Compare Clash: Artifacts of Chaos prices across 50+ stores and find the best deal. Developed by ACE Team. Published by Nacon. Released on 3/9/2023. Available on PC, Xbox. Genres: Action, Adventure, Indie.

A handcrafted brawler set in a deeply weird fantasy world, where every fight is a ritual and the atmosphere does as much work as your fists.

Clash: Artifacts of Chaos is a third-person melee brawler from ACE Team, the Chilean studio behind Zeno Clash and Rock of Ages. If you know those names, you already have a sense of what you are getting into: a world that feels like it was dreamed up by someone who reads too much Borges and not enough conventional fantasy, rendered with a painterly, hand-sculpted aesthetic that makes every environment feel like a diorama someone built in their basement over several obsessive years. You play as Pseudo, a martial artist living as a hermit in a land called Zenozoik, who reluctantly becomes the protector of a strange child creature called The Boy. What follows is part road-trip, part brawling odyssey through one of the more visually distinctive game worlds released in recent memory. The combat is the core and it rewards patience. ACE Team built a "Ritual" system around pre-fight gambling: before each significant encounter, both you and your opponent roll dice and the winner gets a temporary rule applied to the fight, things like no blocking allowed, or damage multipliers, or restricted movement. It sounds like a gimmick but it genuinely changes how you read each confrontation. The brawling itself is deliberate and positional, closer to a 3D fighting game than a hack-and-slash. You have a small move set that expands slowly, and mastering spacing and timing matters far more than button mashing. Some players will find this satisfying. Others will find it stiff. That divide is real and worth knowing about before you commit. What nobody seems to argue about is the world. Zenozoik is one of those rare game settings that has genuine internal logic to its strangeness. The creature design, the architecture, the way the sky looks at dusk in the overworld sections - all of it feels intentional rather than random weird. The soundtrack carries a similar quality, understated and textural, the kind of score that you notice most when it stops. Exploration between fights happens in a semi-open overworld where you can find secrets, optional encounters, and lore fragments that reward the curious without punishing anyone who just wants to push forward. The pacing in these sections is slow and atmospheric, which is either a feature or a flaw depending entirely on your temperament. Where the game stumbles is consistency. The opening hours ask for a lot of trust before the combat system fully clicks, and some boss encounters feel like they expose the camera and lock-on limitations more harshly than the designers perhaps intended. The story is intriguing but deliberately oblique, and players hoping for a tidy resolution or extensive narrative payoff may feel it stops rather than ends. At roughly ten to twelve hours for a focused playthrough, it is not a long game, but it earns most of those hours. ACE Team is a small studio that makes games nobody else would make, and Clash carries that signature clearly. If the 90 percent positive Steam score surprises you given the game's low profile, that is exactly the kind of underdog story this team has been writing for over a decade. Kai, Scout Team

Clash: Artifacts of Chaos
ActionAdventureIndie

Clash: Artifacts of Chaos

Mar 9, 2023ACE TeamNacon
GamerScout Says

A handcrafted brawler set in a deeply weird fantasy world, where every fight is a ritual and the atmosphere does as much work as your fists.

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About Clash: Artifacts of Chaos

Clash: Artifacts of Chaos is a third-person melee brawler from ACE Team, the Chilean studio behind Zeno Clash and Rock of Ages. If you know those names, you already have a sense of what you are getting into: a world that feels like it was dreamed up by someone who reads too much Borges and not enough conventional fantasy, rendered with a painterly, hand-sculpted aesthetic that makes every environment feel like a diorama someone built in their basement over several obsessive years. You play as Pseudo, a martial artist living as a hermit in a land called Zenozoik, who reluctantly becomes the protector of a strange child creature called The Boy. What follows is part road-trip, part brawling odyssey through one of the more visually distinctive game worlds released in recent memory. The combat is the core and it rewards patience. ACE Team built a "Ritual" system around pre-fight gambling: before each significant encounter, both you and your opponent roll dice and the winner gets a temporary rule applied to the fight, things like no blocking allowed, or damage multipliers, or restricted movement. It sounds like a gimmick but it genuinely changes how you read each confrontation. The brawling itself is deliberate and positional, closer to a 3D fighting game than a hack-and-slash. You have a small move set that expands slowly, and mastering spacing and timing matters far more than button mashing. Some players will find this satisfying. Others will find it stiff. That divide is real and worth knowing about before you commit. What nobody seems to argue about is the world. Zenozoik is one of those rare game settings that has genuine internal logic to its strangeness. The creature design, the architecture, the way the sky looks at dusk in the overworld sections - all of it feels intentional rather than random weird. The soundtrack carries a similar quality, understated and textural, the kind of score that you notice most when it stops. Exploration between fights happens in a semi-open overworld where you can find secrets, optional encounters, and lore fragments that reward the curious without punishing anyone who just wants to push forward. The pacing in these sections is slow and atmospheric, which is either a feature or a flaw depending entirely on your temperament. Where the game stumbles is consistency. The opening hours ask for a lot of trust before the combat system fully clicks, and some boss encounters feel like they expose the camera and lock-on limitations more harshly than the designers perhaps intended. The story is intriguing but deliberately oblique, and players hoping for a tidy resolution or extensive narrative payoff may feel it stops rather than ends. At roughly ten to twelve hours for a focused playthrough, it is not a long game, but it earns most of those hours. ACE Team is a small studio that makes games nobody else would make, and Clash carries that signature clearly. If the 90 percent positive Steam score surprises you given the game's low profile, that is exactly the kind of underdog story this team has been writing for over a decade. Kai, Scout Team

Tags

steamMelee BrawlerRitual CombatSurreal WorldHand-Crafted ArtPositional FightingAtmospheric ExplorationSemi-Open WorldCreature Design

System Requirements

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Reviews & Ratings

Steam
90%(1,478)

Game Info

Developer
ACE Team
Publisher
Nacon
Release Date
Mar 9, 2023

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