Game review
Wildkeepers Rising
7 / 10
- Developer
- Lioncode Games
- Publisher
- Lioncode Games
- Released
- 23 October 2025
- Platforms
- Windows
- Genre
- Survivors-like
- Monetisation
- One-time purchase, no in-game store
- Players
- Single-player only
The short version
Wildkeepers Rising is a bullet-heaven survivors-like from Lioncode Games that swaps weapon pickups for collectible creature companions who do the fighting on the player's behalf. It spent seven months in Early Access, from March 2025, absorbing several substantial content updates before reaching 1.0 on 23 October 2025 per Steam's own listing. It holds a Very Positive rating — 83.8% across 74 English-language reviews, 80.8% across its wider 125-review all-language corpus. This review reads all 12 of the game's English negative reviews and, dating each against the 1.0 release per this outlet's standing practice, finds nine of them predate 23 October entirely, describing a build from the Early Access period before updates like "Our Biggest Update Yet" (30 June 2025) and an Endless Mode and Accessibility pass (11 May 2025) had shipped. Only three negatives postdate 1.0. More tellingly, one of this review's post-1.0 positive reviews — a 22-vote thumbs-up — concedes directly that "the first 30-60 minutes feel awful" due to hitbox issues, corroborating from the positive side of the split that at least one specific technical complaint has genuinely carried through to the finished release.
Biggest strengths
- The creature-companion twist on the survivors-like formula draws specific, repeated praise as a genuine fresh angle on a crowded genre, with players building teams of collected creatures rather than simply stacking weapon pickups
- Development through Early Access was substantial rather than nominal — named content updates including an Endless Mode and Accessibility pass and what the developer itself called "our biggest update yet" shipped months before the 1.0 release this review dates against
- Art direction and monster variety draw consistent, specific praise, with one reviewer specifically pushing back against "doesn't push the genre" criticism by crediting the pet-based mechanic as a genuinely fun structural difference
Biggest weaknesses
- This review's most significant post-1.0 finding comes from inside a positive review: a 22-vote thumbs-up specifically concedes "the first 30-60 minutes feel awful" due to poor hitbox detection on the creature companions players rely on for most of their damage, indicating a real technical issue that has carried through past Early Access
- A structural design complaint, raised in a post-1.0 review, concerns creature death and respawn cooldowns scaling poorly against increasing difficulty, creating a compounding disadvantage as a run gets harder rather than a fair escalation
- A cluster of the game's older, Early Access-era negative reviews describe a backwards difficulty curve and shallow in-run progression that this review cannot confirm still applies, since they predate several major content patches — but readers should know this was a real, specific complaint about an earlier build
Who it's for: Fans of Vampire Survivors-style bullet-heavens looking for a creature-collection twist on the formula; a tougher sell for anyone specifically sensitive to a rough opening stretch or wanting a long, deep meta-progression system.
Our recommendation: A distinctive, well-supported survivors-like whose Early Access growing pains are mostly behind it, with one real remaining rough edge — a shaky opening 30 minutes — worth knowing about, and a content ceiling some players will reach faster than they'd like.
7 / 10
Introduction
Wildkeepers Rising takes the Vampire Survivors formula and reworks its core hook: instead of collecting and upgrading weapons directly, the player recruits and levels up a team of creature companions who do most of the fighting. Developed and published by Lioncode Games, it spent seven months in Early Access from March 2025 before reaching a 1.0 full release on 23 October 2025 per Steam's own listing. It holds a Very Positive rating — 83.8% across 74 English-language reviews, 80.8% across its wider 125-review all-language corpus. This review reads all 12 of the game's English negative reviews and applies this outlet's standing practice for ex-Early-Access titles: dating every complaint against the 1.0 release date rather than treating the whole negative sample as describing today's game.
Most of the criticism describes a game that no longer exists
Nine of the 12 negative reviews read for this piece predate 23 October 2025, several by six months or more. That matters specifically here because Wildkeepers Rising's Early Access period wasn't quiet — Steam's news feed shows an Endless Mode and Accessibility update on 11 May 2025, a new playable character in April, and what the developer itself titled "Our Biggest Update Yet" on 30 June 2025, all landing before those older reviews' complaints would have been addressed. A March 2025 review calling the game's creature-partner mechanic "poorly executed" and an April review describing "incredibly shallow in-run progression" with upgrades stopping after level 10 are both describing a build from the game's first month, not the game as it stands today. This review reports those complaints as real and specific at the time they were written, without treating them as current facts about the finished release.
