Seven: Enhanced Edition
Isometric stealth-RPG with a master thief protagonist, an intriguing empire to undermine, and enough build flexibility to reward multiple runs - if you can get past the rough edges.
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About Seven: Enhanced Edition
Seven: Enhanced Edition drops you into the Vetrall Empire as Teriel, a master thief who gets tangled in something far larger than any heist. The setup is genuinely interesting: a stratified, crumbling society with a clear class hierarchy and a world that feels like it has history baked into its architecture. The isometric perspective invites comparisons to Pillars of Eternity or Divinity, but Seven plays differently - it leans hard into stealth and mobility, with parkour-adjacent movement that lets Teriel vault across rooftops and slip through guard patrols rather than just clicking enemies to death. The Enhanced Edition bundles in the Drowned Past expansion, which adds meaningful story content and extends the world without feeling stapled on. The build system is where the game earns its RPG label. Teriel can be shaped into a pure shadow operative who never triggers an alert, a knife-and-poison skirmisher who hits fast and disappears, or something messier in between. Skills cover lockpicking, alchemy, agility, and combat styles, and the spread is wide enough that two playthroughs won't feel identical. Weapon variety is decent - blades, ranged tools, throwables - and crafting adds another layer for players willing to invest time in it. What the game does not do is reward those systems with writing that matches their depth. The main narrative has strong bones but occasionally stumbles on dialogue that feels undercooked, and side quests range from genuinely atmospheric to pure fetch-run filler that pads hours without adding anything. The stealth itself is functional rather than precise. Guards have detection cones and awareness states, but the AI behaves inconsistently enough that you will sometimes slide past a patrol that should have spotted you, and other times get flagged through a wall. Players coming from Thief or Dishonored will feel the seams. Combat, when stealth breaks down, is action-based and serviceable - not deep enough to be the main attraction, but not so clunky that it kills the run. The world design does a lot of heavy lifting here: environments are layered and interconnected, and finding alternate routes or hidden access points gives exploration a low-key puzzle quality that I found genuinely satisfying. Where Seven earns real credit is atmosphere. The Vetrall Empire has a grim, industrial-fantasy texture - think less high-fantasy grandeur and more occupied city under a boot. The lore rewards players who read item descriptions and talk to NPCs thoroughly, and Teriel's arc, while not Disco Elysium-tier in its writing ambition, does land some punches by the end. The Mixed Steam score (sitting around 76% positive) feels accurate: this is a game with a real creative identity that never quite fully delivers on its most ambitious elements. It is worth your time if you are specifically looking for an isometric stealth-RPG with world-building you can actually sink into, but go in with calibrated expectations about the writing and AI consistency. Monika, Scout Team
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Game Info
- Developer
- IMGN.PRO
- Publisher
- IMGN.PRO
- Release Date
- Dec 1, 2017