Absolum is the brainchild of Dotemu, Guard Crush Games, and Supamonks, collaborators largely responsible for bringing about the renaissance of the scrolling beat 'em up with Streets of Rage 4 and Teenage Mutant Ninja Turtles: Shredder’s Revenge.
Dotemu’s first original IP, Absolum is a 'rogue 'em up' inspired by Capcom’s Dungeons and Dragons arcade games, Dead Cells, Golden Axe, and, most prominently, Vanillaware’s Dragon’s Crown. Set in the world of Talamh, you're out to thwart the tyrannical reign of Sun King Azra.
You begin with a choice of two warriors, Galandra the Elf and Karl the Dwarf, who are killed in the prologue and revived in The Hearth, a sanctuary that acts as your starting point and hub for character levelling. The story is subtly implemented, much of it dictated during play through brief exchanges, points of interest, and narration. An action game, ultimately, combat is at the forefront of all you do.

In The Grandery, the first of four lands, your goal is to defeat the Underking, but unless done so early by some fascinating feat of skill, this objective takes time. Initially, there are only two paths - either along the seafront or through the forest, and at the start of each run you equip an Arcana (super attack) from those you’ve unlocked. During your journey, new map points and alternate routes open up, tied to various sub-mission opportunities.
Absolum is a game where you make some headway, die in battle, and repeat from scratch incrementally strengthened. It requires you to travel its paths over and over again, accruing gemstones and points to be spent in The Hearth on upgrades. Before long, assassin Cider joins the party, and then Brome, a staff-wielding warrior frog. Each character has a unique style: sword-wielding Galandra is slow but balanced; the powerful dwarf fielding a ranged special; Cider, weaker but deadly fast; and Brome with aerial capabilities.
Each is finely balanced to allow you to get the most out of them, and you can choose to focus on one or all to work out the pros and cons. Your entire group benefits from permanent upgrades like increased power, health, special move stocks, and additional Arcana attacks.
To increase your chances in each run, you collect Rituals, Trinkets, and Inspirations - randomised pickups that grant effects and boost your character's strength. Rituals bolster combat with fiery rings, electric charges, or damaging waves; Trinkets offer physical advantages like reduced damage and improved speed; and Inspirations can grant entirely new combat manoeuvres, normally appearing after a boss fight. When you die, all of these bonuses are wiped, but the quality of Rituals improve with progress, increasing in power, rarity, and function from the outset.

Combat-wise, Absolum is as smooth and enjoyable as one would expect, further evolving a genre that was once thought played-out. The battling is furious, combo-rich fun, and full of variety. Breakable and throwable objects are scattered all over the place, from arcing axes to hefty grenades, and Golden Axe-style beasts can be ridden into crowds or positioned to spit fireballs.
Cash, too, plays a part, allowing you to buy Trinkets from vendors in towns. You can't store any usable or consumable items in a menu, ridding the action of pauses; this, however, makes the discovery of food in scattered book mounds or leafy bushels all-important, increasing the challenge somewhat.
In terms of mechanics, you can dash and engage with light and hard combo mix-ups, jump in to start a volley or lead with a knee, juggling enemies effortlessly. There’s a dodge that can be timed to create a knockback, and a Clash, which requires a timed strike to repel. Both leave the enemy open to punishment, but can be tricky to pull off in the heat of battle. Nailing the timing against bosses is risky but can create huge advantages, especially if the repel effect is tied to a Ritual that produces a damaging secondary property. It's worth noting that some characters have a better window for pulling off Clashes than others, but their combat motions are slower overall.

