Compare Skelethrone: The Chronicles of Ericona prices across 50+ stores and find the best deal. Developed by 70`Strike. Published by Valkyrie Initiative. Released on 8/7/2024. Available on PC, Linux. Genres: Action, RPG.

Derek Ericona died by betrayal and refuses to stay dead, but whether his skeleton revenge tour is worth your time depends entirely on how much clunky combat you can stomach before the atmosphere wins you over.

I went into Skelethrone: The Chronicles of Ericona expecting a budget Castlevania knock-off and came out the other side with genuinely complicated feelings about it, which is, I suppose, more than most indie soulsvanias manage. Solo developer 70`Strike has built a 2D action platformer that wears its inspirations loudly: bonfires that respawn enemies when you rest at them, an Essence currency you drop on death and have one shot to recover, stat investment spread across health, stamina, magic, and dexterity, and a grim pixel-art world soaked in the kind of oppressive atmosphere that makes you lean forward instead of back. The bones, no pun intended, of a compelling game are absolutely here. The world of K'ar Kaaros is where Skelethrone earns its keep. Swampy zones with giant mushrooms, trap-laden castle corridors, and areas plunged into near-total darkness all give the map a genuine sense of variety, each zone arriving with its own mechanical gimmick to reset your expectations. The atmosphere is hauntingly effective: the soundtrack reinforces a mood of hopelessness, and the gothic pixel environments do real work in selling the bleakness of Derek's predicament. As someone who genuinely cares about worldbuilding, I found myself wanting to push forward just to see the next biome, even when the combat was testing my patience. There is lore here, NPCs with actual personalities, and multiple endings shaped by choices you make during story beats, a structure that gives a second playthrough real reason to exist beyond masochism. The combat system, though, is where things get complicated. Your arsenal runs from daggers and one-handed swords through maces and bows to massive two-handed weapons, and each category leans on different stat investments, meaning misplaced points genuinely bite you later. The specialization skill tree lets you unlock passive upgrades, reduced stamina cost for two-handers, extra ammo for ranged builds, improved health thresholds, and there is enough variety to support a handful of distinct play styles. What undercuts all of that is the feel of the inputs themselves. Controls register inconsistently under pressure, hitboxes occasionally fail the visual read, and the animation work is uneven enough that overhead attacks can look like underhand swings. For a game where a single mob encounter can end a run, unreliable feedback is a real problem, not a cosmetic one. The difficulty inversion is also worth flagging: standard mob groups hit harder and more chaotically than most bosses, which runs counter to everything Metroidvania pacing has trained players to expect. Fall damage in a platformer built around vertical traversal adds another layer of friction that feels unearned rather than designed. The narrative deserves a direct word from me as the person on this team who actually reads the dialogue. It is the weakest pillar. The writing clashes with the grim tone in ways that seem accidental rather than subversive, and a mid-game Mortal Kombat-style arena segment, multiple consecutive boss fights with no context, disrupts the world logic so thoroughly it feels like a different game leaked in. The story of Derek Ericona has the outline of something interesting: a betrayed lord, an undead resurrection, a corrupted world run by the merciless Queen Aurora. The scaffolding is there. The writing to make it land mostly is not. If you come to soulsvanias primarily for narrative payoff, Skelethrone will leave you hungry. What saves it is the combination of atmosphere, lore-rich environment design, and a genuine commitment to challenge that rewards players who meet it on its own terms. Steam users have landed at roughly 78% positive, which tracks with my read: this is a flawed but functional entry point into the genre, especially for players who find Hollow Knight or Blasphemous a more comfortable ceiling than Elden Ring. The roughness is real. So is the pull of the world beneath it. Monika, Scout Team

Skelethrone: The Chronicles of Ericona
ActionRPG

Skelethrone: The Chronicles of Ericona

Aug 7, 202470`StrikeValkyrie Initiative
GamerScout Says

Derek Ericona died by betrayal and refuses to stay dead, but whether his skeleton revenge tour is worth your time depends entirely on how much clunky combat you can stomach before the atmosphere wins you over.

