Compare Re:Legend prices across 50+ stores and find the best deal. Developed by Magnus Games Studio. Published by 505 Games. Released on 9/5/2022. Available on PC. Genres: Action, Adventure, Indie, RPG, Simulation.

Farming, monster-taming, co-op, crafting, fishing, and action combat all in one package - yet Re:Legend's ambition consistently outpaces its execution, landing it in firmly mixed territory on Steam.

I went into Re:Legend genuinely excited about the premise: a Stardew Valley-style farming loop grafted onto a creature-collection system closer to Monster Rancher than Pokemon, with up to four-player online co-op threaded through the whole thing. The systems list is legitimately impressive on paper. You farm and breed exotic fish underwater, level up organic life skills by simply practising them (Mining, Fishing, Logging, Crafting, Weaponry, and more), tame creatures called Magnus for combat and fast travel, mount them mid-fight, build up Vokka Village by helping its anthropomorphic townsfolk, and haul in friends to share the chaos. That is a serious amount of content from a debut studio, and the chibi art style and upbeat tropical soundtrack give the world a genuine warmth. The reality of playing it, though, involves a persistent friction that the content list cannot paper over. Combat is the most obvious crack in the foundation. The weapon system has no class restrictions, which sounds liberating, but the action itself is muddy: hitboxes behave unpredictably, the dodge mechanic carries inconsistent lag, and boss encounters can devolve into a frustrating loop of near-misses on both sides. Charged abilities unlock as your combat skill levels up, but by the time they arrive the first impression is already a poor one. Magnus taming, the system that should compensate for weak direct combat, requires clearing minigame prompts that are explained through text boxes so sparse that many players resort to community wikis before they get a single creature into their party. The tutorial structure is the deeper systemic problem. Unlike Harvest Moon or Rune Factory, which let you discover mechanics at your own pace, Re:Legend piles systems on top of systems in the opening hours without giving each one room to breathe. Switching between the farming stat track and the RPG progression track creates real cognitive overload early on. The inventory UI compounds this: it is clunky enough that routine item management becomes a chore, and the mouse support for some menus (like the in-game encyclopedia) is inconsistent. Controller support at launch was only partial, though patches have addressed some of this. Performance was rough at 1.0 too, with frame pacing issues that were hard to excuse given the visual fidelity on offer. Here is the honest split the community has settled into after a few years: if you pick one or two pillars and lean into them, Re:Legend works. Pure creature-collector runs are genuinely interesting, the Magnus evolution system has real depth (requiring level thresholds, stat investment, heart levels built by feeding and petting, and specific evolution items), and co-op sessions with friends smooth over many rough edges through shared momentum. The world of Ethia has enough variety in its environments, from mountain biomes to beach zones, to sustain 20-to-50-hour playthroughs for the right audience. The problem is that the game sells itself as all of those experiences simultaneously, and the seams show whenever you try to context-switch between farming mode and dungeon-crawling mode in the same session. Steam sits at a "Mixed" aggregate after more than 1,500 reviews, which feels about right. The target audience is specific: players who already love farming sims deeply enough to tolerate a creaky interface, or monster-collector fans willing to grind past a rough tutorial to reach the Magnus evolution loop. Anyone expecting Rune Factory-level combat polish or Stardew Valley-level UI cleanliness will bounce. At a sub-five dollar price tier on subscription platforms, the risk calculation changes - the content volume is genuinely there, the bones are solid, and the rough edges sting less when the financial commitment is low. Go in knowing what you are optimising for, and Re:Legend can deliver a relaxed, cheerful 30-plus hours. Go in expecting every system to feel tight and interconnected, and frustration is the predictable outcome. Diego, Scout Team

Re:Legend
ActionAdventureIndieRPGSimulation

Re:Legend

Sep 5, 2022Magnus Games Studio505 Games
GamerScout Says

Farming, monster-taming, co-op, crafting, fishing, and action combat all in one package - yet Re:Legend's ambition consistently outpaces its execution, landing it in firmly mixed territory on Steam.