Absolum is extremely well-defined. It’s a project where the combat processes and progression were clearly structured long before the first code was written. It may not be as immediately accessible as Shredder's Revenge, but it's twice as clever and — by design — far more replayable. The roguelite elements offer subtle background randomisations and rearranged enemy formations, and a one-eyed rabbit in the background denotes hidden areas to find, usually revealing treasure.
The Grandery feels initially restrictive - a grinding area where you learn combat, levelling, secrets, map expansions, and the functions of the game’s myriad passive power-ups. Yet, levelling up your team and acquiring increasingly interesting combat augmentations fosters encouraging, addictive momentum, even after countless runs. Exploring the map is enjoyable despite the repetition, mostly thanks to the superb combat, and by the time you fell the Underking and cross the sea to the swamplands of Jaroba, it suddenly starts to fly - in some cases so quickly the pacing can feel slightly lopsided.
While the difficulty does scale with progression throughout, it's always just enough behind your levelling that it's more a test of skill than an impediment, and eventually you will have all you need to one-life clear the campaign and defeat Azra. For those who do, a surprise awaits.
The developer’s greatest success here is in taking the existing framework of several titles and honing it into something wonderfully graceful. Fighting is fun, levelling is rewarding, and incremental progress is encouraging. The most dazzling aspect, though, is the broadness of its Rituals and Trinkets and how these pickups shape a run. You can go all fire, all the time, or splice electric properties with those of water. Rituals can bolster Arcana with secondary attacks or off the back of successful dodges. Trinkets, too, can be stacked in power, allowing you to fortify your defence so you barely take damage, or make even the slowest characters blazing fast. In one run, after collecting Trinkets that tripled any throwable, and then boosting their power several times, The Underking was almost completely destroyed by a collection of lobbed rocks.

It’s this kind of malleability and unpredictability that makes Absolum so interesting to return to, and far deeper and more varied than the likes of Dragon's Crown. A single run in The Grandery is approximately 15 minutes, and you can reach the Underking quickly and lose just as fast. By the time you’re in Jeroba’s fearsome Arena or the hidden mists of Yeldrim, this run-time is more than doubled, and a total playthrough takes around an hour.
Raw combat skill won’t always grant a victory until you’ve sufficiently levelled up, and, unlike the beastly lairs, vampiric castles, and set-piece events of Dragon's Crown, Absolum’s world is more general, joined together through familiar paths and backdrops that stay fast to their theme. Depending on your mileage, this is either a plus or a minus.
Absolum is a great game in single-player, allowing you to pay to recruit help along the way and giving you plenty to see and do, while the multiplayer experience (either local or online) really excels. Finely tuned with rollback net code and allowing you to configure your own frame delays from the options, joining up with another person is quite the adventure.

One thing that's difficult to fathom, though, is why there isn't a four-player option. There are points when you can recruit multiple hired hands into a busy arena, the screen ablaze with sprites, and the processing is completely unfussed.
Graphically, it’s beautiful end to end, with a distinct, bold cartoon style and a stable 60fps frame rate. It's clean in its visual nature, opting for picture-book-flat over shaded fantasy grit, but this works well in busy screens with multiple battling sprites. Its clash effects, critical hit slowdown, and magical elements all look great, too.
Musically, it’s very impressive, with a Ye-Olde-English-style set of flute-backed motifs scored by Mick Gordon of DOOM fame. It swells nicely at boss encounters and is very cinematic, seamlessly building from the soothing to the thunderous.

One of the only things that irks is the voice acting. It’s all English, all the time, in keeping with elements of medieval fantasy. Some, like the Dwarf and certain NPCs are all acceptable, but other primary characters seem lacking in professionalism. It could be that, being an Englishman myself, I’m more prone to nitpicking, but Cider occasionally drops lines like a bored receptionist that had me mocking them out loud, and the odd American character and principal NPC give it all the effort of an unwilling teacher roped into reciting lines for the school play.
This isn’t a major issue, just one that could have benefited from more direction. While some character actors are working to fit within the medieval period, others are delivering dialogue like it’s a present-day exchange over a coffee.
Conclusion
Absolum is an on-par experience to Dragon’s Crown, but a superior game in terms of its key metrics. Its combat, collectible augmentations, and planning are exceptionally well-formulated, ensuring no run is ever quite the same and its strategic options and play-styles are ever-deepening. It’s incredibly impressive in its reconstitution of arcade, role-playing, and roguelike formats, evolving them into something fresh and exciting.
To that end, it’s one of the best of its kind, whatever that kind may be. If you don’t enjoy the idea of repetition and grind, you may not fall in love with its initial five hours, but the momentum for one-more-go becomes so compelling after a while that it’s impossible to relinquish the pad.





