Game review
Seven Blasphemies Review
7 / 10
- Developer
- Crit42 Studio
- Publisher
- Crit42 Studio
- Released
- 8 September 2026
- Platforms
- ["Windows"]
- Genre
- RPG
A Dying World Counting Down to Its Own Apocalypse, One Dawn at a Time
Seven Blasphemies is a traditional, turn-based roguelike built around a single, unforgiving conceit: the world is ending, and every dawn that passes brings it one step closer. The game's central "Doom Calendar" ticks forward no matter what the player does, and every so often a new Blasphemy strikes, a permanent, world-altering curse that makes the run harder in ways that persist for the rest of that attempt. Players pick from six classes, each described as "doomed" in its own distinct way, and explore a bleak, minimalist world of dungeons and citadels rendered in a striking yellow-on-black-and-purple pixel palette, an aesthetic several reviewers compare directly to the tabletop game Mork Borg. Combat is tactical and purely turn-based, resources like consumables and tavern rest matter as much as raw stats, and death, when it comes, tends to come fast and be entirely permanent. Developed and published solo by Crit42 Studio, the game grew out of a game jam project before a short public playtest and its full Early Access-free launch on September 8, 2026 at $9.99, with gamepad support alongside keyboard and mouse.
A Small, Completely Unanimous Launch Across Multiple Languages
Seven Blasphemies has drawn 19 reviews at the time of writing, every single one of them positive, landing it in Steam's "Positive" tier. Unusually for a small Western indie launch, the pool splits heavily between English and Brazilian Portuguese reviewers, with a detailed, glowing tally of Portuguese-language reviews sitting right alongside the English ones, alongside at least one Russian-language reviewer expressing interest but asking for a localization. It's a small sample, but a genuinely international and unanimous one.
Reviewers Praise Honest, Punishing Difficulty and a World Dripping With Atmosphere
The praise across the pool circles back to two things above all: atmosphere and honest difficulty. One reviewer calls the game "DRIPPING with atmosphere, bleak and hopeless to the core," while a Portuguese-language reviewer describes the Blasphemy system as turning every dawn into "an anguishing countdown," praising how well the minimalist pixel art matches the apocalyptic tone. Several reviewers single out the sense that the escalating difficulty isn't just there to punish the player but to build a constant feeling of surviving by the skin of your teeth, with one describing it as the kind of game where a decision made many turns ago can come back to bite you later. The six "doomed" classes draw consistent praise for offering real, distinct strategic identities rather than reskinned stat blocks, with one reviewer saying the variety made them want to try every class instead of sticking to a favorite, while another, playing in Portuguese, singles out the noble as the easiest class among those tried, a small but useful data point for newcomers picking a starting build. More than one reviewer describes the addictive, "just one more run" pull of the permadeath loop despite dying repeatedly to their own bad decisions, and a longtime fan of gamepad-compatible traditional roguelikes calls the controller support a rare, welcome feature for the genre. The soundtrack draws specific, repeated praise too, one reviewer calling the music and sound design "100% suited to the experience" and never fatiguing over a long session.
Real Rough Edges Around Feedback, Clarity, and a Missing Localization
Even inside a completely unanimous pool, reviewers are candid about the game's rough edges. The most common thread is a lack of clear feedback: multiple reviewers say the game doesn't do enough to explain its own mechanics and status effects in the moment, with one admitting they frequently had no idea what was happening to them mid-fight despite otherwise loving the game, and another specifically requesting more visual and audio feedback for actions, calling it the one thing still missing after the jam-to-launch transition. The stark monochrome-leaning palette that reviewers otherwise praise for its atmosphere has a practical downside too, one reviewer reports genuinely missing enemies appearing right next to their character because of how the color scheme handles contrast, a real readability complaint rather than a stylistic quibble. One reviewer flags the game as "rough around the edges" and "a bit hard to get into" up front, even while ultimately recommending it and hoping the developer continues polishing it, and the Russian-language reviewer's request for localization is a reminder that language coverage remains limited to English and Portuguese content this early. None of these complaints come from reviewers who regret buying the game, but taken together they paint a clear picture of an Early Access-adjacent launch, released as a 1.0 but clearly still maturing, that would benefit from clearer onboarding and status-effect communication before it reaches players less patient with old-school opacity.
Verdict
Seven Blasphemies delivers exactly the kind of honest, punishing, atmosphere-first roguelike its Mork Borg-inspired pixel art promises, a world visibly counting down to its own end, six genuinely distinct doomed classes, and a Doom Calendar system that makes every dawn feel like a threat rather than a formality. Its review pool, small but completely unanimous across English and Portuguese, backs up that atmosphere and tactical tension are real and well-executed. What it doesn't yet have fully dialed in is clarity: multiple honest reviewers report real confusion around status effects and mechanic feedback, and the game's signature stark color palette occasionally undercuts its own readability. This is an easy recommendation at $9.99 for anyone who wants old-school, no-parachute roguelike difficulty wrapped in real style, with the caveat that a little patience with unexplained systems in the first few runs will pay off once the Blasphemies start piling up.
Screenshots
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Exploring the wilderness, with the Doom Calendar, stats, and recent-events log all tracked on screenImage: Crit42 Studio via Steam -
Sailing the overworld's waters, where a sighted merfolk brings the ship to a haltImage: Crit42 Studio via Steam -
Turn-based combat against goblins in a flower-choked dungeon, deep into a run's third dayImage: Crit42 Studio via Steam