
A ghost and her doll guardian explore the mysterious town of Penwyll and the sprawling graveyards, tombs, caves and rotting estates that surround it in this Horror Action RPG from the solo developer of Withering Rooms.
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About
It is 1926, ten years after an immense “occult event” halted the Great War and transformed the world overnight. The dead walk, spirits roam, and a gifted few can even cast spells.
9-year-old Clover awakens alone in a decaying mansion just miles from the epicenter of the occult event, and soon discovers that she is a ghost.
Her only companion is a strange and powerful doll constructed from wood, metal, and human remains.

In this Horror Action RPG from the creator of Withering Rooms, join Clover and her doll guardian as they explore the mysterious town of Penwyll and the sprawling graveyards that surround it, seeking a way to bring her back to life.
Descend into tombs, caves and rotting estates in search of treasure, upgrade materials and magical artifacts
Craft weapons and machines to slot into the doll’s missing right arm like the Enchanted Candelabrum, Chain Rock, Machinegun, or Flamethrower
Expand the world map by defeating massive perimeter guardians
Make allies such as the daring freelance investigator Althea who will do anything to uncover Penwyll's dark secret including interrogation, lockpicking and forgery
Return to any area at night to encounter new, horrifying creatures and secrets
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Themes across 315 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
There's a lot of things to like about this game that carried over from Withering Rooms. The atmosphere, the music, the art, the character designs, and even the plot are all great, but there's some things that stand out that are honestly ruining my entire experience. Keep in mind that the game is in Early Access and I have seen VERY GOOD patches from the dev already fixing some issues I had. I am almost certain that they will continue to improve the game, and I will alter my review if they fix what I think are the problems. I also want to say that it could totally be a skill issue, but I've played a variety of incredibly difficult games and trust myself to be able to differentiate between what is genuinely my lack of skill and what might be a poorly made encounter - sometimes it can be both. I do not think the decision to make this game a souls-like was a good one, or at least, it wasn't executed as well as I wish it was. The game feels like Dark Souls 2 - and before any DS2 defenders chime in, I like and have played the hell out of that game, but it has its fair share of problems as well - The hitboxes on almost every enemy, especially bosses, are not good. My attacks whiff, go through enemies, or miss entirely while locked on for reasons unbeknownst to me. The enemy attack strings feel entirely unfair sometimes and like the only option is to run away or cheese them in some way. Sometimes I will walk through a doorway and enemies are already attacking me before the (albeit very quick) loading finishes. Sometimes, in more than a few spots, I get stuck. This results in me getting hit, stun locked, or in some cases actually just trapped in the terrain. (I submitted one as a bug, but stairs can cause me problems as well.) It feels artificially difficult in a few places and it becomes increasingly frustrating. It can feel more like a stat competition than a skill-based fight. I have a tool that says in its description that it would stun anyone, and yet this humanoid boss with no armor has so much poise that it sometimes takes THREE USES of the tool for a 1.5 second stagger that, if I try to attack during, ends up with me dying. His attacks come out so frequently and quickly that using it one time is almost a guaranteed hit on you, and one hit can almost guarantee a death. That leads to my next point - I have no idea if I'm even supposed to be fighting this guy yet. The lack of direction is mostly fine and I have the brain power to leave and go try somewhere else, and farming and out leveling this guy is totally a thing I could do, but is that what's intended? Am I missing something? I have no idea. Some people can get here and succeed at level 1 and that's great, but not what I think the encounter should be balanced around. I don't necessarily want it easier, I want it to feel more fair. In the dev's defense, there was another area with a similar problem that they did actually patch! Let me talk about the good parts of the game. The sections that resemble Withering Rooms are great. I like them a lot. I feel like those sections combine what's great about that game and what's great and different about this game together. The RPG aspects are fun, I love having builds different than other people and sort of forming my own thing to get through the game. Not having death penalties is an incredibly smart decision when it comes to how the game plays out. If I was losing things every death, this negative review would be a lot easier to write. The music is probably the best part of the game and not only does it amplify the atmosphere but sometimes they are absolute bangers on their own. Customization is a largely overlooked thing usually so having it in this game is a huge plus. The side content is neat, nice to have I suppose even if I haven't touched it much. I've done hunts and gone out at night, I just don't know what the purpose of it is except to be side content. Unless the intention is to do this side content to grind myself up to make the aforementioned boss easier? That's a valid possibility, but right now it feels more like a "Would that work?" than a "I should do that!". The rewards don't appear substantial enough for a definitive answer. The dev is in early access for feedback, so I'm taking the time to make sure