Comments 44
Thanks for the review, it confirms that I'm eventually giving this a try for sure (although maybe after finally playing beat 'em ups like the mentioned Shredder’s Revenge also considering that I already have it) - anyway, so glad that it's such a good game in general and hope others going for it will enjoy it, too!
Neat sounding. I'll add it to my wishlist.
I've definitely been looking forward to it since I found out about it Streets of Rage 4 has some of the best beat-em-up combat ever so having Guard Crush continue to iterate on it with more new ideas in a game that looks just as pretty as Streets of Rage 4 is right up my books. Super excited for it to release
I’m definitely interested in this one. I may pick it up in the next few days if I get a chance to play it with a friend. Otherwise, it will be on my list of games to eventually pick up.
This actually sounds great, I have considerably toned up my ‘grind and repetition’ skills/tolerance with Hades 2 recently, so after I finish there I will pick this up.
Just bought it. Was waiting for it to be available. This, Marvel Cosmic Invasion and the upcoming Scott Pilgrim beat'em up will be the best among their genre.
Beautiful review - can't wait to play it soon after I play a bit more of Hades 2, but-! A small correction needed - The score was done by Gareth Coker, of ORI fame. Mick Gordon and some others are doing one-off guest tracks for the bosses and secret bosses.
Nice score, and another very thorough Tom Massey review. It sounds like this might be the game to pull me away from Hades II (for a little while, at least).
I knew Absolum had too good a pedigree and concept to be bad! Now I’m even more hyped to pick up my preorder later this month.
Best game I had ever play on Steam this year next to Silksong. Will double dip on this again for Switch.
To nitpick, shouldn't the subtitle be "Absolumtly fabulous?" Maybe that's too ancient of a reference these days...
This sounds cool. Adding to my wishlist. Thank you for the review!
This review sold me on the game. I was curious to see how the beat-em-up genre would translate with roguelite elements, and I’m glad to see it is handled well.
I will pre-order this physically tomorrow when I go to Gamestop to pick up my pre-order of Little Nightmares 3.
I did not need another game added to the wish list !
I am not sure how much I like roguelites would have preferred it designed for a one credit clear. (Would that make it like a rogue like ?).
"Rogue 'em up," how interesting. Streets of Rage 4 was fantastic, so I'll check this out someday for sure.
Also, I wonder how many people are like me and saw "roguelike" in the headline, felt a bit of trepidation, then saw "roguelite" in the body and thought, "Oh good, I can play this one."
Nice, I already had this on my radar but this review really sold it to me. This, Yooka-Replaylee and Battle Suit Aces all seem like cool indies, crazy they all got released basically at the same time.
Well then. You sold me!
Since the review didn’t mention any graphical issues on Switch, I guess I’ll go ahead and take the plunge. Though I really hope for an eventual free S2 upgrade.
Sounds interesting and looks great. Nice to see more devs doing what they can to revive and refine the beat-em-up genre.
Well, since Mina the Hollower got delayed, maybe I should see what this one’s about, huh…
Minor correction: Shredder’s Revenge was developed by Tribute Games and published by Dotemu (that will be the case with Marvel Cosmic Invasion too). So it’s not exactly the same team.
@Teksette @SonnyBonds @silver-crescent @Kraven @AussieMcBucket @Asterix615 @JohnnyMind
Thanks guys for reading and appreciate the kind words, as always.
@h3s
Ultimately you will be one credit clearing it. Or one life, to be more accurate. There is no other way.
@Asterix615
Thanks for this! I’ll put in for a fix.
Thanks for the great review! I was already looking forward to this one. Bought it and already had a great evening with this game, i am hooked! Smooth combat, interesting moves, really tough but also addictive, nice!
does this have a physical version?
Is there a Switch 2 version?
I played the demo and it blew me away. Ordered the physical. A downright stunning game!
@johnedwin yes both a regular and collectors edition published by Silver Lining
@Tom-Massey I know I won’t by design but I don’t think like permanent levelling up in this genre is a good mechanic.
Good review, I wasn't looking this game's way at first, but now I'll add it to the wish list.
@h3s You can avoid permanent upgrades and just use the stuff that you get on runs, which you'll lose each time that you start another one.
Ill be waiting for the complete physical edition, but just because there's too much on my plate rn.
Loving it so far. 2 runs quickly became 5!
I had a good hunch about this one, per-ordered on Amazon long time ago. Can't wait to play it!
@Thorgaer @MeloMan
Thanks guys, nice to see people reading again!
@h3s
