Overview
There’s a particular kind of confidence in a game that knows exactly what it is. Momodora: Reverie Under the Moonlight has it in spades. This is the fourth entry in developer Bombservice’s long-running Momodora series, and it’s the one that broke the project out of niche obscurity and into the wider conversation about what indie action games can be. Built largely by a small team—the series has famously been driven by a tiny creative core—it arrived in 2016 and has quietly become a reference point for the genre.
On paper, it’s a 2D side-scrolling action-platformer with Metroidvania bones and a Souls-like heart. In practice, it’s a masterclass in restraint. You play as Kaho, a priestess from the village of Lun, dispatched to the rotting Kingdom of Karst to petition its Queen and lift a curse that’s turning the land and its people into something monstrous. The story is told in fragments—item descriptions, environmental cues, the occasional wounded NPC slumped against a wall—and it borrows FromSoftware’s oblique storytelling instincts without apology.
The market position is clear. This isn’t trying to out-content a Hollow Knight or out-sprawl a Ori. It’s a tight, curated experience that sits in the same room as those giants but plays a different game entirely: compact, deliberate, and mercilessly focused on the moment-to-moment feel of moving and fighting. Roughly 92% of its 4,000-plus Steam reviews are positive, and that consensus is earned. The critique that follows it everywhere—that it’s short—is real. But short and hollow are not the same thing, and Momodora is anything but hollow. It’s dense, replayable, and built to be mastered rather than merely completed. In a genre that too often confuses length with value, that’s a quietly radical stance.
Key features
- Fluid melee-and-ranged combat: A sacred maple leaf drives fast melee combos, while a bow handles ranged threats. The two systems interlock cleanly, and switching between them mid-fight is where the combat sings.
- Dodge-roll canceling: The well-timed roll doesn’t just dodge—it cancels animations into strikes, giving skilled players an aggressive rhythm that rewards precision over button-mashing.
- Build customization: Equippable items and spells let you tune Kaho toward glass-cannon aggression, defensive survivability, or utility, adding real texture to repeat playthroughs.
- Pattern-driven bosses: The setpiece encounters are the game’s spine—readable, brutal, and deeply satisfying to solve.
- Scalable difficulty and New Game+: Modes range from a gentle story setting to a savage hardcore mode, with NG+ extending the mastery curve well past the credits.
Analysis
The Gameplay Loop
Momodora lives and dies on feel, and the feel is exceptional. Kaho moves with a lightness that makes traversal a pleasure and combat a conversation. The melee combo with the maple leaf is quick and snappy, with just enough commitment on each swing to make positioning matter. The bow adds a layer of spatial thinking—do you close the distance and trade blows, or chip from range and play the patience game? Most fights become a fluid negotiation between the two.
The dodge roll is the linchpin. It’s not a generous, invincibility-drenched crutch like some games offer; the window is tight, and the payoff for nailing it is enormous. Because you can cancel into attacks out of a roll, high-level play looks less like careful trading and more like a dance—duck through an attack, punish, roll again. When it clicks, few 2D action games feel this good. When it doesn’t, you die. That’s the deal, and the game never pretends otherwise.
Exploration and Structure
The Metroidvania scaffolding is real but modest. The Kingdom of Karst is interconnected, laced with hidden paths, shortcuts, and secrets that reward curiosity, but this isn’t a labyrinthine sprawl that demands a wiki and a spreadsheet. Backtracking exists, but it’s gentle. Ability-gated progression is present, but understated. The map is a place you come to know intimately precisely because it’s compact—every screen has been considered, and almost none feels like filler.
This is the crux of the “it’s too short” debate. A first run lands around four to six hours. For some players, that’s a dealbreaker at full price. I’d push back. The design density here is high; there’s very little padding, no fetch-quest bloat, no artificially stretched corridors. What you’re paying for is craftsmanship, not runtime. The hardcore mode and New Game+ aren’t token additions—they meaningfully re-contextualize the encounters, turning a known quantity into a fresh test. The game is built to be replayed, and its brevity is what makes replaying it feel inviting rather than exhausting.
The Souls-like DNA
The comparisons to Dark Souls aren’t marketing hyperbole—they’re structural. The melancholic tone, the story-through-scraps approach, the bosses that punish greed and reward pattern recognition: it’s all here, translated into two dimensions with real intelligence. Death is a teacher. Each boss is a puzzle written in muscle memory, and the moment you finally read a pattern you’d been dying to for twenty minutes is the specific dopamine hit this genre exists to deliver. Bombservice understood the assignment and adapted it rather than tracing it.
Where it stumbles slightly: the difficulty curve can spike unevenly, and a couple of encounters lean more on attrition than elegance. The build variety, while welcome, doesn’t run as deep as the more expansive Metroidvanias it’s often shelved beside. These are quibbles, not indictments. The core loop is so tight that its rough edges barely register in motion.
Visuals & performance
The pixel art is the headline, and it delivers. This is hand-crafted work with genuine artistry—lush, detailed environments soaked in a moody, moonlit palette that sells Karst’s decay without ever tipping into ugliness. Character animation is expressive, enemy design is memorable, and the whole thing carries a cohesive melancholic mood that a lesser art team would have fumbled. It’s the rare pixel-art game that looks intentional in every frame rather than merely nostalgic.
Performance is a non-issue. This is a technically modest 2D game, and it runs clean and cool on virtually anything you throw it at. Load times are negligible, input latency is low—which matters enormously in a game this dependent on frame-tight dodges—and I encountered nothing resembling a hitch or stutter. When your combat asks for precision, the engine has to honor that request, and this one does.
Platform nuances
On Steam, this is best played with a controller, full stop. The combat’s reliance on precise directional inputs and roll timing maps far more naturally to a gamepad than to keyboard-and-mouse, though the keyboard setup is perfectly serviceable for those who prefer it. The PC version is the technical baseline: crisp, responsive, and endlessly configurable.
On Nintendo Switch, Momodora finds arguably its ideal home. This is a game practically engineered for handheld play—short, replayable, pick-up-and-punish sessions that suit a commute or a couch. The pixel art looks fantastic on the Switch’s smaller screen, and the portability turns the game’s brevity into a feature rather than a bug. The trade-off is the usual Switch caveat: if you’re chasing absolute crispness on a big display, the PC build edges it out. But for the moment-to-moment experience, the handheld form factor and this game’s design philosophy are a near-perfect match.
Final verdict
Momodora: Reverie Under the Moonlight is a small game with a big grip. It won’t consume your month or dominate your backlog, and it isn’t trying to. What it offers instead is a nearly flawless expression of a specific idea: fast, precise, beautiful combat wrapped in a melancholy world that respects your intelligence and your time. The combat feel alone justifies the price of admission, and the atmosphere lingers long after the brief runtime ends.
Yes, it’s short. That’s the first thing anyone will tell you, and it’s the last thing that should stop you. Bombservice made every one of these hours count, then handed you the tools—hardcore mode, New Game+, build tinkering—to make them count again. This is what confident, focused indie design looks like. It earns its status as a beloved classic, and it holds up years on. Buy it, expect to die a lot, and expect to smile while you do.
Reviewed by the Rankeno Action 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