Key art for Verho - Curse of Faces

Game review

Verho - Curse of Faces

7.5 / 10

Developer
Kasur Games
Publisher
CobraTekku Games
Released
10 November 2025
Platforms
Windows
Genre
Action RPG / Dungeon Crawler
Monetisation
One-time purchase, no add-on content
Players
Single-player

The short version

Verho - Curse of Faces is the latest release from Polish studio Kasur Games, published by CobraTekku Games, released 10 November 2025 for Windows following an extended public demo whose save data carries directly into the full game. Set 264 years after a catastrophic "Era of Solitude" in which revealing one's face has become instantly fatal, players explore the cursed land of Yariv in first person, building a character across strength, dexterity and intelligence paths, in a structure openly and repeatedly compared by its own reviewers to the King's Field series and its modern successors Lunacid and Dread Delusion. Reviewers respond with genuine, specific enthusiasm for the game's atmosphere, its rewarding, secret-laden exploration, and a build-crafting system with real variety across weapons, spells and elemental weaknesses, crediting the small studio with real passion and ambition.

A detailed and genuinely divided minority raises pointed, specific complaints. Recurring criticism describes poorly telegraphed boss encounters with clunky hitboxes, a lack of any real defensive options beyond jumping and a handful of shields, technical jank including enemies walking through walls and characters getting stuck in geometry, badly mixed dialogue volume that several reviewers disabled entirely, and a final stretch of areas multiple reviewers single out by name as an unfair, tedious drop in quality relative to the rest of the game. A smaller, directly contested thread even splits reviewers on whether the game's level design and exploration, the system the majority praises most, is actually a genuine strength or an uninspired, overly linear disappointment.

Biggest strengths

  • Atmosphere and exploration draw the most consistent, specific praise in the review corpus, with reviewers repeatedly describing rewarding, secret-laden level design that captures the feeling of early first-person dungeon crawlers like King's Field and Eternal Ring
  • The build-crafting system earns specific, repeated credit for real variety, with reviewers praising distinct strength, dexterity and intelligence-focused playstyles alongside an elemental weakness system that rewards experimenting with different weapons and spells
  • The game's willingness to let players get genuinely lost, paired with cryptic but present NPC guidance, draws specific praise as a deliberate, well-judged throwback to a less hand-holding era of exploration-focused RPGs

Biggest weaknesses

  • Boss design draws a detailed, specific and heavily repeated complaint, with reviewers describing poorly telegraphed attacks, clunky hitboxes and camera-unfriendly tells that several reviewers single out as the game's clearest weak point
  • A specific, structural complaint concerns defensive options, with reviewers noting the near total absence of armor and reliance on jumping and a small handful of shields as a significant balance problem, particularly for spellcasting builds
  • A specific, repeated technical complaint describes jank including enemies walking through walls, characters becoming stuck in level geometry, and a bug affecting the "You Died" screen when alt-tabbing on multi-monitor setups

Who it's for: Fans of first-person dungeon crawlers in the King's Field tradition, including Lunacid and Dread Delusion, who want a similarly atmospheric, PS1-styled world to get lost in and are prepared to tolerate some rough edges around boss design and technical polish.

Our recommendation: An atmospheric, ambitious dungeon crawler that earns genuine comparisons to its genre's best modern entries through rewarding exploration and build variety, worth playing for genre fans, with the understanding that a detailed and honest minority raise fair, specific concerns about boss design, technical jank and a rough final stretch.

7.5 / 10

A cursed land, a mask, and a small Polish studio's second game

Verho - Curse of Faces is the latest release from Kasur Games, a Polish studio that previously released the mobile-turned-PC tank game BattleTanks Animal Wars earlier in 2025 before shifting into a considerably more ambitious first-person dungeon crawler. Published by CobraTekku Games and released 10 November 2025 for Windows, Verho arrived after an extended public demo whose save data carries directly into the finished game, a detail multiple reviewers specifically praised as an unusually generous gesture for a small studio to offer. Set 264 years after a catastrophic "Era of Solitude," the game's premise is that revealing one's face has become instantly fatal, and masks have become the only protection against the mysterious "Curse of Faces" afflicting the world. Players travel to the isolated land of Yariv to uncover the source of the curse, building a character across strength, dexterity and intelligence-focused paths while exploring a series of interconnected, PS1-styled dungeon areas structured openly in the tradition of the King's Field series.

Exploration and atmosphere that reviewers compare to genre landmarks

The single most consistent thread running through Verho's large review corpus is enthusiasm for its atmosphere and exploration. Reviewers repeatedly and specifically praise level design built around genuine verticality and rewarding secrets, with multiple detailed reviews explicitly recommending it to fans of Lunacid and Dread Delusion, the two games most commonly cited as having revived interest in the King's Field formula for a modern audience. One detailed review specifically credits the game with recreating the feel of "the early PS2 era" internet, when players had to puzzle out a game's secrets without extensive online guides, framing that isolation as part of the appeal rather than a frustration. The build-crafting system draws equally specific, repeated praise, with reviewers describing genuinely different playstyles available across strength, dexterity and intelligence-focused builds, supported by an elemental weakness system that rewards experimenting with different weapon and spell combinations rather than settling on a single dominant strategy. Story and world-building draw further consistent credit, with reviewers describing the mystery behind the Curse of Faces and the isolated kingdom of Yariv as genuinely intriguing, and several specifically praising a soundtrack that more than one reviewer compares favourably to Hollow Knight's for how well it reinforces the game's atmosphere.

