Game review
Town of Zoz
6.6 / 10
- Developer
- Studio Pixanoh
- Publisher
- Balor Games
- Released
- 9 April 2026
- Platforms
- Windows
- Genre
- Action-Adventure RPG
- Monetisation
- One-time premium purchase (NZ$28.99), no in-app purchases
- Players
- Single-player only
The short version
Town of Zoz is Studio Pixanoh's cel-shaded action-adventure RPG about Ito, a young shaman chef who returns to his hometown expecting a quiet family reunion and instead uncovers an ancient secret threatening the community. This review's research found a review base split cleanly down a single line: near-universal praise for the game's Latin-American-influenced art direction, music, and the warmth of its story about food, family, and community, set directly against near-universal frustration with combat reviewers describe as sluggish, unresponsive, and mechanically thin. Several reviewers explicitly framed their own recommendation as a trade-off — willing to push through fights they didn't enjoy for a world and story they did. A cluster of technical complaints, including a low frame-rate issue serious enough for one reviewer to report motion sickness and a Chapter 7 crash bug still unresolved a month after being reported, add a genuine reliability concern on top of the combat criticism.
Biggest strengths
- Near-unanimous praise across this review's research for the visual style, music, and Latin- American-influenced setting, with several reviewers calling it the game's clear standout
- A story reviewers describe as intimate and heartfelt, built around family, community, and healing rather than world-ending stakes, with cooking woven in as a way to build relationships rather than just restock healing items
- Multiple reviewers who otherwise criticised the combat still finished the game and recommended it, suggesting the story and atmosphere are strong enough to carry real mechanical frustration
Biggest weaknesses
- The single most repeated complaint across this review's research is combat described as sluggish, unresponsive, or "atrocious," with one detailed reviewer specifically citing the game rooting the character in place for too long after actions and inconsistent enemy stun behaviour
- The game is explicitly designed around controller input, and this review's research found reviewers actively warning mouse-and-keyboard players away, including one report of broken controller prompts blocking play entirely at the title screen
- One reviewer reported a Chapter 7 crash bug that made the game unplayable and, as of writing that review, had gone unpatched for roughly a month — this review's research could not confirm whether it has since been fixed
Who it's for: Players drawn to warm, character-focused adventure RPGs with a strong emphasis on food, farming, and community over combat depth — think a PS2-era Zelda-style brawler crossed with a cosy life-sim, and be ready to tolerate rough combat to get there.
Our recommendation: Worth considering for the story, art, and atmosphere alone, but only for players willing to accept combat that a large share of this review's research describes as a genuine low point, and ideally with a controller rather than mouse and keyboard.
6.6 / 10
After receiving a letter from his parents, Ito, a young shaman chef, reluctantly returns home to help run the family farm and restaurant — only to discover the once-peaceful village of Zoz is hiding an ancient secret. Studio Pixanoh's action-adventure RPG wraps that setup around cooking, farming, and monster-hunting, and this review's research found a review base that's remarkably clear about exactly where the game succeeds and exactly where it stumbles.
An art style and setting reviewers can't stop praising
The single most consistent theme across this review's research is admiration for how Town of Zoz looks and sounds. One reviewer called it "visually...a 100/10," praising the character design, environments, and art direction as "peak." Another wrote that "it's delightful to pick up an anime RPG with a soul," singling out the stepped animation style and a soundtrack "full of bangers." A more detailed review specifically praised the game's Latin-American-influenced setting and its emphasis on "personal relationships rather than world-ending stakes alone," arguing it carves out a distinct identity in a crowded genre of indie life-sim-adventure hybrids. That reviewer described the writing as focused on family bonds, friendship, and healing, making "the town itself feel like an important part of the adventure rather than merely a backdrop."
Cooking as connection, not just healing items
Multiple reviewers highlighted how Town of Zoz uses its cooking system as a narrative device rather than a pure gameplay mechanic. One detailed review explained that preparing meals "allows Ito to strengthen relationships, unlock conversations, and learn more about the residents of Zoz," tying together exploration, farming, and combat resource-gathering into a single loop that ultimately serves the game's relationship-building core. Several shorter reviews echoed the same sentiment more simply, describing the game as "cozy" and praising how farming, cooking, and combat never felt like it overstayed its welcome, with one writing that the game never let "any one aspect overstay its welcome" across a roughly 13-hour playthrough.
