Perhaps it’s due to my recent dive into Ember Knights and my lingering attachment to co-op roguelikes, or perhaps it’s because Klei Entertainment, the studio behind Don’t Starve, consistently excels across genres. Whatever the reason, I find myself swiftly falling under the spell of Rotwood.
The recent Steam Next Fest demo for Klei’s latest offering unveils a meticulously crafted dungeon-crawler that’s just as engaging solo as it is ripe for multiplayer hijinks. Having conquered its initial boss encounter, my appetite for the full release has only intensified.
Since its initial reveal in 2022, Klei has kept Rotwood relatively under wraps. Despite a fresh trailer preceding Steam Next Fest, even the game’s Steam page remains sparse, offering only a brief overview of a roguelike dungeon-crawler promising cooperative mayhem for up to four players as they navigate challenging labyrinths to upgrade gear and fortify their base.
The demo more than lives up to these expectations. The dungeon-crawling genre seems tailor-made for Klei, a studio renowned for strategic gems like Griftlands and Invisible Inc, as well as action-packed titles such as Shank and Mark of the Ninja – all standouts in their respective categories.
To clarify, I’ve only completed one run of Rotwood with a basic, unmodified weapon – a hammer with a satisfying heft – yet the depth of its combat system is readily apparent.
Rotwood adopts a 2.5D brawler style, where attacks possess an area-of-effect element, hitting surrounding spaces. This introduces the first significant learning curve: mastering depth perception and understanding the range required to strike – or evade – opponents.
However, once I adjusted to this spatial awareness, I began stringing together combos effortlessly. Light attacks, heavy attacks, and the hammer’s charged AoE form the foundation of combat, but the real magic lies in the contextual strikes.
Executing a dodge-roll followed by a heavy attack in the opposite direction delivers a powerful backswing. Sequencing a heavy attack after two light strikes unleashes a double frontflip finisher, while combining a heavy blow after three lights charges a larger AoE hit.
I discovered the ability to cancel the charged attack early – a feature that can be swapped later – to facilitate evasive maneuvers. And this is merely one default weapon.
The timing and range variations of these attacks introduce genuine skill expression to combat, augmented by draftable upgrades that prompt strategic considerations. For instance, acquiring a skill that grants two shield points upon perfect dodges, combined with another skill that awards shield points for hammer AoE kills, enabled me to maintain near-invulnerability.
The necessity for a robust defensive strategy becomes apparent as Rotwood proves itself a challenging adversary. I found myself on the brink of death multiple times, saved only by replenishable health potions and occasional healing checkpoints. The standard difficulty inundates players with formidable adversaries, requiring careful navigation, health management, and strategic buff stacking to prevail.
Every facet of Rotwood, from its combat mechanics to the charming character customization and signature Klei art style, exudes excellence.
Despite the demo’s brevity, glimpses of forthcoming upgrades and systems – including boss-powered enhancements, new weaponry, blacksmithing, hub improvements, and even light farming – fuel anticipation. The thought of experiencing it all with friends fills me with excitement. Klei hasn’t faltered yet, and Rotwood appears poised to join its ranks as another unforgettable title. Bring on the early access release.