Key art for Solo Leveling: ARISE OVERDRIVE

Game review

Solo Leveling: ARISE OVERDRIVE

6 / 10

Developer
Netmarble Neo
Publisher
Netmarble
Released
24 November 2025
Platforms
Windows
Genre
Action RPG
Monetisation
Paid, one-time purchase. NZ$69.95, with paid post-launch DLC (an S-rank hunter unlock pack shipped roughly seven months after launch) that a large share of the negative review sample calls a bait-and-switch against the game's original no-gacha pitch.
Players
4-player co-op raids are present, but multiple reviewers describe the social features as minimal — no text chat, no friending, emoji reactions only.

The short version

Solo Leveling: ARISE OVERDRIVE retells Sung Jinwoo's rise from the weakest E-Rank hunter to the Monarch of Shadows as a premium, single-purchase action RPG, explicitly positioned against its own sibling game — the free-to-play mobile gacha Solo Leveling: ARISE — by stripping out gacha pulls and paywalls entirely. The review sample, Mostly Positive across more than 3,000 reviews, broadly credits it for delivering exactly that: real combat, real crafting, no loot boxes. But the single largest, most heavily-upvoted complaint in the entire sample has nothing to do with any of that — it's that a game named for playing alone requires a permanent internet connection, and a lost connection mid-fight can erase a hard-won boss kill entirely. Layered on top, one of the most-voted negative reviews documents a specific, dated pattern: paid DLC arriving roughly seven months after launch to unlock named S-rank hunters, timed — the reviewer alleges — to land after Steam's two-week refund window had closed for early buyers. Both complaints are checkable rather than vague, and both point at the publisher's decisions rather than the underlying game.

Biggest strengths

  • No gacha pulls, loot boxes, or premium currency in the base game — repeatedly credited by reviewers as a genuine, meaningful improvement over the mobile version it's adapted from.
  • Combat is generally well-received: an 8-branch job-advancement skill tree, weapon crafting using named items from the source material, and a "Monarch's Awakening" system multiple reviewers say makes late-game Jinwoo feel appropriately overwhelming.
  • The story faithfully retells the webtoon's plot with some game-exclusive material, and reviewers who are existing fans of the source material are broadly positive about how it's presented.

Biggest weaknesses

  • The single most-upvoted complaint across the entire review sample, repeated independently in reviews with hundreds to nearly a thousand votes each, is that a single-player game enforces a permanent server connection — with specific, reproducible consequences, including one account of losing a hard-fought boss kill to a server error at the exact moment of victory.
  • A detailed, 668-vote review documents a specific bait-and-switch pattern: paid DLC unlocking named S-rank hunters (Goto Ryuji, Tawata Kana) arrived through an update roughly seven months after launch — verified by this review against the DLC's own Steam listing, dated after most early buyers' two-week refund window had closed.
  • Multiple long-time players (one reporting 244 hours) describe a thin post-launch content cadence, a small hunter roster where "most hunters are useless," and late-game enemy stat walls that make gear feel like it barely matters.

Who it's for: Solo Leveling fans who want a real, combat-focused retelling of the story without mobile gacha mechanics, and who can tolerate an always-online requirement and the risk of further paid unlocks down the line.

Our recommendation: A genuine improvement on its mobile sibling's monetisation, undercut by an unnecessary online requirement and a specific, documented pattern of post-launch paywalls — wait for confirmation the offline mode has shipped before buying at full price.

