Game review
Stonemachia
7 / 10
- Developer
- Crossfall Games
- Publisher
- Crossfall Games
- Released
- 26 May 2026
- Platforms
- Windows
- Genre
- Action
- Monetisation
- Paid, one-time purchase, no in-game purchases identified.
- Players
- Single-player only.
The short version
Stonemachia is a dark-fantasy soulslike from small Italian studio Crossfall Games, casting players as Zefiro, a living chess piece fighting through Medhelan, a land haunted by the Plague of Angels. Its Overwhelmingly Positive rating across 1,227 reviews reflects striking, folklore-steeped art direction and an inventive parry-focused combat system built around swapping between chess-piece forms, though this review found real, repeated complaints about damage-sponge enemies, unreadable delayed attacks, and a janky camera against the game's largest bosses.
Biggest strengths
- Striking, distinctive art direction steeped in Italian Gothic architecture and Catholic folklore, with reviewers repeatedly praising the cohesion between its music, world, and visual design.
- A genuinely inventive parry-focused combat system built around swapping between chess-piece forms, Pawn, Bishop, Knight, and Rook, each with a distinct playstyle.
- This review checked Stonemachia's own news feed directly and confirmed a rapid post-launch patch cadence, with four updates in the first month adding fast travel, camera-shake and hitstop toggles, and other stability fixes.
Biggest weaknesses
- A specific, repeated complaint reports many enemies and bosses are damage sponges with inflated health pools, particularly in the game's back half, making fights feel more like attrition than skill tests.
- A specific, repeated complaint reports enemy attacks are difficult to read, relying on delayed timing and effects that obscure the moment of the actual swing, forcing players to count frames rather than react to visual cues.
- A specific, repeated complaint reports the camera struggles against the game's largest bosses, becoming shaky or losing track of enemies that fly or leave the ground, though this review confirmed the developer has since added a camera-shake toggle.
Who it's for: Fans of soulslikes looking for a visually distinctive, folklore-inspired indie take on the genre with a genuinely creative parry-focused combat hook; players wanting tightly balanced, consistently readable boss encounters should weigh the complaints below first.
Our recommendation: A visually striking, inventive soulslike from a small team, let down by inconsistent boss balancing and readability issues that the developer has been actively working to address.
7 / 10
Striking art direction rooted in Italian folklore
Stonemachia earns its Overwhelmingly Positive rating first on the strength of its world and presentation. "The inspiration of Dark Fantasy and Italian Folklore is poured into every aspect of the art direction, the designs, mechanics, even the music and it all feels so naturally twisted into each other and meticulously made to create the weight and feel of the world of Stonemachia," reads one detailed review. A separate reviewer, writing after finishing the roughly twelve-hour campaign, echoes the same praise: "Art, music and gameplay: I don't know where to begin but this game is a great work of art and so good! There is so much art in the game and the music is absolutely lovely and elegant!" This review credits that consistency as real: reviewers independently single out the same cohesion between world, art, and music as the game's most distinctive strength.
An inventive chess-piece combat system
Beyond presentation, this review found reviewers consistently praising the specific mechanical hook that gives the combat its identity. "Stonemachia is jokingly referred to online as the sequel to Chess as you are playing as chess pieces in this game. Your main form is the Pawn and you'll gather other pieces such as the Bishop, Knight, and Rook that all behave differently and are useful in different scenarios," reads one review. A separate reviewer frames the appeal in genre terms directly: "The combat is more simple than other games of the genre, having no stamina bar and giving you the ability to parry any attack on command with a generous window along with the ability to cancel attacks into a parry." This review treats that combination, a distinctive piece-swapping identity system layered onto an accessible, parry-forward combat loop, as a genuinely creative contribution to a crowded genre.
A remarkable achievement for a very small team
This review also found reviewers repeatedly framing their praise around the scale of the team behind the game. "I think most of us, at least once, have thought about creating a game of our own after dealing with the shortcomings of something we were playing... This small indie team actually pursued that idea, and they ended up creating something that, in my opinion, is nothing short of a masterpiece, especially considering the size of the team behind it," reads one detailed review. A separate reviewer states it plainly: "Genuinely astonished this game was made with a team as small as it was." This review treats that repeated framing as meaningful context for the rougher edges discussed below, without excusing them.
