Overview
There’s a specific kind of ambition that only shows up in a studio’s first game. It’s the ambition of a team with nothing to lose and everything to prove, throwing every idea they’ve ever loved at the wall to see what sticks. Eastward, the debut from Shanghai indie outfit Pixpil, is that game. It is overstuffed, over-long, and over-designed in the most affectionate way imaginable.
The pitch is simple. A stoic, mute miner named John and a strange, luminous young girl named Sam flee a dying underground settlement and ride the rails across a collapsing surface world, one eaten alive by a spreading toxic miasma. It’s post-apocalypse by way of Studio Ghibli — end times rendered in warm light rather than gray ash. That tension between despair and warmth is the whole game in miniature.
Mechanically, Pixpil wears its influences on its sleeve. This is Zelda-style action-adventure: top-down dungeons, environmental puzzles, a frying pan swung like a sword. But the studio grafts on a two-body control scheme — you swap between John’s brute-force combat and Sam’s mystic energy powers, often splitting the pair across a room to solve puzzles in tandem. Layer on cooking, a dense cast of oddball townsfolk, and a fully playable retro RPG-within-the-RPG called Earth Born, and you get a package that’s less a tight action game than a sprawling, lived-in world you’re invited to loiter in.
Positioned against the indie-adventure field, Eastward arrived as a premium-tier artisan product. It launched in September 2021 at a paid price point, and critics landed on generally favorable ground (Metacritic 82). The consensus: stunning to look at, lovely to feel, and a good stretch longer than it needed to be. That’s the review in one sentence. Here’s why it’s more complicated than that.
Key features
- Dual-Protagonist Puzzle Design: Swap on the fly between John’s melee muscle and Sam’s energy-based abilities. The best dungeons force you to physically separate the two, coordinating switches, timers, and body-blocking across the screen.
- 1990s Anime-Inspired Pixel Art: Exceptionally detailed sprite work, with hand-crafted towns, expressive character animation, and a lighting system that makes CRT-era pixels feel painterly.
- Earth Born, The Game-Within-The-Game: A complete, playable retro JRPG parody with real depth. It’s a flex — a full mini-game most studios would have sold separately.
Analysis
The Gameplay Loop
Eastward runs on a rhythm of town, then dungeon, then town. You arrive somewhere strange — a subterranean city that thinks it’s utopia, a floating enclave of hucksters — soak up the atmosphere and dialogue, then descend into a dungeon that gates your progress. It’s a structure as old as the genre, and Pixpil executes the fundamentals with real craft.
The dual-character system is the mechanical heart, and it’s a genuinely smart hook. John is your instrument of force: he swings the frying pan, plants bombs, fires a gun. Sam can’t take a hit but wields an energy blast that stuns enemies and flips certain switches. The design sings when the game pulls them apart. You park John on a pressure plate, dart Sam through a gap he can’t fit, hit a switch to open his path, then swap back to shepherd him forward. It’s cooperative play for one person, and when the puzzles land, they land beautifully.
Here’s the friction: they don’t always land. For every clever separation puzzle there’s a stretch of rote lever-pulling and block-pushing that any Zelda veteran will clear on autopilot. Combat, too, is more serviceable than thrilling. John’s frying pan has a satisfying thunk, but the enemy variety is thin and the encounter design leans on repetition. By the back third, some fights read as speed bumps between story beats rather than tests of skill.
The Pacing Problem
We need to talk about length, because it’s the single most-cited criticism and it’s a fair one. Eastward is a long game — and buried inside it is a taut, extraordinary one at roughly half the length.
The narrative doesn’t so much unfold as luxuriate. Cutscenes run long. Dialogue, though frequently charming, over-explains. Dungeons introduce a strong idea, then keep riffing on it two or three rooms past the point of insight. The game trusts its own atmosphere so completely that it forgets pacing is also a feature. If you’re the kind of player who savors world-building and never wants a good place to end, this is heaven. If you want momentum, the drag sets in around the midpoint — a slump the story eventually climbs out of, but not before testing your patience.
The Interface and Onboarding
The moment-to-moment usability looks clean by design. Character-swapping is built to be instant and readable. The cooking system — combine ingredients for buffs — is a gentle, optional layer that never demands mastery. Menus are legible and stay out of the way. There’s very little onboarding friction here; the game teaches through play rather than tutorial walls. If anything, Eastward is too comfortable letting you wander, occasionally leaving objectives vague enough that a lap around town is needed to find the exit. That’s a minor sin in a game this pleasant to occupy.
Visuals & performance
This is where Eastward stops being merely good and becomes special.
The pixel art isn’t nostalgic — it’s a reinvention of what pixel art can be. Pixpil layers modern lighting, depth-of-field, and particle work over hand-drawn sprites, so a rain-slicked alley or a neon-drenched arcade reads with a richness the 16-bit era could only dream of. Every town has a distinct palette and personality. Faces emote in a handful of pixels. It’s the rare game designed to make you stop playing to just look.
The orchestral-and-synth soundtrack matches the art beat for beat — melancholy when the world mourns, playful when the townsfolk bicker. It earns the atmosphere the pacing sometimes squanders.
The one caveat is systemic to the design, not the code: all that visual density means environments occasionally over-communicate, and a critical switch can hide inside a gorgeously busy screen.
Platform nuances
On Steam, Eastward is the definitive way to play. Higher resolution flatters the art’s fine detail, and a controller is the obvious input — this is a pad game to its bones, so leave the mouse for the menus. The big screen is where the environmental artistry pays its full dividend.
On Nintendo Switch, the fit is thematically perfect — a cozy, handheld-native adventure — and the pick-up-and-put-down cadence suits its meandering pace. But the trade-offs are real: a 2D game of this visual density is heavier on modest hardware, and the Switch version’s lower Metacritic score trails the PC’s 82 for a reason. The pixel art’s razor edges are blunted in docked mode, and busier towns ask more of the hardware than the platform comfortably gives. It’s a very good port of a game that simply looks its best with more horsepower behind it.
Final verdict
Eastward is a first game that reaches further than it can quite grasp — and that’s a compliment. Pixpil built a world so beautiful and so generous that its worst flaw is not knowing when to let you go. The combat is average. The pacing sags. Neither undoes the spell of that art, that music, and the quiet, aching bond between a silent man and the strange girl he’s trying to save.
Trim the excess and this would be a great game. As shipped, it’s something a notch below: a flawed, gorgeous, deeply human debut that we recommend to players with patience to spare — and to them alone.
Reviewed by the Rankeno RPG & Adventure Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review