
It’s perhaps ending up being a little a difficult sell nowadays, the old roguelike dungeon-crawling experience, loaded with retro/pixel visuals. We understand it. As hectic and as overstuffed with pale copy cats to the greats as this category is, it’s still well worth keeping an eye out for the odd gem.
And here we have an example of stated gem. Into the Restless Ruins is a great thing – simply put, a video game that takes an entire lot of mechanics you may believe you’re tired of, and weaves them together into something completely fresh and distinct.
Edinburgh-based Ant Workshop Studios has actually blended deckbuilding, dungeon-crawling, dungeon-building, a fiendishly moreish memory video game, and wonderful, Vampire Survivors-esque, auto-combat to seductive impact in its Switch launching. The delicately evaluated balance here, in how each of these mechanics is provided an equivalent share of your time, guarantees that, from the very first dungeon drop to the extremely last fight of the project, you might discover yourself immobilised, such is the addictiveness of the core gameplay loops running in tandem.

Starting in a dank catacomb, in an area called Eorisdale, Into the Restless Ruins sees you organize a cloaked lead character, a Celtic champ, who’s on the hunt for the Harvest Maiden. This figure from Scottish folklore, according to the video game, can please any heart’s biggest desires – in return for a little work. Therefore off we pop down some dungeons as we’ve got a hot tip-off that’s where she goes to relax.
This very first dungeon carefully presents the circulation of the gameplay. Beginning a run, you’re procedurally-generated a single piece of dungeon, possibly a crossroads, with a generate point in the centre. You likewise have a deck with 5 cards. Each card has a little part of a dungeon showed on it, together with the variety of BP (Build Points) you’ll require to play it, and a note of any other impacts the card might have. An armoury will raise your attack stat, a camp lets you regrow a little of your torch, whilst faded groves offer you a little health regen, and so on through more complex fare.

You start from your generate point and utilize your cards, selecting a piece of dungeon to fit– in a beautiful clicky method– to the piece you’re presently on. The objective now is to construct and broaden, utilizing your provided turns and BP, to reach a number of locations spread out around you, a few of which consist of seals. These seals need to be discovered and broken to advance more to a last employer fight.
All great. Now, when you’ve done your preparation and played your cards, you keep in ‘Y’ to drop right down into the dungeon (and it’s great how the video game simply effortlessly zooms right in for this bit) where the auto-combat fighting starts. The battle here will come as not a surprise to anybody who’s made it through vampires: it’s everything about placing and timing, preventing explodey rats and mice, weaving through wizard’s spells, and understanding when to push or draw back.
When this part begins, you’ll likely rapidly understand that you’ve made some errors in the preparation (particularly if you are us). You see, as your dungeons broaden, as you reach a seal and break it and are then dealt with down by a crowd of mad beasties, the significance of dungeon style is completely exposed.
Camping areas, to begin with, require to be positioned along paths with some believed to guarantee you can keep your torch lit, due to the fact that they’ve just gone and put your light supply on a tightly-timed gauge. Stress has actually gone into the chat! You likewise have a bar determining your health, which does not take much to empty either, so the positioning of those restoring faded groves is now of crucial import.
When you finish a run you’ll be reclaimed to your deck and another gauge is released. This purple addition to the enjoyable reveals you how cursed you are, you see. It gets contributed to with each total run, therefore succeeding, not passing away, and playing creative will assist you keep this bar filling as gradually as possible. Passing away and making a mess, on the other hand, will include some large portions, putting you at threat of being overwhelmed before you handle to break all the seals and beat the one in charge. Phew!
The very first dungeon’s leisurely rate and uncomplicated design provides you an opportunity to get utilized to spinning and positioning parts of your dungeon onto the map, in addition to getting to grips with how you’ll require to time whatever so to press on to triumph. The fight keeps itself differed by supplying brand-new weapons and antiques, too, in addition to offering you brand-new choices through a large choice of upgradeable and adjustable cards (116 base ranges, our company believe).

There are even more layers supplied through construct synergies– particular positioning patterns offer surprise benefits– and there’s likewise an entire lot of Cantrips to open and utilize, permitting you to include both favorable and unfavorable impacts to raise or reduce the quantity of XP you get in a run, or “harvest” to utilize the right terminology. Lots of moving parts to think about.
You’ve likewise got a couple of characters to fulfill out in these ruins that you’ve developed around yourself, weird NPCs who’ll update your cards, replicate specific favorites, and more besides, whilst imparting some folklore upon you. Updating here, it needs to be stated, is likewise simply actually cool and gratifying because, besides the typical numbers-going-up, you get brand-new entryways onto your card pieces.
For example, a long passage with 3 doors that you could not utilize since it would not fit, now gets an additional door for you to work with. It’s addicting, puzzley-time things that simply improves as it gets more difficult.

Naturally, when a location within any of your dungeons does not include a seal, you’ve squandered a great deal of resources making your method towards it, and this element likewise brings adequate stress to your preparation time that the structure is every bit as pleasurable as the fight. Roaming through dungeons brings the included risk of getting lost, too, as there’s no map, so the memory video game begins to rear its head as you move onto the later catacombs, which blend things up by spreading out the clouds you require to discover in different instructions. This suggests method more pre-planning is needed to prevent coming a cropper to the tight time and health restrictions put on you.
Beyond this, you’ve likewise got cursed cards that’ll be played into your deck when you’ve been cursed, these include some rough negatives to procedures if you let them being in your hand, therefore you require to think about when to play them (they cost a BP) in order to do the least quantity of damage to your possibilities and get them out of your deck. These are balanced out by favour cards you’ll receive from breaking seals and levelling up, so you could, as an example, play a cursed card that suggests you can’t recover up at groves, however then play a card that provides you +500% damage, so it nullifies the unfavorable rather and eliminates it from your deck.

There are numerous wrinkles here that it might have ended up being extremely tiresome and/or untidy, so the very best thing is how it’s all so simple and easy and simple to find out, even if you do not truly do cards as a routine thing. Every element is discussed well (there’s a tutorial in the menus when you require it), and you can take your time in the preparation stage. As the catacombs get more difficult, things advance along completely from unwinding and addicting, to tension-filled and much more bloody addicting. The beautiful pixel art design, fast shots of Scottish folklore, and strong soundtrack all work to offer you precisely the sort of environment you require to settle in for the long haul.
In regards to negatives, well, the story elements are light, actually, so this one isn’t gon na be challenging any of the more narratively overblown examples of the category to a straight-up auto-fight in the school play area.
We think, too, that the visual design is one that’s been done a fair bit, however truthfully, we’re selecting for the sake of it now. This is some premium-grade roguelike, in the end – a distinctively fresh take that obtains motivations from all over its selected category, and patches them together into a terrific indie video game that’s quite its own thing. Simply be cautioned that the ‘another run’ element here is high.
Conclusion
Into The Restless Ruins has actually taken us completely by surprise. This is a belting addition to the Switch’s lineup of roguelikes that handles to make itself fresh and distinct in a classification loaded with dull copycats. The melding of deckbuilding, fight, memory difficulties, and building and construction of dungeons produces a video game that draws you right in whenever, robbing you of hours as you work your method through its wonderful catacombs. A little more narrative zest might have taken it even further, however you’re still taking a look at a little a must-play here.