Absolum
game
7/20/2026

Absolum

byDotemu, Guard Crush Games, Supamonks
8.7
The Verdict
"Dotemu had everything to prove and it proved most of it. Absolum is the studio announcing that it can create, not just curate — and it did so by trusting the one thing it knows better than anyone: how a great brawler should feel in your hands. The combat is exceptional. The art is a genuine achievement. The cross-play co-op is the future the whole industry keeps promising and rarely delivering." "What keeps it from the pantheon is polish, not vision. The difficulty needs a scalpel, the run variety needs more depth, and the meta-progression needs a re-balance. Fix those with patches — and Dotemu has the track record to do exactly that — and Absolum graduates from "excellent" to "essential." As it stands on launch, it's the best reason to plug in a controller with a friend all year. Buy it."

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Key Features

"Rogue 'em up" structure: Branching paths, randomized encounters, upgradeable skills, and persistent meta-progression stack on top of a traditional brawler, so no two runs unspool the same way.
Guard Crush combat system: Deep combos, dodges, parries, and magic — the same tactile, weighty fighting engine that made Streets of Rage 4 a genre high-water mark, now with build variety layered on top.
Distinct hero roster: Galandra, Karl, Brome, and Cider each carry unique weapons, movesets, and abilities, meaningfully changing how a run plays rather than just how it looks.
Full cross-play co-op: Two-player couch or online co-op with cross-play across Switch, PlayStation, Xbox, and Steam — a genuine rarity, and one of the game's quiet triumphs.
Supamonks hand-drawn art: Fully hand-animated characters and backgrounds in a painterly fantasy style that recalls Dragon's Crown without imitating it.

The Good

Best-in-class combat with a genuine skill ceiling
Gorgeous, legible hand-drawn animation
Deep build variety and meaningful hero differences
Full cross-play co-op across four platforms

The Bad

Difficulty spikes that occasionally feel unfair
Run-to-run repetition surfaces after ~20 hours
Meta-progression pacing needs a tuning pass
Roguelite randomness can sabotage otherwise good runs

In-Depth Review

Bottom Line: Absolum takes the pixel-perfect brawling of Streets of Rage 4 and welds it to Dead Cells-style roguelite structure — the result is the most mechanically satisfying beat 'em up in years, held back only by difficulty spikes that will test your patience as much as your reflexes.

The Gameplay Loop

The genius of Absolum is that the roguelite and the brawler don't fight each other for oxygen. In lesser hybrids, the roguelite meta-layer becomes a grind tax you pay to make the "real" game easier. Here, the run is the game, and the combat is good enough to carry the weight.

Each run is a sequence of side-scrolling arenas connected by branching paths. You choose your route — a fork toward more loot, a fork toward a tougher fight with a better reward — and the encounters shuffle enough that pattern-memorization only gets you so far. Between fights you spend currency and pick up upgrades, sculpting a build on the fly. Do you lean into raw damage? Parry-and-counter defense? Magic burst? The build variety is where the roguelite pays real dividends, and it's the reason "one more run" keeps its hooks in.

Then there's the combat itself, which is the whole ballgame. Guard Crush understands something most brawler developers forget: weight. Every hit lands with impact. The parry window is tight but readable, and nailing a perfect deflection into a counter is the kind of small, repeatable ecstasy that separates great action games from merely competent ones. Dodges have i-frames that feel earned, not generous. Magic gives you a resource to manage and a rhythm to break. The combat has a ceiling, and climbing toward it is the point.

Where the Loop Frays

Absolum is not without friction, and the friction is real. The most common complaint — and it's valid — is difficulty balance. The game spikes. Certain enemy compositions and boss encounters demand a mastery the meta-progression hasn't yet earned you, and the line between "I need to get better" and "this run was dealt an unfair hand" blurs more often than it should. Roguelites live and die on the fairness of their randomness. Absolum mostly gets it right, but its worst runs feel less like a challenge and more like a shakedown.

The second issue is run-to-run repetition. For all the branching and randomization, the pool of encounters and environments isn't infinite, and dedicated players will start to see the seams after a couple dozen hours. This is the eternal roguelite problem — content is consumed faster than any studio can produce it — but Absolum's arcade DNA makes the repetition more visible than in a systems-heavy roguelite like Hades, where dialogue and narrative churn paper over the cracks.

Finally, the meta-progression pacing wobbles. Some persistent upgrades feel transformative; others feel like busywork gating power you'd rather earn through skill. The economy could use a tuning pass. None of this is fatal. All of it is the difference between a very good game and a genuinely great one.

Editorial Disclaimer

The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.