A boss design and balance complaint that recurs constantly

Set against that praise, the single most consistent complaint in Verho's review base concerns boss encounters and combat balance. Reviewers across multiple detailed negative and mixed reviews describe poorly telegraphed boss attacks, hitboxes that feel inconsistent with what's visually communicated on screen, and attack tells that don't read clearly given the game's first-person camera, with one reviewer flatly stating "bosses suck, all of them" after nine and a half hours with the game. A closely related, specific complaint concerns the game's overall defensive balance: reviewers note the near-total absence of armor as a stat-boosting option, leaving players reliant on a small handful of shields, jumping and backstepping to survive, a limitation multiple reviewers argue is particularly punishing for intelligence-focused spellcasting builds, which one detailed review describes as facing "a big drought" of viable weapon options until very late in the game. A further, specific and pointed complaint concerns the game's final stretch of areas, with more than one reviewer independently singling out the closing hours by name as an unfair, tedious drop in quality that undercuts the momentum the rest of the game had built, with one reviewer comparing the experience unfavourably to the infamous Xen levels from Half-Life.

A genuinely split verdict on the game's own strongest selling point

A smaller but specific and directly contested thread of Verho's review base pushes back on exactly what the majority praises most: its exploration and level design. Where most reviewers describe Yariv's world as rewarding and cleverly interconnected, at least one detailed negative review argues the opposite, describing the game's exploration as "extremely linear" with "unfortunately quite uninspired" level design, and specifically criticising how individual areas are strung together in a way that leaves the larger world feeling fragmented rather than cohesive, undercutting the "isolated kingdom" atmosphere the game is going for. That reviewer, who describes themselves as a fan of Lunacid, ultimately can't recommend Verho despite enjoying real portions of it, a verdict that stands in direct, specific tension with the corpus's dominant praise for exploration and suggests the quality of Yariv's level design lands very differently depending on a given player's prior genre expectations.

Jank, voice acting mixing, and a game still finding its polish

A further, smaller but consistently repeated thread of complaints concerns technical execution. Multiple reviewers independently report enemies walking through walls, getting stuck in level geometry such as staircases, and a bug affecting the "You Died" screen specifically when alt-tabbing on multi-monitor setups, alongside smaller frustrations like a selected spell resetting after death and being unable to speak with NPCs while enemies are nearby. Voice acting and dialogue mixing draw their own specific, independently repeated complaint: several reviewers describe turning the game's dialogue volume down to zero entirely, arguing the voice work as delivered breaks immersion rather than reinforcing it, while still specifically crediting Kasur Games for attempting full human voice acting at all as an ambitious choice for a small studio's budget. None of these complaints appear to have derailed the broader review base's enthusiasm, but they recur often enough, and specifically enough, to read as a genuine, addressable rough-edges problem rather than isolated bad luck.

Value

At NZ$29.99, Verho - Curse of Faces sits at a reasonable price for a substantial dungeon crawler that multiple reviewers report completing in the 25-to-35-hour range, with a build-crafting system and secret-hunting design several reviewers specifically credit with real replay value. The Very Positive score, 1,233 positive against 111 negative across 1,344 reviews, reflects a large review base genuinely won over by Kasur Games' atmosphere, exploration and build variety, tempered by a detailed and honest minority whose specific complaints about boss design, defensive balance and a rough final stretch are worth weighing seriously, alongside a smaller but directly contested thread that disputes whether the game's exploration lives up to its genre comparisons at all. For fans of King's Field-likes such as Lunacid and Dread Delusion prepared to tolerate some rough edges, Verho is a strong, distinctive recommendation.

Pros and cons

Pros

  • Atmosphere and exploration draw the most consistent, specific praise in the review corpus, with reviewers repeatedly describing rewarding, secret-laden level design that captures the feeling of early first-person dungeon crawlers like King's Field and Eternal Ring
  • The build-crafting system earns specific, repeated credit for real variety, with reviewers praising distinct strength, dexterity and intelligence-focused playstyles alongside an elemental weakness system that rewards experimenting with different weapons and spells
  • The game's willingness to let players get genuinely lost, paired with cryptic but present NPC guidance, draws specific praise as a deliberate, well-judged throwback to a less hand-holding era of exploration-focused RPGs
  • The demo-to-full-game save transfer draws specific, enthusiastic praise as an unusually generous gesture from a small studio, with multiple reviewers specifically crediting the team for the decision
  • Story, lore and world-building draw consistent, specific credit, with reviewers praising the mystery surrounding the Curse of Faces and the isolated, atmospheric kingdom of Yariv as genuinely intriguing rather than a thin backdrop for the combat

Cons

  • Boss design draws a detailed, specific and heavily repeated complaint, with reviewers describing poorly telegraphed attacks, clunky hitboxes and camera-unfriendly tells that several reviewers single out as the game's clearest weak point
  • A specific, structural complaint concerns defensive options, with reviewers noting the near total absence of armor and reliance on jumping and a small handful of shields as a significant balance problem, particularly for spellcasting builds
  • A specific, repeated technical complaint describes jank including enemies walking through walls, characters becoming stuck in level geometry, and a bug affecting the "You Died" screen when alt-tabbing on multi-monitor setups
  • Dialogue and voice acting mixing draws a detailed, independently repeated complaint, with multiple reviewers specifically describing turning voice volume down to zero to preserve immersion despite appreciating that human voice acting was used at all
  • The game's final stretch of areas draws a specific, pointed complaint from more than one reviewer, who describe a sharp, unfair difficulty and tedium spike that undercuts the momentum built across the rest of the game

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7.5 / 10
  • Visuals 8 / 10
  • Sound 6.5 / 10
  • Progression 7.5 / 10
  • Performance 6.5 / 10
  • Value 8 / 10
  • Originality 7.5 / 10
  • Replayability 7 / 10