
Reaper - Tale of a Pale Swordsman
Hexage's mobile-born hack-and-slash has genuine charm buried under a port that never quite forgot where it came from. Worth a look if the grind doesn't scare you.
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About Reaper - Tale of a Pale Swordsman
My first few minutes with Reaper left me genuinely surprised - not because it's ambitious, but because it's so unabashedly itself. This is a side-scrolling arena hack-and-slash that started life on iOS, got Greenlit onto Steam in early 2014, and arrived on PC wearing its mobile origins openly. That context matters. Once you accept it, a modest, atmospheric little brawler reveals itself underneath. The world setup is more interesting than the marketing suggests. You wake up as a nameless, pale, black-cloaked figure - referred to by NPCs as everything from "Dark Reaper" to "pale fella" - dropped into a long-simmering war between the industrial Imperium and the magic-wielding Wilderness tribes. The writing leans into dark comedy and lets you choose dialogue responses that range from helpful to outright villainous, including demanding extra gold at the risk of losing a quest giver entirely. It never reaches the heights of a proper CRPG, but the branching conversation moments are charming enough that they anchor the quest-to-quest rhythm in something that feels lightly alive. Combat is the core loop, and it works in short sessions. You run between arena zones, encounter mixed waves of ground and flying enemies, and build Skulls of Rage through your auto-attack chains to unlock special strikes - an Uppercut, an Earthquake ground slam, and a Dash that starts dealing damage once you've filled the rage meter. Seven distinct attack types exist on paper, though in practice the fights can blur into muscle memory fairly quickly. The level-up system has real texture to it: each time you fill the XP bar you choose one of three perk cards, with options ranging from a passive Parry chance to AoE bonuses on special attacks and stun procs. Gear shopping adds another layer - you can swap out swords, armor, and accessories to nudge your stats toward speed or damage - but deeper skill expression isn't really available here. What you start with is mostly what you finish with, which will disappoint players hoping to theorycraft a build. The presentation is where Hexage's handcraft shines most clearly. The art carries that signature blacklit neon-glow aesthetic, all warm illustrated backgrounds and glowing magic effects that contrast the Reaper's brooding violence with a kind of quiet beauty. The soundtrack - somewhere between jazz and electronica, genre-bending in the best way - shifts level to level and never wore out its welcome with me. These are the moments where the game feels genuinely made, not just shipped. The overworld map, designed to evoke an oil painting, has a stillness to it that I kept pausing to notice. The honest friction lies in the PC adaptation. Auto-attack is permanently active and the control scheme carries the fingerprints of a touchscreen origin, which causes occasional stumbles on keyboard or even with a gamepad in menus. Ranged enemies that kite you toward instant-kill pits are a recurring frustration. The campaign loop - fight, quest, shop, repeat - surfaces its rhythm quickly, and the back half of the game leans hard on that repetition. If you go in expecting a deep PC action-RPG, the seams show. But if you meet it as what it is - a compact, hand-crafted brawler with a wry sense of humor and a soundtrack worth listening to on its own - there's a real, low-key experience here worth a few evenings. The additional Dark Harvest mode (a standalone wave-survival run with its own character) and the Torken Arena add replayability for those who catch the rhythm and want more. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 10
- Memory
- 2 GB RAM
- DirectX
- Version 11
- Storage
- 200 MB available space
- Graphics
- DirectX 11.1
- Processor
- 2 Ghz
Reviews & Ratings
No ratings available
Game Info
- Developer
- Hexage
- Publisher
- Hexage
- Release Date
- Feb 7, 2014