Combat: the point almost every review agrees on
Set against that praise is an equally consistent, independently repeated complaint: combat. Reviewers who otherwise loved the game still flagged it directly — one wrote that "everything in this game is phenomenal except the combat," while another, in the most detailed critical review found in this research, described being rooted in place for too long after actions, inconsistent enemy stun behaviour, and enemy hitboxes that "just get turned off during attack animations" during some attacks. A different reviewer who ultimately gave up on recommending the game entirely called a specific late-game boss fight, with add-spawning mechanics, the point where "unspeakably atrocious" combat design finally became too much to look past. Even reviewers landing on a positive overall verdict used the same language: "the combat just needs a little extra tech and strategy," one wrote, noting the game has only four upgrades in total and that the farming mechanic "never really changes."
A game built for controller, and some reviewers found out the hard way
A more practical complaint recurs across several reviews: Town of Zoz is designed around controller input, and multiple reviewers explicitly warn keyboard-and-mouse players to grab a gamepad before starting. One reviewer reported that controller prompts were broken badly enough to block play entirely at the title screen. This review's research could not verify whether that specific bug has since been patched, but it's a sharp enough complaint, and specific enough, to flag directly for anyone planning to play without a controller.
Reliability concerns beyond the boss fights
Two separate technical complaints stood out from the general "combat feels bad" chorus as distinct, more serious reliability issues. One reviewer described a low frame-rate severe enough during combat to cause motion sickness, specifically asking the developers for a performance option given the game's otherwise strong art direction. Another reported that the game became unplayable due to a crash at the start of Chapter 7, and that the bug had gone unpatched for roughly a month at the time of writing. This review's research traced the developer's public patch history and found two official posts addressing separate, different progression blockers in Chapters 3 and 5 — both acknowledged and fixed within roughly a week of being reported — which speaks to an actively responsive team, but this review's research could not confirm the specific Chapter 7 crash was addressed in that same window.
What the chapter-completion data shows
Town of Zoz's story runs across nine tracked chapters. This review's research found a steep attrition curve: 33.8% of players completed Chapter 1, falling to 20.4% by Chapter 2, and down to just 6.9% by the final chapter and the game's last boss fight. That's a much steeper drop-off than some other narrative RPGs this review has covered recently, and it's broadly consistent with the review base's account of combat friction pushing a meaningful share of players away well before the ending, even among those who liked what they'd played.
Where it lands
Town of Zoz is a game its own reviewers seem conflicted about in a genuinely productive way: nearly everyone loves how it looks, sounds, and tells its story, and nearly everyone has real complaints about how it plays. It's not a case of mixed reviews reflecting mixed opinions across the audience — it's individual reviewers holding both reactions at once, and mostly landing on a recommendation anyway because the atmosphere and heart on display are strong enough to be worth the friction. For players who can tolerate rough, occasionally frustrating combat in exchange for a warm, distinctive world, that trade-off is a reasonable one to make.
Pros and cons
Pros
- Near-unanimous praise across this review's research for the visual style, music, and Latin- American-influenced setting, with several reviewers calling it the game's clear standout
- A story reviewers describe as intimate and heartfelt, built around family, community, and healing rather than world-ending stakes, with cooking woven in as a way to build relationships rather than just restock healing items
- Multiple reviewers who otherwise criticised the combat still finished the game and recommended it, suggesting the story and atmosphere are strong enough to carry real mechanical frustration
- This review's research traced quick official responses to launch-week progression blockers in Chapters 3 and 5, both patched within roughly a week of being reported
Cons
- The single most repeated complaint across this review's research is combat described as sluggish, unresponsive, or "atrocious," with one detailed reviewer specifically citing the game rooting the character in place for too long after actions and inconsistent enemy stun behaviour
- The game is explicitly designed around controller input, and this review's research found reviewers actively warning mouse-and-keyboard players away, including one report of broken controller prompts blocking play entirely at the title screen
- One reviewer reported a Chapter 7 crash bug that made the game unplayable and, as of writing that review, had gone unpatched for roughly a month — this review's research could not confirm whether it has since been fixed
- A separate, less common but serious complaint describes a low frame-rate causing motion sickness during combat, a reliability concern this review's research could not independently verify