipment, skills and passive abilities — and sends them into The Depths in search of a dragon god's sacred treasures. Developed and self-published by Ephiam, it released on 7 October 2024. Its 218 English-language Steam reviews sit at Very Positive, an exceptional roughly 99.1%, and reading both of the game's available negative reviews alongside its top positives finds a corpus that is, unusually for this library, almost entirely one story: a retro dungeon crawler that recaptures a specific, beloved feeling and builds real, substantial depth underneath it.
Biggest strengths
- Reviewers repeatedly and independently frame Scarmonde as "Final Fantasy 1, but improved," or "NES Final Fantasies, but good by today's standards" — a specific, high bar that a striking number of detailed reviews say it genuinely clears
- The 12-class system draws exceptional praise for depth, with multiple reviewers describing themselves writing full strategy guides rather than simple reviews because the equipment, passive and class-comparison possibilities pulled them in that deeply
- Status effects and tactical options are credited as genuinely meaningful rather than decorative, with reviewers specifically noting effects like Stop can trivialise a fight when used well, rewarding real tactical thinking
Biggest weaknesses
- Both of the game's available negative reviews independently raise RPG Maker's characteristic text-box and menu responsiveness lag, describing it as a persistent irritant across an otherwise well-regarded game
- Story is deliberately minimal, which the large majority of reviewers treat as a positive trade-off in favour of pure dungeon-crawling mechanics, but one detailed review specifically wanted more narrative to match the gameplay's depth
- A handful of quality-of-life requests recur even among positive reviews, including calls for an always-on dash option and clearer save-file management for players running multiple parties
Who it's for: Fans of NES and GBA-era Final Fantasy, class-based dungeon crawlers and deep build-crafting systems who want story kept minimal in favour of mechanics; a poor fit for anyone wanting a strongly narrative-driven RPG or looking to avoid RPG Maker's characteristic menu and text-box responsiveness quirks.
Our recommendation: One of the strongest retro dungeon crawlers this library has covered, an easy recommendation for genre fans and a genuine surprise for anyone who thought the NES Final Fantasy formula couldn't be meaningfully improved.
8.5 / 10
Introduction
Scarmonde opens exactly the way a certain kind of RPG veteran hopes it will: build a party of four from 12 distinct classes, each with its own equipment restrictions, skills, spells and passive traits, then descend into The Depths in search of a dragon god's sacred treasures. Ephiam developed and self-published it, releasing on 7 October 2024. With only two negative English-language reviews on record out of 218 total, this review reads both of them in full alongside the top 100 positives, out of a corpus sitting at Very Positive, an exceptional roughly 99.1% — one of the most one-sided splits this library has ever covered, and reading through it makes clear why.
Recapturing a specific magic, deliberately
The single clearest throughline in this review's sample is a very particular kind of nostalgia, and how precisely Scarmonde satisfies it. One detailed review opened by recalling Final Fantasy 1 on the NES, then the improved GBA remaster, and framed their years-long search since as looking for "Final Fantasy 1, but improved upon" — concluding Scarmonde is exactly that. Another put it more bluntly: "What if NES Final Fantasies, but good by today's standards." This isn't vague nostalgia talk; reviewers get specific about what makes it work — every class has "an abundance of options to weigh and prioritize," every random encounter "feels relevant to progress my party," and exploration retains the classic genre's sense of real stakes without leaning on modern quality-of-life shortcuts to paper over its design. One reviewer credited it with recapturing older JRPGs' particular magic "without relying on just throwing QoL improvements at the past" — you're still exploring on your own, with maps as physical items you need to find rather than automatic reveals.
A class system deep enough to write guides about
What separates Scarmonde from a simple retro pastiche, according to this review's sample, is the sheer depth built into its 12-class system. One reviewer's review is, in their own words, actually a guide: "Sometimes, I forget to write a review because I'm writing a guide instead... It was so fun to dive into the game mechanics and get lost in equipment and passive and class comparisons that I ended up putting a huge amount of time into the guide." That's about as strong an endorsement of systemic depth as a review corpus offers. Status effects specifically draw praise as meaningful rather than decorative — one reviewer described casting Stop on a boss and simply auto-attacking it to death, delighted that a tactical option could matter that much. Steam's achievement data backs up a genuinely engaged playerbase: 17.1% of tracked players have earned the achievement for finishing the game, a healthy completion rate for a deliberately deep, class-heavy dungeon crawler rather than a steep abandonment cliff.
The one real, recurring flaw
Both of the game's available negative reviews raise the same specific, verifiable complaint: RPG Maker's characteristic text-box and menu lag. One reviewer, otherwise clearly engaged (4,737 minutes logged), called it "insufferable text lag for every single text box," directly attributing it to the engine rather than the game's design and noting that "even some Super Nintendo games had solved" this problem decades ago. It's worth taking seriously precisely because it's the one point of agreement across an otherwise near-unanimous corpus, and it's a real, specific technical criticism rather than a matter of taste. Story minimalism draws a smaller, more mixed reaction — the large majority of reviewers treat the scarce narrative as a deliberate, welcome trade-off in favour of pure dungeon-crawling mechanics, though at least one detailed review specifically wished for more narrative depth to match the systems built around it.
Final Verdict
Scarmonde is a genuine standout: a retro dungeon crawler that doesn't just imitate the NES-era Final Fantasy formula but meaningfully improves on it, backed by a 12-class system with enough real depth that dedicated players write strategy guides rather than simple reviews. Its near-unanimous reception in this review's sample is earned rather than accidental — reviewers reach for specific, substantive praise rather than generic approval, and the one recurring criticism, RPG Maker's engine-level text lag, is a real but relatively minor blemish on an otherwise exceptional package. For genre fans, this is close to an essential purchase; for anyone curious what a modern take on 1987's Final Fantasy could look like done right, this is the clearest answer this library has found.
Pros and cons
Pros
- Reviewers repeatedly and independently frame Scarmonde as "Final Fantasy 1, but improved," or "NES Final Fantasies, but good by today's standards" — a specific, high bar that a striking number of detailed reviews say it genuinely clears
- The 12-class system draws exceptional praise for depth, with multiple reviewers describing themselves writing full strategy guides rather than simple reviews because the equipment, passive and class-comparison possibilities pulled them in that deeply
- Status effects and tactical options are credited as genuinely meaningful rather than decorative, with reviewers specifically noting effects like Stop can trivialise a fight when used well, rewarding real tactical thinking
- 8-bit pixel art and music draw consistent, strong praise, with monster designs specifically singled out as detailed and memorable against a deliberately low-detail player party
Cons
- Both of the game's available negative reviews independently raise RPG Maker's characteristic text-box and menu responsiveness lag, describing it as a persistent irritant across an otherwise well-regarded game
- Story is deliberately minimal, which the large majority of reviewers treat as a positive trade-off in favour of pure dungeon-crawling mechanics, but one detailed review specifically wanted more narrative to match the gameplay's depth
- A handful of quality-of-life requests recur even among positive reviews, including calls for an always-on dash option and clearer save-file management for players running multiple parties
- The genre's inherent structure — dungeon crawling with class-based parties and minimal narrative — is a specific enough niche that it won't appeal to readers looking for a story-forward RPG experience