Game review
The Fortress
5.5 / 10
- Developer
- Baryonyx Games
- Publisher
- Baryonyx Games, Stratos Gaming
- Released
- 22 January 2026
- Platforms
- Windows, macOS
- Genre
- Adventure, Indie, RPG
- Monetisation
- One-time purchase, no in-game purchases listed
- Players
- Single-player
The short version
The Fortress, released 22 January 2026 by Baryonyx Games, is a dark-fantasy dungeon crawler where players choose a class and roll dice to fight through cursed chambers toward a final boss, building out artifacts and relics along the way. It sits Mixed across both a full multilingual sample of 151 reviews and a larger English-language sample of 93, and reading widely through them shows a release built around a genuinely divisive core design choice. Reviewers near- universally and specifically praise the game's presentation, its gritty pixel art, atmospheric music and unexpectedly strong voice acting drawing consistent, enthusiastic comparisons to tabletop dark-fantasy aesthetics. Set against that praise, this review found the single most repeated complaint in this entire sample by a wide margin: a large share of reviewers independently and specifically describe combat as offering little to no meaningful player choice, several comparing it directly to watching a slot machine rather than playing a strategy game. This review also found a specific, repeated complaint about bugs that halt run progression, and a widely shared observation that every run follows the same fixed sequence of rooms and bosses, undercutting the replayability a roguelite depends on.
Biggest strengths
- Reviewers overwhelmingly and specifically praise the game's presentation, many independently naming its gritty pixel art, atmospheric music and voice acting as excellent, several directly comparing the aesthetic to classic tabletop dark-fantasy settings
- Multiple reviewers specifically credit the price as fair or better than fair for the amount of polish and presentation on offer, several noting they got a satisfying evening or two out of it for a low cost
- Several reviewers who enjoy pure dice-luck systems specifically describe the game as relaxing, addictive and unexpectedly tense during close rolls, comparing the feel favourably to Darkest Dungeon or tabletop games like Mork Borg
Biggest weaknesses
- This review found the single most repeated complaint in this sample by a wide margin: a large share of reviewers independently and specifically describe combat as offering little to no meaningful player choice, several comparing it directly to a slot machine rather than a strategy game
- Multiple reviewers separately report specific, run-halting bugs, including gear that stops working mid-run, items freezing while being dragged to equipment slots, and a "next room" button becoming unavailable and forcing a restart
- Several reviewers specifically criticise every run for following an identical fixed sequence of rooms and bosses, describing the game as offering little of the procedural variety expected from a roguelite, undercutting replayability
Who it's for: Fans of pure dice-luck systems who enjoy watching a run unfold with minimal tactical input, and anyone drawn primarily by dark-fantasy pixel art and atmosphere; a poor fit for players who want meaningful strategic decisions to drive their outcomes.
Our recommendation: Worth a try at its low price if you're specifically drawn to its OSR-tabletop aesthetic and don't mind a largely luck-driven system with little strategic depth; skip it if meaningful player agency in combat matters to you.
5.5 / 10
Introduction
The Fortress, released 22 January 2026 by Baryonyx Games, is a dark-fantasy dungeon crawler where players choose a class and roll dice to fight through cursed chambers toward a final boss, building out artifacts and relics along the way. It sits Mixed across both a full multilingual sample of 151 reviews and a larger English-language sample of 93, and reading widely through them shows a release whose reception splits cleanly along a single, well-defined fault line.
Presentation reviewers near-universally praise
The clearest, most consistent thread in this sample is enthusiastic, specific praise for how the game looks and sounds. Reviewers overwhelmingly describe the gritty, retro pixel art and atmospheric music as excellent, many independently noting they didn't expect voice acting this strong from a game at this price point. Several reviewers specifically compare the overall aesthetic to classic tabletop dark-fantasy settings, some directly naming Mork Borg or OSR-style tabletop games as touchstones, and this review reads the consistency of that praise, spanning reviewers who otherwise land on opposite sides of the game's core mechanics, as strong evidence the presentation genuinely succeeds regardless of how players feel about the gameplay underneath.
The single most repeated complaint in this sample
Set against that praise, this review found a complaint so consistently and specifically repeated that it dominates the negative side of this sample: a large share of reviewers independently describe combat as offering little to no meaningful player choice, several using nearly identical language to compare the experience to a slot machine or a dice simulator rather than a strategy game. Multiple detailed reviewers break this down specifically, describing how dice results determine most outcomes directly, with available items and relics nudging numbers only marginally rather than opening up real tactical decisions. This review treats the sheer volume and specificity of this complaint, precise mechanical breakdowns rather than vague difficulty grumbling, as the central fact of this game's reception, one that clearly and directly divides its audience.