A specific, repeated complaint about damage-sponge enemies
Set against that praise, this review found a specific and credible complaint about how the difficulty holds up as the campaign progresses. "The enemies are too tanky, in ways that basic playtests should have honestly revealed... Most early game bosses feel clean and readable, but the moment you reach a certain open plain, they ramp up in difficulty in ways that are more frustrating than fun," reads one detailed review. A separate reviewer describes the same pattern more bluntly: "Enemies are damage sponges, there is little to no point in fighting ordinary enemies and rather just rush between bosses. Combat basically boils down to parry hit hit parry hit hit." This review treats that consistency as a fair, specific design critique distinct from ordinary difficulty complaints: several reviewers who otherwise praised the combat system independently identify inflated enemy health, rather than mechanical depth, as the source of the challenge.
A related complaint about unreadable, delayed attacks
This review also found a closely connected technical complaint about how individual attacks are telegraphed. "Later in the game it turns into low quality delay based garbage with attack signaling non existent so you have to literally count timings of simplest moves... Time slowdown on each landed hit makes combat disgustingly choppy - you actually have to learn two-three sets of timings," reads one detailed review. A separate reviewer raises the same concern from a hitbox angle: "It's the super stingy hit boxes for attacks. The amount of times a boss or an enemy will leap away, swing at the air, and completely wiff their attack is ridiculous." This review checked Crossfall Games' own news feed directly, and found the developer's third update explicitly added "the possibility to toggle camera shake" and "the possibility to toggle hitstop," a direct, dated response to exactly the disorienting combat feedback reviewers describe.
Achievement data confirms a steep difficulty drop-off
This review checked Stonemachia's own global achievement data directly, and found its thirty milestones decline sharply through the campaign: an early boss achievement sits at 68.5 percent, but that falls to 23.9 percent by the mid-game "Mother" boss, and the achievement for completing the game overall sits at just 17.2 percent. This review reads that steep decline as solid, objective support for the repeated reviewer complaints about a difficulty spike partway through the campaign, with fewer than one in five buyers confirmed to have reached the ending.
Final verdict
Stonemachia backs up its Overwhelmingly Positive reception with striking, folklore-steeped art direction and a genuinely inventive parry-focused combat system, and this review confirmed a small development team has responded with real speed to specific technical and balance complaints since launch. Its clearest weaknesses are damage-sponge enemies and unreadable, delayed attack signaling that several independent reviewers single out as the source of the game's toughest, least satisfying fights. For fans of soulslikes looking for a visually distinctive indie take on the genre, this is a solid recommendation, so long as expectations about its rougher balancing are set correctly going in.
Pros and cons
Pros
- Striking, distinctive art direction steeped in Italian Gothic architecture and Catholic folklore, with reviewers repeatedly praising the cohesion between its music, world, and visual design.
- A genuinely inventive parry-focused combat system built around swapping between chess-piece forms, Pawn, Bishop, Knight, and Rook, each with a distinct playstyle.
- This review checked Stonemachia's own news feed directly and confirmed a rapid post-launch patch cadence, with four updates in the first month adding fast travel, camera-shake and hitstop toggles, and other stability fixes.
- A remarkable achievement for a very small team, with reviewers repeatedly expressing disbelief at the scope and polish given the studio's size.
Cons
- A specific, repeated complaint reports many enemies and bosses are damage sponges with inflated health pools, particularly in the game's back half, making fights feel more like attrition than skill tests.
- A specific, repeated complaint reports enemy attacks are difficult to read, relying on delayed timing and effects that obscure the moment of the actual swing, forcing players to count frames rather than react to visual cues.
- A specific, repeated complaint reports the camera struggles against the game's largest bosses, becoming shaky or losing track of enemies that fly or leave the ground, though this review confirmed the developer has since added a camera-shake toggle.
- A fair complaint reports the game offers no items, equipment, or character build options, restricting playstyle entirely to the four chess-piece forms without deeper customisation.