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About Skelethrone: The Chronicles of Ericona

I went into Skelethrone: The Chronicles of Ericona expecting a budget Castlevania knock-off and came out the other side with genuinely complicated feelings about it, which is, I suppose, more than most indie soulsvanias manage. Solo developer 70`Strike has built a 2D action platformer that wears its inspirations loudly: bonfires that respawn enemies when you rest at them, an Essence currency you drop on death and have one shot to recover, stat investment spread across health, stamina, magic, and dexterity, and a grim pixel-art world soaked in the kind of oppressive atmosphere that makes you lean forward instead of back. The bones, no pun intended, of a compelling game are absolutely here. The world of K'ar Kaaros is where Skelethrone earns its keep. Swampy zones with giant mushrooms, trap-laden castle corridors, and areas plunged into near-total darkness all give the map a genuine sense of variety, each zone arriving with its own mechanical gimmick to reset your expectations. The atmosphere is hauntingly effective: the soundtrack reinforces a mood of hopelessness, and the gothic pixel environments do real work in selling the bleakness of Derek's predicament. As someone who genuinely cares about worldbuilding, I found myself wanting to push forward just to see the next biome, even when the combat was testing my patience. There is lore here, NPCs with actual personalities, and multiple endings shaped by choices you make during story beats, a structure that gives a second playthrough real reason to exist beyond masochism. The combat system, though, is where things get complicated. Your arsenal runs from daggers and one-handed swords through maces and bows to massive two-handed weapons, and each category leans on different stat investments, meaning misplaced points genuinely bite you later. The specialization skill tree lets you unlock passive upgrades, reduced stamina cost for two-handers, extra ammo for ranged builds, improved health thresholds, and there is enough variety to support a handful of distinct play styles. What undercuts all of that is the feel of the inputs themselves. Controls register inconsistently under pressure, hitboxes occasionally fail the visual read, and the animation work is uneven enough that overhead attacks can look like underhand swings. For a game where a single mob encounter can end a run, unreliable feedback is a real problem, not a cosmetic one. The difficulty inversion is also worth flagging: standard mob groups hit harder and more chaotically than most bosses, which runs counter to everything Metroidvania pacing has trained players to expect. Fall damage in a platformer built around vertical traversal adds another layer of friction that feels unearned rather than designed. The narrative deserves a direct word from me as the person on this team who actually reads the dialogue. It is the weakest pillar. The writing clashes with the grim tone in ways that seem accidental rather than subversive, and a mid-game Mortal Kombat-style arena segment, multiple consecutive boss fights with no context, disrupts the world logic so thoroughly it feels like a different game leaked in. The story of Derek Ericona has the outline of something interesting: a betrayed lord, an undead resurrection, a corrupted world run by the merciless Queen Aurora. The scaffolding is there. The writing to make it land mostly is not. If you come to soulsvanias primarily for narrative payoff, Skelethrone will leave you hungry. What saves it is the combination of atmosphere, lore-rich environment design, and a genuine commitment to challenge that rewards players who meet it on its own terms. Steam users have landed at roughly 78% positive, which tracks with my read: this is a flawed but functional entry point into the genre, especially for players who find Hollow Knight or Blasphemous a more comfortable ceiling than Elden Ring. The roughness is real. So is the pull of the world beneath it. Monika, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:indieSoulsvaniaEssence CurrencyMultiple EndingsStat-Based BuildsFall DamageGothic Pixel ArtChoice MattersBonfire Checkpoints

System Requirements

Minimum

OS
Windows 10 64-bit
Memory
4 GB RAM
Storage
4 GB available space
Graphics
GeForce GTX 560 1GB or better
Processor
Ryzen 3 1200 / Intel Core i5 3GHZ

Reviews & Ratings

No ratings available

Game Info

Developer
70`Strike
Publisher
Valkyrie Initiative
Release Date
Aug 7, 2024

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