A vocal minority who say that's exactly the point
This review also found a smaller but clearly articulate counter-argument running through the positive side of this sample. Several reviewers explicitly push back on the RNG complaint, arguing the game delivers precisely what its marketing and demo promised, a dice-driven, luck-based dungeon crawl in the tradition of tabletop games where managing probability, not direct tactical control, is the intended skill. These reviewers specifically describe finding the format relaxing or tense in a way they enjoy, several explicitly comparing the format favourably to Darkest Dungeon's own embrace of punishing randomness. This review reads that split not as one side being simply wrong, but as a genuine mismatch between what different reviewers expected walking in.
Specific, repeated bugs that halt progress
Beyond the design debate, this review found a specific, separately corroborated set of technical complaints. Multiple reviewers independently report run-halting bugs, including gear that inexplicably stops functioning mid-run, items freezing while being dragged into equipment slots, and a "proceed to next room" button becoming unavailable, each forcing a restart rather than allowing the run to continue. This review treats the specificity and repetition of these separate failure modes, described independently using similar language, as a genuine and current stability problem distinct from the broader design debate above.
A fixed structure that undercuts replayability
This review also found a widely shared complaint about how little runs vary from one another. Multiple reviewers specifically describe every run following an identical sequence of rooms and bosses, several using the phrase "on rails" to describe the experience and explicitly contrasting it against the procedural variety they expect from the roguelite label. At least one detailed reviewer separately notes limited class variety compounds this problem, describing the available classes as small variations on a shared core moveset rather than meaningfully distinct builds. This review reads the combination of a fixed run structure and limited class variety as a real constraint on the long-term appeal the genre typically promises.
A developer visibly responding to feedback
It's worth crediting a specific, checkable pattern this review found running through the sample: several reviewers explicitly note the developer patched in a cutscene-skip option and added achievements after sustained complaints about unskippable cutscenes at launch, one reviewer specifically updating their own review to reflect the fix. This review reads that as a genuine sign of active post-launch support, distinct from empty promises, even as several of the deeper structural complaints documented above remain unaddressed as of this review.
Why this review lands where it does
It's worth being direct about how this review weighs genuinely striking presentation against a dominant, specific complaint about player agency. The art, music and voice acting here clearly succeed regardless of which side of the RNG debate a given reviewer lands on, and the low price makes the experience an easy, low-risk try for players specifically drawn to its aesthetic. But the single most repeated complaint in this entire sample, that combat offers little real choice, compounded by specific run-halting bugs and a fixed structure that limits replayability, describes a release that will frustrate players expecting meaningful strategic depth from its dungeon-crawler framing. This review scores The Fortress as a beautiful but mechanically thin experience best suited to players who specifically want a pure, tabletop-style dice-luck format.
Final Verdict
The Fortress delivers presentation that an overwhelming share of reviewers rate as excellent for its price, backed by atmospheric music and surprisingly strong voice acting. What holds this score down is the single most repeated complaint in this sample, a widely shared sense that combat offers little meaningful player choice, alongside specific run-halting bugs and a fixed run structure that limits replayability. Worth a try at its low price for dice-luck fans; a harder sell for anyone wanting real strategic depth.
Pros and cons
Pros
- Reviewers overwhelmingly and specifically praise the game's presentation, many independently naming its gritty pixel art, atmospheric music and voice acting as excellent, several directly comparing the aesthetic to classic tabletop dark-fantasy settings
- Multiple reviewers specifically credit the price as fair or better than fair for the amount of polish and presentation on offer, several noting they got a satisfying evening or two out of it for a low cost
- Several reviewers who enjoy pure dice-luck systems specifically describe the game as relaxing, addictive and unexpectedly tense during close rolls, comparing the feel favourably to Darkest Dungeon or tabletop games like Mork Borg
- This review found evidence of a responsive developer, reviewers specifically crediting a post-launch patch that added a cutscene-skip option and achievements in direct response to early complaints
- Multiple reviewers specifically praise the unlockable class and relic system as giving genuine reason to keep playing for players who enjoy the core loop
Cons
- This review found the single most repeated complaint in this sample by a wide margin: a large share of reviewers independently and specifically describe combat as offering little to no meaningful player choice, several comparing it directly to a slot machine rather than a strategy game
- Multiple reviewers separately report specific, run-halting bugs, including gear that stops working mid-run, items freezing while being dragged to equipment slots, and a "next room" button becoming unavailable and forcing a restart
- Several reviewers specifically criticise every run for following an identical fixed sequence of rooms and bosses, describing the game as offering little of the procedural variety expected from a roguelite, undercutting replayability
- Multiple reviewers separately criticise the game's unskippable cutscenes at launch, though this review found the developer patched in a skip option after sustained feedback
- Several detailed reviewers specifically note limited class variety, describing available classes as small variations on the same core moveset rather than meaningfully different playstyles