6 / 10

A premium retelling, sold explicitly against its own mobile sibling

Solo Leveling: ARISE OVERDRIVE exists because Solo Leveling: ARISE — Netmarble's free-to-play mobile gacha adaptation of the same webtoon — already exists, and OVERDRIVE's entire pitch is built around being everything that game is not. Where ARISE runs on character pulls and premium currency, OVERDRIVE is a single NZ$69.95 purchase with, per its own store description and the broad consensus of this review's sample, no gacha mechanics at all: real combat, an 8-branch job-advancement skill tree, weapon crafting using named items pulled straight from the source material like Kasaka's Venom Fang, and a "Monarch's Awakening" system built around Jinwoo's transformation into the Monarch of Shadows. Several reviewers frame this explicitly as a genre statement worth supporting: "I've never seen a Gacha game transition to a pay-to-play format, and I think this line of thinking should be supported," reads one review with nearly 300 upvotes, echoed independently by another reviewer using almost identical language. For readers who track how licensed anime and webtoon games monetise — a recurring subject in this outlet's coverage — that's a genuinely notable data point in the other direction from the usual story.

The single biggest complaint has nothing to do with combat or story

Read past the headline pitch, and the review sample's actual centre of gravity is somewhere else entirely. The most-upvoted negative review, at 989 votes, describes fighting a boss "5-6 times, restart after restart," finally winning with a sliver of health left — only to hit a server error at the checkpoint, get bounced to the title screen, and log back in to find the fight undone. "Why is this game even server-based anyways when I'm playing SOLO?" the reviewer asks, and the question recurs, almost word for word, across a striking number of the sample's most-voted entries: a 906-vote review calling the always-online requirement inexcusable for single-player content; a 574-vote review noting lag spikes have no business affecting a solo game; a 442-vote review whose title, the reviewer points out, is literally the problem — "Solo Leveling," yet no offline mode exists. This isn't a handful of isolated complaints; it's the dominant, recurring shape of the entire negative side of the review corpus, echoing a pattern this outlet has flagged before in other major releases (Delta Force, ARK: Survival Evolved, RACCOIN): when a single specific complaint dwarfs every other kind of feedback by vote count, it is very often about publisher infrastructure decisions rather than the game itself — and that is exactly the shape of this sample.

A specific, dated bait-and-switch, not a vague accusation

One of the most detailed critical reviews in the sample, carrying 668 votes, makes a considerably more serious and more specific claim than server frustration: that the game was marketed at launch as a clean, premium, paywall-free alternative to the mobile version, and that Netmarble waited until "players sunk dozens of hours" in and the two-week Steam refund window had closed before shipping a paid DLC pack that locks two named, high-tier hunters — Goto Ryuji and Tawata Kana — behind an additional purchase. This review independently verified the concrete part of that claim: a DLC titled "Jeju Island Raid Special Pack" does exist on the game's own Steam page, priced at NZ$8.50, and its release date — 17 June 2026 — lines up with a "New Paid DLC Update" entry in the game's public patch history roughly seven months after the 24 November 2025 launch. Whether the timing was deliberately calculated against the refund window, as the reviewer alleges, isn't something this review can confirm from the outside — but the underlying facts the allegation depends on (a real, dated, priced DLC unlocking named characters, arriving well after launch) are independently checkable and correct. A second, similarly highly-voted review broadens the same worry into a prediction: that a limited-time mobile-crossover event bringing FOMO cosmetics into the premium PC version is a test case for eventually doing the same with playable characters, "not just cosmetics."

The developer responded fast — the follow-through is harder to confirm

To its credit, Netmarble does not appear to have gone quiet on the always-online backlash the way this outlet has seen from other developers under similar pressure. One widely-upvoted review, posted the day after launch, quotes what reads as an official studio statement acknowledging the "frustration caused by the game's current Always-Online requirement" and committing to "actively working on a solution to support a fully offline play mode." That's a meaningfully fast and specific public response to the sample's dominant complaint. What this review cannot confirm from the outside is whether that promised offline mode has actually shipped: the game's public patch notes, checked through August 2026 — nine months after launch — describe regular content and balance updates but no entry announcing offline play as delivered. A prospective buyer in September 2026 should treat "an offline mode is coming" as a standing promise rather than a confirmed feature, and check the game's own recent patch notes before assuming the problem has been solved.