my feedback is as fair as possible. Right now, breaking an enemy's poise doesn't result in much. Souls-likes always have ripostes and backstabs and those could be a nice addition to make things feel more fair. I don't want the game to become "parryslop", but I think a parry could be nice too, if we're really going the souls route. I think there might be something strange going on with magic regeneration, or I'm not fully understanding why it goes fast or slow sometimes. It might be a % based regen, so the more you have the faster it goes? I'm really not sure, but stamina seems to regen fast for me no matter what. The talismans seem unbalanced, or I can't really figure out the best way to use them. Adding 30% of damage as fire or occult or whatever has resulted in more damage than nearly any combo of stamps, unless I run a 3 stamp with like 12% damage each. At that point, I find more value out of using it as a body talisman instead with some damage resistance, % stam, and % health. No idea if that's optimal, and I don't think the 2 stamp talisman has enough value. Debuffs really suck when you get them on you, and they seem really difficult to apply to enemies (I'll admit I haven't tried super hard because I am a precision build) and running around stacking statuses to do chip or DoT damage isn't my preferred playstyle. The Leaping Knight talisman is incredible and although I don't want it nerfed, ignoring the armor penalties along with stam regen and poise just feels too good to not wear. Even though I am wearing heavy armor with insane % phys reduction stamps as well, I still get shredded like paper. The game runs pretty well, and I don't notice any performance or graphical problems. That shouldn't be a huge plus, but so many games nowadays can't get that part right. Overall I think the game can be very enjoyable, but it could definitely use some balancing and tuning and you might be better off waiting until it receives that. If you want to play it and provide your own feedback however, I'm sure it would be appreciated. I think Withering Rooms was a masterpiece and 100%'d it, and I just want this game to feel as good (to me) and succeed as much as Rooms did.
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Languages: English**languages with full audio support
Hours played at review time, across 316 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Completed the game, having done pretty much all the side content. The Early Access build is quite feature complete as is, price likely increasing a bit after EA is over. Moonless Formless became one of my favorite indie creators with their first game, Withering Rooms, which I liked quite a bit, despite some issues with jank and balance. The first game is not required to be played first, although it helps to understand the game world. Withering Realms is no longer limited to 2d movement, extending to 3d space. There are quite a few other changes, compared to the first game, like not losing your items upon death, areas not randomizing as strongly, guns using mana as a resource and health flask being used automatically upon hitting 0hp, to name a few. Game overall is easier than the first one, flask change especially makes a world of difference. Valid approach to certain bosses is to just out-trade hits, because you don't have to worry about actively healing yourself. Admittedly, especially if there's a group of enemies, you can lose several flasks in a row by getting swarmed, with not much say in it. + Good themes + Nice OST + Build variety + Cool character customization + Fairly priced - Some side content seems a bit pointless (Card game, hunting tasks) - Minor bugs - Jank - Balance (Like the first game, ranged approach seems to be superior to not get stunlocked to death in melee) - Night time mechanic felt lacking - Late-game task that bloats enemy stats while not offering that much extra content (may change) - Performance on PC could use tuning Personally, even though it had flaws also, I enjoyed the first game more, where I was more invested to the story elements, themes and I approached every fight carefully, due to risk of losing items on death. (Admittedly a lot of the gameplay turned into cheesing enemies in there as a ranged user..) I still found a lot to like in this game, but the story felt a bit disjointed and areas/characters less memorable. A fair amount of them are from the first game as well, but I just think that they don't land as close to home. If you are on the fence, at the time of writing, there is a free demo available that carries over your progress. Note that all of the above could be subject for change.
Withering Rooms is a modern masterpiece, and so far the sequel doesn't disappoint. there's a bit of inevitable early access jank, but like, it's day 1 so that's fully forgivable. the vibes alone are perfection but the mechanical diversity, potential for build options, and dress-up features are all amazing too (especially the latter i can't wait to glitz out my flesh golem). like the first game it's horror themed, but not focused on scaring the player, which is perfect for me, a giant wimp who loves horror aesthetics. ain't easy to find games that cater to that but these games deliver. honestly this has been my most anticipated game in ages, i'm just so thrilled to explore this world once again and see what wonderfully charming horrors are in store for me! if you've played the first game and crave more - and how could you not - i definitely recommend trying this early access sequel. if not, try Withering Rooms first. it's not required to get the most out of this game, but it's maybe required to get the most out of life? EDIT NOW THAT I'VE ACTUALLY PLAYED THE GAME: yes. yes, the game is great. this but even more of it and polished up a little and this game will actually, against all odds, live up to or exceed my expectations.
