Game review
Under a Desert Sun: Seekers of the Cursed Vessel Review
7 / 10
- Developer
- Revolving Gear Studios
- Publisher
- Revolving Gear Studios
- Released
- 10 September 2026
- Platforms
- ["Windows"]
- Genre
- Action
Nazis, Mummies, and a Solo Developer's Passion Project
Under a Desert Sun: Seekers of the Cursed Vessel entered Early Access on September 10, 2026 from Revolving Gear Studios, a small team built around what several reviewers describe as essentially a one-person creative vision with supporting artists. The pitch is disarmingly direct: a co-op-capable looter-shooter dungeon crawler set in WWII-era Egypt, where you fight both Wehrmacht soldiers and undead hordes while excavating tombs for loot and story. "Ok so this is WWII Egypt but with undead hordes mixed in, sounds like it could be weird but it's fun," one reviewer put it, a fair summary of a premise that shouldn't work on paper but consistently won people over in practice. The review pool is small at this early stage, 9 all-language reviews and 7 English-language ones at review time, all of them positive, but every single one is a substantive, multi-paragraph account from someone who actually spent time with the build, several with hundreds of minutes logged, and that consistency across independent accounts is worth taking seriously even at this size.
The Loop: Tomb-Diving, Loot Comparisons, and Responsive Combat
The core gameplay loop pairs open desert exploration with tomb-sized dungeon interiors, built around a gear-chasing loop that reviewers repeatedly singled out as more considered than the genre's reputation might suggest. "Combat is cool once you get the hang of it. Responsive, loot drops feel like they matter," one wrote, while another detailed the moment-to-moment comparison-shopping that good loot systems thrive on: "I was really was comparing gear the whole time (the epic double barrel shotgun rocks)." A third reviewer praised the world design specifically for resisting the corridor-to-objective-marker trap so many action RPGs fall into: "Tombs are decent size too, actually worth poking into corners instead of just running to the next objective marker." That combination, meaningful exploration plus a loot loop people actually want to engage with, forms the backbone of nearly every positive account in the pool.
Recurring Praise: Atmosphere, Lighting, and a Setting Nobody Else Is Using
If there's one thing every reviewer agrees on without exception, it's that the game's atmosphere and setting punch well above its Early Access weight class. Lighting comes up constantly and specifically: "The lighting especially, torchlight flickering in tombs, then stepping out into that harsh desert sun. Super immersive for a crawler," one reviewer wrote, with another separately calling out the "great atmosphere" created by the built-in day and night cycle. The genre-mashup setting itself, historical WWII combat colliding with mummies and ancient curses, drew repeated enthusiasm rather than skepticism: "If you've ever wondered what it'd be like to play a dungeon crawler in WWII Egypt, look no further... The mysterious, ominous atmosphere of the desert immediately intrigued me, and I've been trying to solve what's happened ever since my character spawned." Voice acting and environmental lore also earned individual callouts, small production details that reviewers don't usually bother mentioning unless they're genuinely above expectations for a solo-developer Early Access launch.
A Pacing Trick Worth Noting: Quiet Moments Between the Chaos
One reviewer picked out a structural detail worth surfacing on its own: the game deliberately alternates its combat-heavy stretches with quieter exploration beats rather than running at a single relentless intensity throughout. "Pacing surprised me too. It's fast, lots of shooting and undead ruining your day, but the game also gives you quiet moments to just wander and enjoy the scenery. Those are honestly my favorite parts, after clearing half a Wehrmacht battalion plus their mummified friends, you NEED that breather," they wrote. It's a single account rather than a corroborated pattern, but it's a specific, concrete observation about intentional pacing design, the kind of detail that's hard to fabricate and easy to verify by simply playing for a while, so it's reasonable to treat as a genuine and appealing structural choice rather than an accident of a small early build.
The Honest Complaint: Camera and Interface Need Work
Every account that goes beyond a one-line recommendation flags the same rough edges, and they're worth taking at face value precisely because reviewers raise them while still recommending the game. "I did had to get used to the camera angle. But after playing a few hours I didn't bother me that much. Also the UI can be improved as I it can be a bit confusing sometimes," one wrote. Another reviewer who otherwise praised the loot system in detail added a pointed caveat: "inventory management and skills can be better, I was fidgeting with that, but yeah, what can I say considering Early Access." That framing, real but forgivable given the stage of development, repeats across the pool: multiple reviewers separately cite camera control and inventory clarity as the two things standing between a promising early build and a genuinely polished game, and both are exactly the kind of systemic UI work that's realistic to expect improvement on as Early Access continues.
Verdict
Under a Desert Sun: Seekers of the Cursed Vessel is a confident, atmospheric opening act for a solo-developer passion project that fuses WWII combat and Egyptian-tomb horror into something that feels genuinely distinct rather than gimmicky. The loot-driven combat loop is responsive and the environments reward actual exploration, and the lighting and setting work alone punches well above what a small Early Access team usually manages this early. Set against that is a camera and interface that multiple reviewers independently flagged as needing real attention, along with the standard caveat that an Early Access build this fresh is still finding its final shape. At $24.99 for what's currently a first act's worth of content with co-op support and a solo developer visibly engaged with feedback, it's a reasonable buy for looter-shooter and dungeon-crawler fans drawn to an unusual setting who don't mind rough interface edges in exchange for getting in on the ground floor.
Screenshots
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Co-op firefights play out across open desert, tracked footprints marking the approach to a skirmish.Image: Revolving Gear Studios via Steam -
The Temple of Ratha, one of the game's tomb interiors, lit by torches and a glowing ritual shrine.Image: Revolving Gear Studios via Steam -
A co-op firefight against a Bloated mummy, with weapon-swap icons visible in each player's HUD.Image: Revolving Gear Studios via Steam