Depth complaints from the people who stayed longest

Set aside the infrastructure story, and a second, quieter pattern emerges from the sample's longest- tenured players specifically. A reviewer reporting 244 hours and several months away from the game describes a small hunter roster where "most hunters are useless," equipment that "doesn't give any significant buffs to make you feel powerful," and late-game enemies with health and defence the reviewer calls "almost borderline immortal" relative to Jinwoo's own growth curve. Another detailed review makes a related point more bluntly: having played the mobile original for six months, they describe OVERDRIVE as essentially that game "with all the microtransactions and a lot of features" stripped out, concluding "you will NOT get 'strong,' you will just kill things a tiny bit faster." Both accounts describe the same underlying shape — a progression system whose numbers move but whose feel doesn't meaningfully change — though a separate, well-regarded review pushes back on this specific framing, comparing the grind favourably to RuneScape and Diablo II and arguing that players who dislike gear-grinding progression "clearly haven't played" those games. That disagreement is worth taking as a genuine difference in what players want from the loop, rather than a factual dispute — the grind is real and acknowledged by both sides; whether it's satisfying is where they split.

Final verdict

Solo Leveling: ARISE OVERDRIVE mostly succeeds at the one thing it set out to prove — that a licensed webtoon adaptation doesn't have to be built around gacha pulls to find an audience, and its Mostly Positive standing across more than 3,000 reviews reflects real credit for that choice. But the review sample's own weight of votes says plainly that the actual dominant story here isn't the combat or the story retelling — it's an always-online requirement that actively works against a game called "Solo Leveling," with real, specific consequences for players who've lost completed boss fights to it, and a documented, dated pattern of paid post-launch unlocks that at least one detailed, heavily-upvoted review frames as reopening the exact monetisation wound this version was sold as having healed. Fans of the source material drawn to a real, non-predatory action RPG will likely find what they came for; anyone weighing the always-online requirement or the DLC pattern as a dealbreaker should check the game's most recent patch notes for confirmation of an offline mode before buying in.

Pros and cons

Pros

  • No gacha pulls, loot boxes, or premium currency in the base game — repeatedly credited by reviewers as a genuine, meaningful improvement over the mobile version it's adapted from.
  • Combat is generally well-received: an 8-branch job-advancement skill tree, weapon crafting using named items from the source material, and a "Monarch's Awakening" system multiple reviewers say makes late-game Jinwoo feel appropriately overwhelming.
  • The story faithfully retells the webtoon's plot with some game-exclusive material, and reviewers who are existing fans of the source material are broadly positive about how it's presented.
  • The developer publicly acknowledged the always-online backlash within roughly a day of launch, according to a widely-upvoted review quoting the studio's own statement committing to work on an offline mode.

Cons

  • The single most-upvoted complaint across the entire review sample, repeated independently in reviews with hundreds to nearly a thousand votes each, is that a single-player game enforces a permanent server connection — with specific, reproducible consequences, including one account of losing a hard-fought boss kill to a server error at the exact moment of victory.
  • A detailed, 668-vote review documents a specific bait-and-switch pattern: paid DLC unlocking named S-rank hunters (Goto Ryuji, Tawata Kana) arrived through an update roughly seven months after launch — verified by this review against the DLC's own Steam listing, dated after most early buyers' two-week refund window had closed.
  • Multiple long-time players (one reporting 244 hours) describe a thin post-launch content cadence, a small hunter roster where "most hunters are useless," and late-game enemy stat walls that make gear feel like it barely matters.
  • Co-op multiplayer is present but described by several reviewers as barely functional as a social feature — no text chat, no friending, emoji reactions only.
  • One detailed review reports the game running an always-on anti-cheat process and sending telemetry even when playing entirely offline-intentioned content, alongside inconsistent frame rates in the 30–45fps range for some players.

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 6.5 / 10
  • Progression 5 / 10
  • Performance 4.5 / 10
  • Multiplayer 3.5 / 10
  • Monetisation 5 / 10
  • Story 7 / 10