
No Turning Back: The Pixel Art Action-Adventure Roguelike
An abandoned Early Access dungeon crawler with real ambition buried under rough combat and a developer who stopped showing up over five years ago. Approach with eyes open.
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About No Turning Back: The Pixel Art Action-Adventure Roguelike
I want to root for this one. Solo developer, pixel art dungeons, a sprawling class roster with names like The Flame Arachnid, The Cannibal Minister, and The Soul Tempest, procedurally generated weapons you can upgrade with randomised blades and handles, a follower system where you recruit a Blacksmith, a Proprietor, a Skill Trainer, and an Apothecary, each unlocking their own skill trees. On paper that reads like a love letter to the genre from someone who genuinely wanted to build the roguelike they always dreamed of playing. There is real heart in the concept. The execution, though, is where that goodwill gets tested. The combat loop runs through procedurally generated castle rooms you cannot leave until every enemy is cleared, which sounds fine until the hitboxes start lying to you. Players who spent time with this have consistently flagged attack timing that feels disconnected from what you see on screen, cooldowns that drag longer than the encounters deserve, and enemies that occasionally spawn directly on top of your character, dealing damage before you can react. These are not nitpicks. In a game whose entire identity rests on moment-to-moment combat in tight rooms, unreliable hitboxes corrode the whole experience. Average playtime data sits around three and a half hours, which tells its own story. The class variety is the one area where the ambition partially lands. Classes like The Mage and The Warrior are the obvious entry points, but the DLC packs hint at a much weirder roster underneath, with pyromancers, invokers, and shade spinners suggesting the developer had a genuine creative vision for build diversity. The inventory reset on death is standard roguelite discipline, and unlockable bonuses that persist across runs give you a thin thread of progression to chase. The follower Order system, where you grow a kind of guild hall with statues and skill trees, is an interesting structural idea that most games in this space do not bother with. The hard truth is that this game has not received a developer update in over five years. It launched into Early Access in January 2016 and has sat there since, never reaching a full release. The Steam review split lands at roughly 57 percent positive across a very small sample, which is the industry equivalent of a shrug. Achievement reliability has been questioned by the community. The class unlock packs sold as DLC mean some of the most interesting builds sit behind additional purchases for a game that never graduated from Early Access. None of this is the soul of what the developer was trying to build, but it is the reality of what you are buying. If you are someone who finds a kind of archaeology in unfinished indie games, who can squint past rough edges and feel the intention underneath, there is something here that is not nothing. The procedural generation does produce runs that feel distinct. The follower system hints at a design layer most games twice its size do not attempt. But if you need a combat system that responds the way your inputs tell it to, or a developer who might still be listening, this is not the one. Some small games know when to end. This one never quite figured out how to begin. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows Vista, 7 or 8
- Memory
- 512 MB RAM
- Storage
- 250 MB available space
- Graphics
- 128MB graphics or more
- Processor
- 1Ghz or faster processor
- Sound Card
- One that sounds nice!
Recommended
- OS
- Windows Vista, 7 or 8
- Memory
- 512 MB RAM
- Storage
- 500 MB available space
- Graphics
- 128MB graphics
- Processor
- 1Ghz or faster processor
- Sound Card
- One that sounds nice!
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Game Info
- Developer
- ColloseusX
- Publisher
- Phat Phrog Studios
- Release Date
- Jan 15, 2016