PC
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Screenshots & Media

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About Re:Legend

I went into Re:Legend genuinely excited about the premise: a Stardew Valley-style farming loop grafted onto a creature-collection system closer to Monster Rancher than Pokemon, with up to four-player online co-op threaded through the whole thing. The systems list is legitimately impressive on paper. You farm and breed exotic fish underwater, level up organic life skills by simply practising them (Mining, Fishing, Logging, Crafting, Weaponry, and more), tame creatures called Magnus for combat and fast travel, mount them mid-fight, build up Vokka Village by helping its anthropomorphic townsfolk, and haul in friends to share the chaos. That is a serious amount of content from a debut studio, and the chibi art style and upbeat tropical soundtrack give the world a genuine warmth. The reality of playing it, though, involves a persistent friction that the content list cannot paper over. Combat is the most obvious crack in the foundation. The weapon system has no class restrictions, which sounds liberating, but the action itself is muddy: hitboxes behave unpredictably, the dodge mechanic carries inconsistent lag, and boss encounters can devolve into a frustrating loop of near-misses on both sides. Charged abilities unlock as your combat skill levels up, but by the time they arrive the first impression is already a poor one. Magnus taming, the system that should compensate for weak direct combat, requires clearing minigame prompts that are explained through text boxes so sparse that many players resort to community wikis before they get a single creature into their party. The tutorial structure is the deeper systemic problem. Unlike Harvest Moon or Rune Factory, which let you discover mechanics at your own pace, Re:Legend piles systems on top of systems in the opening hours without giving each one room to breathe. Switching between the farming stat track and the RPG progression track creates real cognitive overload early on. The inventory UI compounds this: it is clunky enough that routine item management becomes a chore, and the mouse support for some menus (like the in-game encyclopedia) is inconsistent. Controller support at launch was only partial, though patches have addressed some of this. Performance was rough at 1.0 too, with frame pacing issues that were hard to excuse given the visual fidelity on offer. Here is the honest split the community has settled into after a few years: if you pick one or two pillars and lean into them, Re:Legend works. Pure creature-collector runs are genuinely interesting, the Magnus evolution system has real depth (requiring level thresholds, stat investment, heart levels built by feeding and petting, and specific evolution items), and co-op sessions with friends smooth over many rough edges through shared momentum. The world of Ethia has enough variety in its environments, from mountain biomes to beach zones, to sustain 20-to-50-hour playthroughs for the right audience. The problem is that the game sells itself as all of those experiences simultaneously, and the seams show whenever you try to context-switch between farming mode and dungeon-crawling mode in the same session. Steam sits at a "Mixed" aggregate after more than 1,500 reviews, which feels about right. The target audience is specific: players who already love farming sims deeply enough to tolerate a creaky interface, or monster-collector fans willing to grind past a rough tutorial to reach the Magnus evolution loop. Anyone expecting Rune Factory-level combat polish or Stardew Valley-level UI cleanliness will bounce. At a sub-five dollar price tier on subscription platforms, the risk calculation changes - the content volume is genuinely there, the bones are solid, and the rough edges sting less when the financial commitment is low. Go in knowing what you are optimising for, and Re:Legend can deliver a relaxed, cheerful 30-plus hours. Go in expecting every system to feel tight and interconnected, and frustration is the predictable outcome. Diego, Scout Team

Tags

singleplayermultiplayercooponline-cooptier:sub-5Monster Evolution SystemNo-Class Weapon Switching4-Player Online Co-opLife Skill ProgressionMagnus MountingCreature Collector DepthTutorial-Heavy OnboardingMixed-System Loop

Steam Deck & Linux

Steam Deck PlayableProtonDB Platinum

Valve rates this game Steam Deck Playable. Runs flawlessly on Linux out of the box. Based on 5 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 10 64-bit
Memory
4 GB RAM
Storage
15 GB available space
Graphics
GeForce GTX 750 or Radeon HD 7850
Processor
AMD Phenom II X2 550 or Intel Core 2 Duo E8400

Recommended

OS
Windows 10 64-bit
Memory
8 MB RAM
Storage
15 GB available space
Graphics
GeForce GTX 1050 Ti or Radeon R9 380X
Processor
AMD FX-8350 or Intel Core i3-6100

Community Discussion

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Reviews & Ratings

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Game Info

Developer
Magnus Games Studio
Publisher
505 Games
Release Date
Sep 5, 2022

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Price History

2026-06-104.15(lowest)

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What platforms is Re:Legend available on?

Re:Legend is available on PC.

When was Re:Legend released?

Re:Legend was released on 5 September 2022.

Who developed Re:Legend?

Re:Legend was developed by Magnus Games Studio and published by 505 Games.