The complaint that survived, confirmed from an unlikely source
Only three of this review's 12 negatives postdate the 1.0 release, which on its own might suggest Early Access ironed out the game's real problems. What complicates that reading is a specific, credible corroboration from inside the positive sample. A 22-vote review, posted 3 November 2025 — after 1.0 — recommends the game overall but states directly: "The first 30-60 minutes feel awful. Hitboxes are very bad, and since you're using (up to) 4 minions as your primary source of damage, who you can't direc[tly control]..." That's not a negative review making the claim, which might be read as one frustrated player's outlier experience — it's a thumbs-up conceding a real, specific technical problem while still recommending the game overall. That combination is worth taking seriously: the opening stretch appears to remain rough even for players who end up enjoying the game as a whole.
A separate structural complaint, raised in one of the three genuine post-1.0 negatives, concerns creature death and respawn cooldowns: as difficulty increases, losing a creature companion costs more relative time before it returns, compounding disadvantage during exactly the stretch of a run where players can least afford it. That's a specific design critique distinct from the hitbox issue above, and one this review has no way to independently verify beyond the single review raising it.
A short game for some
A milder complaint appears from inside the positive sample rather than the negative one: a post-1.0 review reports beating "everything in 6 hours," a length concern worth weighing against the game's NZ$21.99 price for readers specifically seeking a long-term content sink. Steam's broader achievement data suggests more depth exists for committed players than that single account implies — 104 tracked achievements with a median completion rate of 17.8% points to a real spread of difficulty and challenge beyond a short main loop — but the specific "beat it in 6 hours" complaint is worth reporting as one genuine data point regardless.
Final Verdict
Wildkeepers Rising is a genuine creature-collecting twist on a crowded genre, and this review's dating discipline finds that most of the criticism attached to its Steam page describes a build substantially reworked since March 2025 rather than the game a buyer receives today. What remains real and worth knowing: a rough opening 30 to 60 minutes that at least one enthusiastic, recommending player specifically flags as unresolved, a creature-cooldown design choice one reviewer argues compounds unfairly at higher difficulty, and a content ceiling some players reach faster than the asking price might suggest. None of that undoes a genuinely distinctive, well-supported entry in the survivors-like genre — but readers weighing the game's older, harsher reviews should know they're largely reading history rather than a live account of what ships today.
Pros and cons
Pros
- The creature-companion twist on the survivors-like formula draws specific, repeated praise as a genuine fresh angle on a crowded genre, with players building teams of collected creatures rather than simply stacking weapon pickups
- Development through Early Access was substantial rather than nominal — named content updates including an Endless Mode and Accessibility pass and what the developer itself called "our biggest update yet" shipped months before the 1.0 release this review dates against
- Art direction and monster variety draw consistent, specific praise, with one reviewer specifically pushing back against "doesn't push the genre" criticism by crediting the pet-based mechanic as a genuinely fun structural difference
- A healthy, broad achievement spread — 104 tracked achievements with a median completion of 17.8% — suggests real depth for committed players beyond a short opening loop
Cons
- This review's most significant post-1.0 finding comes from inside a positive review: a 22-vote thumbs-up specifically concedes "the first 30-60 minutes feel awful" due to poor hitbox detection on the creature companions players rely on for most of their damage, indicating a real technical issue that has carried through past Early Access
- A structural design complaint, raised in a post-1.0 review, concerns creature death and respawn cooldowns scaling poorly against increasing difficulty, creating a compounding disadvantage as a run gets harder rather than a fair escalation
- A cluster of the game's older, Early Access-era negative reviews describe a backwards difficulty curve and shallow in-run progression that this review cannot confirm still applies, since they predate several major content patches — but readers should know this was a real, specific complaint about an earlier build
- At least one post-1.0 positive review notes limited overall content, reporting "beat everything in 6 hours," a specific length complaint worth weighing against the NZ$21.99 asking price