Compare Sacred Citadel prices across 50+ stores and find the best deal. Developed by Southend. Published by THQ Nordic. Released on 4/16/2013. Available on PC. Genres: Action. Metacritic score: 61/100.

A couch co-op brawler that's fine for a slow evening with two friends but collapses the second you try to take it seriously solo.

My first instinct with Sacred Citadel was to compare it to Castle Crashers and call it a day, but that comparison isn't really fair to Castle Crashers. What you've got here is a side-scrolling beat-em-up that borrows the Golden Axe template wholesale: waves of enemies, a left-to-right stage layout, the occasional mounted beast, and a soundtrack that sounds like it wandered in from a SEGA cabinet circa 1989. Spread across four acts and roughly twenty stages, the whole campaign clocks in at around five hours, with a fifth act available via the Jungle Hunt DLC if you want more of the same. The four classes, Warrior, Ranger, Mage, and Shaman, look distinct on paper. The Ranger hangs back with rapid-fire bow shots, the Mage throws fire and ice projectiles, the Shaman buffs and heals, and the Warrior tanks up front. Each class has a three-tier power meter that unlocks special moves: the Mage can slow down time, the Shaman's first power attack heals the party, the Warrior and Ranger deal raw burst damage. On paper that sounds like role differentiation. In practice, every character shares the same melee weapon slots, dual-wields identical gear that drops from enemies, and the core combo string is functionally the same across all four. Class identity comes from the secondary weapon and the special moves, not from fundamentally different playstyles. The loot system adds a pop-up stat comparison when gear drops, there are hub towns per act for trading and shopping, and crystals can be socketed for temporary attribute boosts. It reads like RPG scaffolding. It mostly plays like a thin coat of numbers painted over button-mashing. The balance problems are real and stack on each other. Hit-stun on basic enemies is generous enough that you can lock most of them into a loop and never get hit. Super attacks are overtuned to the point where a fully charged meter at the start of a boss fight can one-shot the target entirely. Then, once you've leveled up, returning to earlier stages offers zero resistance, and when you do hit a wall the intended response is grinding previous levels for XP and gold rather than learning a new mechanic. There are no difficulty settings anywhere. On PC, the keyboard layout is a genuine mess, and the game caps its resolution at 1600x900 with no native fix, which is embarrassing for any release targeting desktop monitors. Use a controller. That part at least works. Where Sacred Citadel scrapes some goodwill back is in the presentation and in local co-op. The cel-shaded watercolor art style holds up well, the animations are exaggerated in a way that feels intentional, and boss fights have enough attack tells and pattern variety to be genuinely more interesting than the filler waves that pad out each stage. Three-player co-op, local or online, is where the game finds its only real footing. The online netcode was reported as adequate at launch, with occasional desync but nothing catastrophic. The catch is that three-player co-op with four available classes means someone always sits out, and the online player base has been close to nonexistent for years, so local is your only realistic option. The three-player cap with four classes is the kind of design decision that still makes no sense. If you're the person in the group who organizes couch gaming nights and needs something low-stakes that anyone can pick up mid-session, Sacred Citadel does a functional job. If you're coming to this alone looking for a tight brawler with satisfying combat depth, move on. Castle Crashers is still right there. Streets of Rage 4 exists. Sacred Citadel is not a bad game, but in a genre that has produced some genuinely great titles, average is not enough to earn a recommendation at anything above the lowest sale price. Fred, Scout Team

Sacred Citadel
Action

Sacred Citadel

Apr 16, 2013SouthendTHQ Nordic
GamerScout Says

A couch co-op brawler that's fine for a slow evening with two friends but collapses the second you try to take it seriously solo.

PC
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Screenshots & Media

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About Sacred Citadel

My first instinct with Sacred Citadel was to compare it to Castle Crashers and call it a day, but that comparison isn't really fair to Castle Crashers. What you've got here is a side-scrolling beat-em-up that borrows the Golden Axe template wholesale: waves of enemies, a left-to-right stage layout, the occasional mounted beast, and a soundtrack that sounds like it wandered in from a SEGA cabinet circa 1989. Spread across four acts and roughly twenty stages, the whole campaign clocks in at around five hours, with a fifth act available via the Jungle Hunt DLC if you want more of the same. The four classes, Warrior, Ranger, Mage, and Shaman, look distinct on paper. The Ranger hangs back with rapid-fire bow shots, the Mage throws fire and ice projectiles, the Shaman buffs and heals, and the Warrior tanks up front. Each class has a three-tier power meter that unlocks special moves: the Mage can slow down time, the Shaman's first power attack heals the party, the Warrior and Ranger deal raw burst damage. On paper that sounds like role differentiation. In practice, every character shares the same melee weapon slots, dual-wields identical gear that drops from enemies, and the core combo string is functionally the same across all four. Class identity comes from the secondary weapon and the special moves, not from fundamentally different playstyles. The loot system adds a pop-up stat comparison when gear drops, there are hub towns per act for trading and shopping, and crystals can be socketed for temporary attribute boosts. It reads like RPG scaffolding. It mostly plays like a thin coat of numbers painted over button-mashing. The balance problems are real and stack on each other. Hit-stun on basic enemies is generous enough that you can lock most of them into a loop and never get hit. Super attacks are overtuned to the point where a fully charged meter at the start of a boss fight can one-shot the target entirely. Then, once you've leveled up, returning to earlier stages offers zero resistance, and when you do hit a wall the intended response is grinding previous levels for XP and gold rather than learning a new mechanic. There are no difficulty settings anywhere. On PC, the keyboard layout is a genuine mess, and the game caps its resolution at 1600x900 with no native fix, which is embarrassing for any release targeting desktop monitors. Use a controller. That part at least works. Where Sacred Citadel scrapes some goodwill back is in the presentation and in local co-op. The cel-shaded watercolor art style holds up well, the animations are exaggerated in a way that feels intentional, and boss fights have enough attack tells and pattern variety to be genuinely more interesting than the filler waves that pad out each stage. Three-player co-op, local or online, is where the game finds its only real footing. The online netcode was reported as adequate at launch, with occasional desync but nothing catastrophic. The catch is that three-player co-op with four available classes means someone always sits out, and the online player base has been close to nonexistent for years, so local is your only realistic option. The three-player cap with four classes is the kind of design decision that still makes no sense. If you're the person in the group who organizes couch gaming nights and needs something low-stakes that anyone can pick up mid-session, Sacred Citadel does a functional job. If you're coming to this alone looking for a tight brawler with satisfying combat depth, move on. Castle Crashers is still right there. Streets of Rage 4 exists. Sacred Citadel is not a bad game, but in a genre that has produced some genuinely great titles, average is not enough to earn a recommendation at anything above the lowest sale price. Fred, Scout Team

Tags

singleplayermultiplayerlocal-coopachievementscontroller-supporttier:sub-5Beat-em-upFour-Player ClassesCouch Co-opLoot DropsStat BuildsRetro BrawlerController RequiredPower Meter

System Requirements

Minimum

OS
Vista/Win7
Memory
2 GB RAM
DirectX
9.0c
Graphics
Nvidia GeForce 8600 or better, ATI Radeon HD 2600 or better
Processor
2GHz Dual Core
Additional
GPU Memory: 256MB

Reviews & Ratings

Metacritic
61

Game Info

Developer
Southend
Publisher
THQ Nordic
Release Date
Apr 16, 2013

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