Compare Ritual: Crown of Horns prices across 50+ stores and find the best deal. Developed by Draw Distance. Published by Feardemic. Released on 11/7/2019. Available on PC. Genres: Action, Indie.

Weird West atmosphere so thick you can smell the brimstone, wrapped around a horde shooter that will wall you hard unless precision and pattern memory are your idea of fun.

I keep coming back to games that feel hand-authored, where every decision in the design has a point of view behind it. Ritual: Crown of Horns has that quality in places, and then in other places it makes you question why you bothered. That tension is basically the whole review. The premise is genuinely delicious. Bounty hunter Daniel Goodchild rides out to kill a witch for the US government, gets ambushed and butchered by antler-wearing cultists instead, and wakes up as the witch's reluctant undead bodyguard. The illustrated cutscenes that carry the story between missions are the best-looking thing in the package, and the writing has a dry, pulpy humor that draws from the same well as old dime novels. The soundtrack sits in that sweet spot between Ennio Morricone homage and something punchier, weirder, and more acid-tinged, and the sound design gives each weapon its own personality: the crack of a six-shooter is genuinely satisfying, the sawed-off lands with weight. If you are the kind of player who reads flavor text and lingers on cutscenes, the atmosphere here will reward you. The gameplay structure is a loop of arena defense missions. Each stage drops you in a tight, enclosed space and asks you to keep the witch alive while she completes her ritual before a timer runs out. Enemies spawn in fixed patterns, which means the game rewards memorization over improvisation. The signature mechanic is a charged-aim system: hold your aim on an enemy long enough and you land a one-shot critical instead of chipping through their health bar. It is a deliberate, almost slow decision-making layer grafted onto what your hands expect to be a fluid shooter, and it genuinely distinguishes the game from genre peers. The arsenal includes revolvers, shotguns, rifles, crossbows, and a handful of era-inappropriate surprises, plus equipable spells that pull from souls collected off fallen enemies. Gear upgrades come from completing challenge maps, which are replays of existing arenas with new modifiers attached, like clearing a level without taking a single hit. Here is where the honesty comes in. The arenas are small, the camera sits close, and the fixed enemy routing means each death is effectively a tutorial rather than a punishment, but only if you have the patience for that rhythm. Players who want procedural variety, build diversity across multiple runs, or a sense of escalating spectacle will find the loop wears thin quickly. The auto-aim occasionally latches onto the wrong target in a crowd, and while the character art in cutscenes is beautiful, the in-game models are noticeably rougher. Critics landed all over the map on this one, with the split falling roughly along lines of horde-mode tolerance. If you have spent hours mastering fixed-pattern arcade games and find pleasure in optimizing a single tight encounter, the challenge maps offer genuine replayability. If you need mechanical variety to stay engaged beyond a couple of hours, the game runs out of surprises. For the right player, the world Draw Distance built here is worth visiting. The Weird West aesthetic is committed, the soundtrack holds up as standalone listening, and there is enough pulpy narrative charm to carry the quieter moments. It is a game made by people who clearly loved their source material, and that love is audible and visible even when the mechanics underneath it strain. Go in with clear expectations about what a horde-defense twin-stick shooter can and cannot give you, and it might just be your kind of strange. Kai, Scout Team

Ritual: Crown of Horns
ActionIndie

Ritual: Crown of Horns

Nov 7, 2019Draw DistanceFeardemic
GamerScout Says

Weird West atmosphere so thick you can smell the brimstone, wrapped around a horde shooter that will wall you hard unless precision and pattern memory are your idea of fun.

PC
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About Ritual: Crown of Horns

I keep coming back to games that feel hand-authored, where every decision in the design has a point of view behind it. Ritual: Crown of Horns has that quality in places, and then in other places it makes you question why you bothered. That tension is basically the whole review. The premise is genuinely delicious. Bounty hunter Daniel Goodchild rides out to kill a witch for the US government, gets ambushed and butchered by antler-wearing cultists instead, and wakes up as the witch's reluctant undead bodyguard. The illustrated cutscenes that carry the story between missions are the best-looking thing in the package, and the writing has a dry, pulpy humor that draws from the same well as old dime novels. The soundtrack sits in that sweet spot between Ennio Morricone homage and something punchier, weirder, and more acid-tinged, and the sound design gives each weapon its own personality: the crack of a six-shooter is genuinely satisfying, the sawed-off lands with weight. If you are the kind of player who reads flavor text and lingers on cutscenes, the atmosphere here will reward you. The gameplay structure is a loop of arena defense missions. Each stage drops you in a tight, enclosed space and asks you to keep the witch alive while she completes her ritual before a timer runs out. Enemies spawn in fixed patterns, which means the game rewards memorization over improvisation. The signature mechanic is a charged-aim system: hold your aim on an enemy long enough and you land a one-shot critical instead of chipping through their health bar. It is a deliberate, almost slow decision-making layer grafted onto what your hands expect to be a fluid shooter, and it genuinely distinguishes the game from genre peers. The arsenal includes revolvers, shotguns, rifles, crossbows, and a handful of era-inappropriate surprises, plus equipable spells that pull from souls collected off fallen enemies. Gear upgrades come from completing challenge maps, which are replays of existing arenas with new modifiers attached, like clearing a level without taking a single hit. Here is where the honesty comes in. The arenas are small, the camera sits close, and the fixed enemy routing means each death is effectively a tutorial rather than a punishment, but only if you have the patience for that rhythm. Players who want procedural variety, build diversity across multiple runs, or a sense of escalating spectacle will find the loop wears thin quickly. The auto-aim occasionally latches onto the wrong target in a crowd, and while the character art in cutscenes is beautiful, the in-game models are noticeably rougher. Critics landed all over the map on this one, with the split falling roughly along lines of horde-mode tolerance. If you have spent hours mastering fixed-pattern arcade games and find pleasure in optimizing a single tight encounter, the challenge maps offer genuine replayability. If you need mechanical variety to stay engaged beyond a couple of hours, the game runs out of surprises. For the right player, the world Draw Distance built here is worth visiting. The Weird West aesthetic is committed, the soundtrack holds up as standalone listening, and there is enough pulpy narrative charm to carry the quieter moments. It is a game made by people who clearly loved their source material, and that love is audible and visible even when the mechanics underneath it strain. Go in with clear expectations about what a horde-defense twin-stick shooter can and cannot give you, and it might just be your kind of strange. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:indieWeird WestHorde DefenseCharged-Aim MechanicPattern MemorizationCult HorrorPulpy NarrativeIllustrated CutscenesFixed-Spawn ArenasChallenge Maps

System Requirements

Minimum

OS
Windows 7 SP1
Memory
4 GB RAM
Storage
2 GB available space
Graphics
​1 GB VRAM OpenGL 2.1+
Processor
Dual Core 3 GHz

Recommended

OS
Windows 7 SP1
Memory
8 GB RAM
Storage
2 GB available space
Graphics
2 GB VRAM OpenGL 2.1+
Processor
Dual Core 3,4 GHz

Reviews & Ratings

No ratings available

Game Info

Developer
Draw Distance
Publisher
Feardemic
Release Date
Nov 7, 2019

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