Scrabdackle
game
•Updated Oct 2026SteamIndie Games

Scrabdackle

byjakefriend

Scrabdackle is a confident, hand-animated Zelda-like with fast, demanding wand combat and a world dense with lore. Two-thirds of it doesn't exist yet. Act 1 alone justifies buying in, as long as you can accept a story that won't finish for years.

Get it$14.99

Where it ranks in Action

Scores 8.5 against a category average of 8.6 — below the Action average, ranking 431 of 763 Action games we've reviewed.

Scores

Score breakdown

How we weighted the criteria

Design
9/10
Innovation
8/10
Value
9/10
Utility
8/10

Our strongest category here is Design (9.0/10); the weakest is Innovation (8.0/10).

Price
$14.99
one-time or subscription
Released
Dec 2, 2025
Platform
Steam
Developer
jakefriend
Publisher
Fellow Traveller

More Steam / PC app reviewsMore Indie Games ranked by score

Quick summary

Scrabdackle (Steam) — scored 8.5: Scrabdackle is a confident, hand-animated Zelda-like with fast, demanding wand combat and a world dense with lore. Two-thirds of it doesn't exist yet....

Pros

  • Traditional hand-drawn animation with real personality in every frame
  • Fast, precise wand combat that rewards skill
  • Spells that work for traversal, puzzles and combat at once

Cons

  • Only Act 1 of 3 is out; the full story is roughly two years away
  • Combat difficulty may surprise players drawn in by the gentle art style
  • 80,000+ words of lore risks turning into a reading chore for some players

Verdict

Is Scrabdackle worth it?

Scrabdackle is the rare Early Access game where the unfinished part is a scheduling problem, not a quality one. Act 1 shows that jakefriend can deliver everything the pitch promises: hand-drawn animation, spells that redefine both the map and the fights, combat that respects your skill, and a world with more to say than most finished games. The influences are obvious, but they're combined with enough discipline that Scrabdackle feels like its own game rather than a mood board.

The caution is about time, not craft. You're buying a third of a story from a solo developer with a two-year roadmap. If that's a dealbreaker, wishlist it and come back for the complete release. Otherwise, 12 to 18 hours of excellent hand-drawn adventure, with two free acts to come, is an easy recommendation. Right now it's one of the most promising action-adventures on Steam.

Pros

  • Traditional hand-drawn animation with real personality in every frame
  • Fast, precise wand combat that rewards skill
  • Spells that work for traversal, puzzles and combat at once
  • Non-linear, interconnected overworld you can explore in any order
  • "Poet" mode and adjustable difficulty widen access
  • Act 1 alone offers 12–18 hours, with later acts free

Cons

  • Only Act 1 of 3 is out; the full story is roughly two years away
  • Combat difficulty may surprise players drawn in by the gentle art style
  • 80,000+ words of lore risks turning into a reading chore for some players
  • A solo developer's roadmap brings real schedule risk
  • Unclear how much of the six spells and nine bosses ships in Act 1
  • Steam-only, with no console versions announced

Pricing: $14.99

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Gallery

Screenshots

4 screenshots · tap to enlarge

What stands out

Key features

  1. Spell-Driven Progression: Six spells do double duty. They open new paths, solve environmental puzzles and power combat, so every new ability changes both how you fight and where you can go.
  2. Non-Linear Interconnected Overworld: Ten to eleven regions with no fixed order. You explore on your own terms instead of following a corridor.
  3. Nine Boss Encounters: Large, demanding fights designed to test whether you've actually learned your toolkit.
  4. Adjustable Difficulty and "Poet" Mode: You can tune the challenge, and an exploration-first "Poet" mode lowers the combat barrier for players who came for the world.
  5. Very Dense Lore: More than 80,000 words of dialogue and lore, 130+ notebook entries on creatures and places, and 60+ hidden collectibles and challenges.
  6. Traditional Animation and Original Score: Every frame is hand-drawn using traditional techniques, backed by about 90 minutes of original music.
  7. Episodic Early Access Model: Act 1 is out now, and Acts 2 and 3 arrive as free updates.

Full review

Scrabdackle in depth

Bottom Line: Scrabdackle is a confident, hand-animated Zelda-like with fast, demanding wand combat and a world dense with lore. Two-thirds of it doesn't exist yet. Act 1 alone justifies buying in, as long as you can accept a story that won't finish for years.

The Gameplay Loop: Learn, Unlock, Prove

Scrabdackle's core loop is old and still works: you find a spell, the map opens up, and you take the new ability into a fight that asks you to master it. What keeps it from feeling like a checklist is that the spells aren't single-purpose keys. In a lazier Metroidvania, the grappling hook opens grappling-hook doors and does nothing else. Here, a spell is a traversal tool, a puzzle solution and a combat verb all at once. Learning it in one context makes you better in the other two.

