Game review
Stonewards
7.5 / 10
- Developer
- Banana Tiger Studio
- Publisher
- Banana Tiger Studio
- Released
- 11 August 2026
- Platforms
- Windows
- Genre
- Co-op Roguelite
- Monetisation
- One-time purchase, no in-game store, no DLC
- Players
- Online co-op, 1-4 players; fully playable solo
The short version
Stonewards is a first-person co-op roguelite built around a simple day-night rhythm: dig through procedurally generated mines for resources during the day, then defend your dwarven stronghold's walls when the monster horn sounds at night, spending everything you found on forged upgrades in between. It entered Early Access on 11 August 2026 carrying more than 100,000 wishlists and a demo period that ran through June and July, and the launch has landed close to as well as that buildup promised: 93.2% positive across its first 88 reviews.
Reading the sample in full turns up remarkably little friction for a one-day-old Early Access release. The most common complaints are the honest, expected kind — "barebones" combat and mining animations, a wish for more content, later waves feeling repetitive within a single run — alongside one specific, credible balance issue: mining speed currently favours one class so heavily that groups describe feeling like someone has to volunteer as the dedicated miner every run, rather than the role being a genuine choice.
Biggest strengths
- The core day-mine, night-defend loop is repeatedly praised as immediately satisfying and easy to read within the first hour, with a clean, legible structure of cooldown and attack phases
- Genuinely fun and distinct in co-op specifically — multiple reviewers single out proximity chat and coordinated defense as the game's best moments, not just a nice-to-have on top of a single-player loop
- Six announced classes (Archer, Artificer, Healer, Hunter, Mage, Rogue, alongside a base miner-fighter) already give real build variety at Early Access launch, with reviewers describing each class they've tried as feeling distinct
Biggest weaknesses
- Mining speed currently favours one class heavily enough that several reviewers describe groups feeling like someone has to play the dedicated miner every run rather than freely choosing a class
- Combat and mining animations are described by multiple reviewers as "barebones" — functional rather than polished, which is a fair characterisation of a one-day-old Early Access build
- Later waves within a single run start to feel repetitive as builds specialise, according to reviewers who pushed further than the first hour
Who it's for: Co-op roguelite fans, especially groups of two to four who already like resource-gathering loops layered under combat pressure — Deep Rock Galactic fans will recognise the tone immediately. Fully playable solo, though several reviewers note the mining workload falls harder on a lone player.
Our recommendation: A confident, well-tested Early Access launch worth buying now rather than waiting — the demo period clearly did real work smoothing the rough edges before release. Go in expecting a genuinely early build content-wise, and coordinate who's mining if you're playing as a group of more than one class.
7.5 / 10
Introduction
Few Early Access debuts arrive with the runway Stonewards had. Banana Tiger Studio ran a public demo from early June through the end of July 2026, posted regular update notes along the way, and announced passing 100,000 wishlists days before launch — the kind of pre-release track record that usually predicts a smoother landing than the typical "here's our first build, good luck" Early Access opening. On the evidence of its first day, that prediction held: reading all 47 English reviews posted since the 11 August launch turns up a review corpus that's enthusiastic, specific, and notably light on the kind of chaotic, contradictory launch-week complaints this library sees from less-tested debuts.
Dig by day, hold the line by night
The structure is easy to describe and, by most accounts, easier still to fall into. Missions send a crew of dwarves to defend a threatened stronghold: during the day phase, you descend into procedurally generated mines to gather ore, rare materials and loot before the horn sounds; at night, those same tunnels' exits become chokepoints you and your crew need to hold against waves of monsters. Resources gathered underground get spent at the forge between waves on crafted arrows, repaired defenses and randomised upgrades, and the cycle repeats with escalating pressure. One reviewer's summary captures both the simplicity and the appeal: "Core gameplay loop is solid, you'll know if you like it within an hour or so of gameplay... You mine a procedurally generated area that becomes progressively more hard to mine while revealing more valuable ores." Several reviewers independently reach for the exact same three words in celebration — "Rock and Stone!" — a nod to the genre's most famous co-op mining touchstone that reads as instant, uncomplicated recognition rather than an ironic dig.
Class variety is a genuine strength at launch rather than a promised future feature. Alongside the base dwarf, players can unlock Archer, Artificer, Healer, Hunter, Mage and Rogue, and reviewers who've tried several describe them as meaningfully distinct rather than reskinned versions of the same kit — one reviewer specifically praised the Archer's unique bow-draw mechanic and dedicated arrow inventory slot as an example of a class getting its own real identity rather than a shared toolkit with a different coat of paint.
The one real balance complaint
Set against that praise, this review's sample surfaces one specific, recurring, and credible design issue worth taking seriously rather than filing under generic Early Access rough edges. Mining speed is currently tied heavily to the base dwarf/miner role, and multiple reviewers describe the practical consequence directly: someone in a group ends up feeling obligated to play the miner every run rather than freely picking whichever class appeals to them. One reviewer flagged it explicitly while otherwise loving the game: "Only thing I wish they'd balance is the mining for non-miner class. It definitely feels like someone is forced to play miner in every run." That's a distinct, fixable balance problem rather than a fundamental design flaw — nothing about the day-night structure requires one role to monopolise resource gathering — and it's the kind of concrete, specific feedback an actively developed Early Access game is well positioned to act on.