I think you’re maybe misunderstanding what the game is about, which is easily done as there aren’t many quite like it. I deconstructed it as best I could in the body of the review, but to be concise: levelling is how the game functions. It starts hard to get you to learn combat, and then through incremental gains you slowly increase in power. You have choices about how you do that levelling and what you focus on (things like starting with more cash, upping the power of rideable animals, and increasing overall health), and it’s very detailed. But ultimately it is an arcade game at its core, and if that’s what you want, that’s what you’ll get. It took me about 11 hours to beat Azra and I’m still playing it now. Don’t be put off by the unusual angle, because that’s what’s going to get people falling in love with playing a 90s arcade game in 2025.
@roy130390
You can’t really ignore the levelling, it’s baked into the game. I suppose technically it is possible to become good enough to never take a hit and repel every boss attack, but that’s an enormously difficult challenge in your weakest
form. The game is built around building strength in every possible area. Additionally, if you ignore levelling you won’t ever see the Rituals evolve into more powerful forms, which is half of what makes it so interesting to keep replaying.
@Tom-Massey Hi Tom! Personally I don't plan to do it, but if a person considers that "a bad mechanic" they do have the option to try that to see if they prefer the more "Rogue-like" approach and if not they always have the chance to change their mind and see how the game's actually balanced around those intended mechanics. Of course I agree that doing that is removing core gameplay elements that make the game more enjoyable, but then again there's always the masochist that finds enjoyment in beating the Souls games on a thong and with a broken hilt sword.
I prefer to mention that the game technically offers the possibility of playing how they want even if it isn't the intended way as long as they try it so that it doesn't go under the radar. There's a chance for them to actually discover new types of games that they can enjoy and that they would discard other way.
A well-written review! The game looks interesting! It reminds me a little of that Hercules game on the Saturn, at least visually. Hm. It's disappointing that some parts have flat voice acting, especially since these look like parts most VAs would have a field day with! But I am an actor, so probably more critical for that aspect. It will just make me think 'Tut. I could have done that better!' 😆. Still, it doesn't seem to take away from the overall experience too much going off the score. I've added it to my Switch wish list to keep an eye on and will check out the demo.😁
@roy130390
Oh I get what you're saying, just from what I know from experience with the game that the option to ignore levelling entirely is such a hefty challenge it barely seems worth attempting.
@Mana_Knight
Thanks for reading! I think the voice acting may have an easier passing grade for those not born in the UK, but for me it's patchy in terms of professionalism. Some of it is decent, though.
@Tom-Massey What a shame. Makes me wonder if they just had staff members with no prior experience handle some of them to save some money, or really did get professional actors who just...weren't great. That said, RARE developers mostly voiced their games during their golden age, and the results were fantastic—like Chris Seavor with Conker and most of the other male characters he voiced in CBFD!
I'm really liking this a lot so far!
This looks cool. I always enjoy scrolling beat 'em ups but they get a bit repetitive after a while and I normally lose interest before the end. With some story thrown in and the rogue element, this could be more interesting I think.
Watched gameplay of this earlier, its on the radar.
I was already keeping an eye on this game since it looks very promising. If it doesn't take ages for an average player to beat it, I'll take it soon. Apart from the style which is evidently inspired by Hades, the gameplay itself must be pretty unique.
I just got the physical version of Absolum and the game is certainly nice, but there are a couple of things to note:
1. Physical does not seem to start without a mandatory update (if you select “Start software” it gives an error that game needs to be updated), so there’s no way to say if it will be playable in the future.
2. On the original Switch, the framerate is not a stable 60fps — it fluctuates between 30-60 fps with no apparent logic, e.g. on the first screen when you take control of your character, it’s 60fps but once you move to the right a bit, it switches to 30fps even though there isn’t anything happening — no enemies, just screen scrolling right. The low-frame animation style of the game makes this less noticeable and it doesn’t seem to impact the gameplay much, but it’s there if you know what to look for — e.g. it is noticeable in the tutorial scene where you are shadows in the foreground and running while the convoy is crossing the bridge in the background. This was disappointing for me as I could have bought the game on PS5, but I read the above review and went with Switch believing it to be “a stable 60fps frame rate” — to be fair, I am not sure if the game has been updated since the review version (see my comment above), but the current version as of 18 Oct is definitely not a stable 60 fps.
Note: the game does not have a native Switch 2 version (yet, at least), but on Switch 2 the framerate is a stable 60fps as far as I can tell, which begs the question if the review was done on Switch 2. If so, please note this for future reviews.
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