That overlap lets the game be stingy with abilities and still feel varied. Six spells sounds like a small number. In practice, combining them across exploration, puzzles and fights gives the toolkit more depth than the count suggests, and that's a smarter design choice than flooding you with abilities you'll forget about by hour ten.

Combat: Fast, Precise and Not Forgiving

Players and previewers keep landing on the same comparison: classic Zelda crossed with twin-stick shooters like The Binding of Isaac. That's accurate, and it tells you what Scrabdackle is really asking for. The wand combat is fast and precise, built around aim, spacing and reading enemy patterns rather than mashing a sword button. The Souls-like influence shows up in the bosses, which are framed as exams on what you've learned rather than damage sponges.

That gives the game a real identity, and it will also turn some people away. A hand-drawn storybook look suggests a gentle experience, and the combat often isn't one. Anyone who arrived for the illustrations and found themselves dying to a boss on the fourth attempt could feel misled by the art direction.

The difficulty settings, and "Poet" mode in particular, are what keep this from being a design flaw. Poet mode explicitly puts exploration ahead of combat. That's an honest admission that a large part of this audience wants the world more than the fights. Adjustable difficulty in a Souls-adjacent game still draws pointless arguments online, so offering it plainly is the right call, and it widens the audience a lot.

Exploration: The World Is the Product

Freedom to wander is one thing. Having something worth finding is another. Scrabdackle has both. The numbers are large: 80,000+ words of writing, 130+ notebook entries, 60+ hidden collectibles and challenges. For comparison, 80,000 words is the length of a full novel, and one person wrote it alongside drawing, animating, coding and designing.

That density is why the non-linear structure pays off. Open worlds without much content teach you to stop looking around. Scrabdackle seems to teach the opposite: corners are worth checking, characters are worth talking to, and the notebook is worth filling in. The whimsical tone that previewers keep mentioning shows up in this writing, and it's the main reason the world feels lived-in rather than generated.

There is a risk. 80,000 words is a lot of reading, and lore-heavy games often confuse volume with depth. Notebook entries can turn into homework, and unskippable chatter wears thin on a third pass through a region. If dialogue pacing or lore delivery is going to cause friction anywhere, it will be here, and Act 1 is too early to say whether the writing holds up over 40 to 50 hours.

The Early Access Problem

This is where you have to be skeptical. Only Act 1 of 3 is available. That act is substantial, but Scrabdackle is still an unfinished story with a two-year roadmap, and it comes from a solo developer. Solo projects run late. That isn't a criticism of jakefriend; it's simply what happens when one person carries the art, code, design and writing for a 40-to-50-hour game.

What we don't know yet: how the free updates will handle save continuity, whether later acts will rebalance Act 1's systems, and how the full spell and boss list is split between acts. The headline numbers (six spells, nine bosses, 10 to 11 regions) describe the whole game, and the store copy doesn't say clearly how much of each ships in Act 1. If you're buying for the complete package, you're buying a promise.

The mitigating factor is real, though: 12 to 18 hours for Act 1 is more than many finished indie games offer. Even if Acts 2 and 3 slip, what you're paying for today is a complete, satisfying chunk of play, not a vertical slice.

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Top in Action

How Scrabdackle ranks among our 763 published Action reviews.

RankNameOur scorePlatformsPrice
#1CelesteScores 1.3 higher than Scrabdackle9.8Steam, Nintendo Switch$19.99
#1Deus ExScores 1.3 higher than Scrabdackle9.8Steam$6.99
#1God of War (2018)Scores 1.3 higher than Scrabdackle9.8Steam$49.99
#431ScrabdackleThis review8.5Steam$14.99

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FAQ

Common questions

Is Scrabdackle worth it?

Scrabdackle is the rare Early Access game where the unfinished part is a scheduling problem, not a quality one. Our experts scored Scrabdackle 8.5 out of 10 — recommended.

Why does Scrabdackle score 8.5 out of 10?

With a score of 8.5 out of 10, Scrabdackle lands in our recommended band. Design is its strongest category at 9.0 out of 10. Innovation is the weakest at 8.0.

What do our experts like most about Scrabdackle?

Traditional hand-drawn animation with real personality in every frame. Fast, precise wand combat that rewards skill.

What do our experts say is Scrabdackle's biggest weakness?

Only Act 1 of 3 is out; the full story is roughly two years away. Combat difficulty may surprise players drawn in by the gentle art style.

About this review

How we scored Scrabdackle

Scrabdackle was scored on Design, Innovation, Value and Utility — each from 1 to 10, with the same rubric as every other game in its category — for an overall 8.5. Research and drafting follow Rankeno's fixed editorial rules; the rubric, the checks before publishing and the decision to publish are ours. Published Oct 1, 2026.

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.

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8.5ScrabdackleSteam