Still in the middle of a playthrough as I'm writing this, but wanted to jot down my preliminary thoughts. Withering Realms truly is the sequel to Withering Rooms, in just about every way. There's a very peculiar vibe that this franchise has that was previously very inspired by Dark Souls, but by now has so far come in its own that it's hard to compare it to anything else without doing it a disservice. It strikes an absolutely beautiful balance between its grimdark fantasy themes and a hefty dose of humor. The soundtrack underlines everything also, it's got the same beautiful score from the first game, and then just nonsensically brilliant rock music for boss fights. Weirdness as a concept is so often misunderstood or underrated, but this game executes the concept beautifully throughout the entire narrative, beginning from the fact that you're playing a dead girl's ghost who's controlling a non-sentient meat puppet, to the fact that everything in the game is so confidently its own thing. It depicts a society that genuinely had to adapt to the reality that monsters and occult things were slowly seeping into reality, but instead of just being a doomsday apocalypse scenario it's just played as a matter of fact adaption. You see ghoulish looking characters manning storefronts, people living a day-to-day live but the lower half of their body is constantly rotting, and ghosts just exist as a thing for people to acknowledge. The characters are as strong, if not stronger than in the first game, and what I thought at first were going to be homages to the first game turned out to be essentially an entire narrative thread that connects directly to the events of the first game, making this a genuine sequel. Thus I highly recommend playing the first game, as its protagonist is a central character in the sequel and many of its references will be lost on you otherwise. Gameplay-wise, the game exceeds expectations. Withering Rooms was kind of awkward and clunky in many mechanics, but its vast build variety made it still very fun to engage with. Withering Realms knocks it out of the park by essentially doubling down on this concept, but also fixing a lot of the clunkiness of the first game. Movement is very smooth, and a proper dodge with iframes is a genuine game changer. A lot of the enemies still move frantic and frankly aren't playing fair or by the books, but in a way this is a good thing. Death is a lot less punishing than in the first game, while the levels still shuffle, you don't lose anything, not even Ichor (Souls) on death. This makes it significantly less frustrating while still ensuring you try not to die to stuff. I don't know, I could sing praises about this game all day, and I haven't even reached the ending. I'll more than likely revise this review later, but as it stands, it's genuinely one of the greatest games to release in not only the year, but perhaps even the last decade.
Sadly I cannot reccomend it. Pros - it is beautiful, very atmospheric, the world is very interesting, there are a lot of items, weapons, enemies and so on. Cons - locations and fighting. At first I was fascinated when I left the beggining home location and went to the forest. I found a pond with a monster, a tent with an enemy, graveyard with explosive zombies. Then I went to another forest area and found a pond with a monster, a tent with an enemy and a graveyard with explosive zombies. I went to another forest area, and another one, and found the very same things but in different places. It got repetetive very fast. The fighting is not satisfying at all. Great that there are so many varied weapons and enemies, items and innumerable builds, but I haven't felt that I want to fight anything or that I enjoy it. There is no impact while hitting things, enemy HP just drops, they don't react anyhow, I felt the same hitting enemies and hitting trees. In my opinion there is a certain amount of junk in the fighting. Don't get me wrong, everything is responsive, there are a lot of options, controls are fine and so one, but the overall feel of the fighting is just not there for me. Maybe it's just me, but after 90 minutes of being in the same forest area fighting the same enemies in the same location I just couldn't force myself to play more. I felt bored. There was nothing in the core aspects of the game that would give me any enjoyment (except of course the world itself, but sadly it's repetitiveness was noticeable from the very beggining). I am giving thumbs down because of the key aspects of the gameplay I didn't like. Besides that I still think this is a solid and worthy game. I hope the developers will do more, because for sure they are talented and ambitious people. Good luck with everything.
エマ・ベイノンの顔が見れた。クローバー・ベイノンが可愛い。それだけで満足。
So cool, so unique, so fun, can't wait to see what more is in store as I continue to play. Shoutout Jerma for recommending. And to echo a point he made: Even though this game is in early access it is complete! and you can play it in its entirety.
予定されている日本語対応を待ちきれず、制作者への応援の意味も含めて早期に購入したが結構良い感じ。 本編の冒頭でチラッと(恐らく)前作の舞台が見えたのも○ デモ版からのセーブデータが引き継げるので、もし気になったらまずは試遊してみることをオススメしておきます。 ロケーションによっては敵などの配置もランダムで変わることがあるので、緊張感をもって探索出来るところもナイス! ソウルライクを謳っているが、ノーデスやシュライン(休憩ポイント)不使用でクリアしたら何か特典があるのかな? あってもなくても良いけどそこも気になるよね。
How did one man make a game with more fun build variety than freaking Elden ring and it’s not even in 1.0 yet
今はただ、Moonless Formlessに感謝を
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