The remaining complaints in the negative sample are smaller and more expected for a day-old release. Combat and mining animations are described more than once as "barebones," which several of the same reviewers immediately qualify with some version of "but that's why it's in Early Access" — a reasonable read given how functional the underlying systems clearly already are. One reviewer reports the game looking noticeably more pixelated in motion than its trailer suggested, describing genuine visual discomfort rather than simply disliking the art style; that's worth flagging plainly since it touches on comfort rather than taste. And a handful of reviewers who pushed runs longer than the opening hour note that later waves within a single session can start to feel repetitive once a build settles into its specialisation, a pacing note rather than a structural complaint.
A launch the demo period clearly prepared for
It's worth stating the obvious pattern directly: a game that ran a public demo for two months, shipped visible update notes throughout that period, and built a six-figure wishlist before launch arrived in noticeably better shape than most one-day-old Early Access releases this library covers. One reviewer's own playtime is the clearest evidence of that preparation working as intended — a 418-hour figure logged as of launch day, explained by "50 hours of playtime (demo, playtester version and early access)" from a different reviewer describing the same pre-launch access window. That's not a typo or an anomaly; it's what a properly tested Early Access launch looks like from the outside, and it shows in how few of this sample's complaints describe anything actually broken.
Playing alone versus playing as a crew
Stonewards is built around co-op, and the review sample makes clear that's where it's strongest — but it's worth being precise about how it holds up solo, since the store page advertises full single-player support. One reviewer addressed it directly, unprompted: "for anyone who wants to know: the game is solo friendly, just takes a little more work cause youre the only one getting ores. but it is 100% possible to play by yourself." That tracks with the mining-balance complaint above — a single class currently doing a disproportionate share of the resource gathering is a bigger problem in a four-player group deciding who has to volunteer than it is solo, where there's no one else to delegate to or resent for not pulling their weight. Solo players should expect a slower, more methodical pace as a result, splitting attention between digging and defending rather than specialising the way a coordinated group can.
The multiplayer side draws the sample's most specific, emotionally genuine praise, and it's worth separating from the generic "fun with friends" line every co-op game's positive reviews contain. Reviewers describe proximity chat during a chaotic wave defense, teammates yelling about incoming enemies, and the specific social choreography of someone shouting that they're stuck in a mine while the horde arrives above. That's the kind of texture that's hard to manufacture in marketing copy and easy to spot as genuine when it shows up unprompted across multiple independent reviews the way it does here.
Final Verdict
Stonewards earns its pre-launch hype about as cleanly as an Early Access debut can. The core loop is legible, satisfying and genuinely built for co-op rather than merely tolerating extra players, the class roster already on offer gives real build variety, and the one substantive balance complaint in this review's sample — mining speed skewing too hard toward a single class — is exactly the kind of concrete, fixable issue a demo-tested, actively developed project should be able to address quickly. At NZ$14.17 for a launch this well-prepared, it's an easy recommendation for co-op roguelite fans specifically, and a reasonably safe one for solo players too, provided they go in understanding the mining workload lands harder without a dedicated partner for it. Content volume will inevitably grow from here; on day one, the foundation underneath it is already solid.
Pros and cons
Pros
- The core day-mine, night-defend loop is repeatedly praised as immediately satisfying and easy to read within the first hour, with a clean, legible structure of cooldown and attack phases
- Genuinely fun and distinct in co-op specifically — multiple reviewers single out proximity chat and coordinated defense as the game's best moments, not just a nice-to-have on top of a single-player loop
- Six announced classes (Archer, Artificer, Healer, Hunter, Mage, Rogue, alongside a base miner-fighter) already give real build variety at Early Access launch, with reviewers describing each class they've tried as feeling distinct
- A visible, credible pre-launch track record — a demo running from June through July 2026 with regular update posts — that reviewers cite directly as evidence the developer tests before shipping
- Strong value at NZ$14.17, with several reviewers explicitly calling out the price as reasonable for the amount of content already playable
Cons
- Mining speed currently favours one class heavily enough that several reviewers describe groups feeling like someone has to play the dedicated miner every run rather than freely choosing a class
- Combat and mining animations are described by multiple reviewers as "barebones" — functional rather than polished, which is a fair characterisation of a one-day-old Early Access build
- Later waves within a single run start to feel repetitive as builds specialise, according to reviewers who pushed further than the first hour
- One reviewer reports the in-game visuals are considerably more pixelated up close than the trailer suggested, describing it as visually uncomfortable rather than simply a style choice
- As with any brand-new Early Access release, the current class roster, balance and content volume are a fraction of what the developer's roadmap describes, and none of it is locked in yet