Compare Source of Madness prices across 50+ stores and find the best deal. Developed by Carry Castle. Published by Thunderful Publishing. Released on 5/11/2022. Available on PC. Genres: Action.

Gorgeous cosmic horror wrapping around a roguelite that can't quite live up to its own atmosphere - worth it if the vibe is the point, but don't expect Dead Cells-tier loop satisfaction.

My first few minutes with Source of Madness felt like someone handed me a nightmare and said 'figure it out.' The procedurally generated Loam Lands look genuinely unlike anything in the side-scrolling genre - misshapen lumps of flesh and tentacles twisting through environments that shift every run, all rendered in an AI-assisted art style that sits somewhere between a classical painting and a fever dream. If atmosphere is what you're buying, this game earns it upfront and keeps earning it. Under that remarkable exterior, though, the mechanical bones are shakier. You play as a succession of Acolytes - each run gives you a new character, and gold earned during a run funds ring and cloak upgrades that disappear on death, while blood currency carries over to a persistent skill tree for permanent unlocks, class abilities, and spell upgrades. The classes - Pyromancer being the community favorite, though others hold up with investment - let you build around rings that dictate your attacks, mixing elemental damage types, attack speeds, and arcane tricks. Arcane Devices and fireball rings can produce satisfying combos, and the build space is deeper than it first appears. The problem is the combat itself feels loose rather than precise. Enemies ragdoll unpredictably, hitboxes read as chaotic rather than intentional, and taking damage from sources you couldn't track is frustrating in the unfair sense rather than the fun-challenging sense. The UI compounds things - clunky and slow to communicate what matters during the heat of a run. The machine learning enemy behavior is the game's most-hyped hook, and the reality is mixed. The idea - that enemies adapt their movement and attack patterns to your playstyle via neural network animation - sounds wild on paper. In practice, most players report the adaptation isn't noticeable in a satisfying way. What you get instead are creatures that move in genuinely strange, physics-driven ways, which is creepy and cool until it devolves into a flopping mess on screen. The starting cathedral hub is also a maze of underused space that roguelite veterans will find annoying rather than mysterious - compare it to Hades or Rogue Legacy 2 and the difference in purposeful hub design is stark. Repetition sets in faster than you'd want, and the story offers little to anchor you through the grind - deliberately vague in a Lovecraftian way that works aesthetically but leaves you with nothing to chase narratively. Here is the thing about Source of Madness: it does one thing exceptionally well, and that is making you feel like you are inside something genuinely alien. The sound design rewards headphones. The environments reward screenshots. The moment-to-moment combat, unfortunately, does not always reward playing. This is a game for cosmic horror enthusiasts who prioritize atmosphere over mechanical tightness, and for roguelite completionists who are curious about what machine learning actually looks like applied to enemy generation. For everyone else, the mixed Steam rating reflects a real tension between a striking concept and execution that runs out of steam before the ideas do. Alex, Scout Team

Source of Madness
Action

Source of Madness

May 11, 2022Carry CastleThunderful Publishing
GamerScout Says

Gorgeous cosmic horror wrapping around a roguelite that can't quite live up to its own atmosphere - worth it if the vibe is the point, but don't expect Dead Cells-tier loop satisfaction.

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About Source of Madness

My first few minutes with Source of Madness felt like someone handed me a nightmare and said 'figure it out.' The procedurally generated Loam Lands look genuinely unlike anything in the side-scrolling genre - misshapen lumps of flesh and tentacles twisting through environments that shift every run, all rendered in an AI-assisted art style that sits somewhere between a classical painting and a fever dream. If atmosphere is what you're buying, this game earns it upfront and keeps earning it. Under that remarkable exterior, though, the mechanical bones are shakier. You play as a succession of Acolytes - each run gives you a new character, and gold earned during a run funds ring and cloak upgrades that disappear on death, while blood currency carries over to a persistent skill tree for permanent unlocks, class abilities, and spell upgrades. The classes - Pyromancer being the community favorite, though others hold up with investment - let you build around rings that dictate your attacks, mixing elemental damage types, attack speeds, and arcane tricks. Arcane Devices and fireball rings can produce satisfying combos, and the build space is deeper than it first appears. The problem is the combat itself feels loose rather than precise. Enemies ragdoll unpredictably, hitboxes read as chaotic rather than intentional, and taking damage from sources you couldn't track is frustrating in the unfair sense rather than the fun-challenging sense. The UI compounds things - clunky and slow to communicate what matters during the heat of a run. The machine learning enemy behavior is the game's most-hyped hook, and the reality is mixed. The idea - that enemies adapt their movement and attack patterns to your playstyle via neural network animation - sounds wild on paper. In practice, most players report the adaptation isn't noticeable in a satisfying way. What you get instead are creatures that move in genuinely strange, physics-driven ways, which is creepy and cool until it devolves into a flopping mess on screen. The starting cathedral hub is also a maze of underused space that roguelite veterans will find annoying rather than mysterious - compare it to Hades or Rogue Legacy 2 and the difference in purposeful hub design is stark. Repetition sets in faster than you'd want, and the story offers little to anchor you through the grind - deliberately vague in a Lovecraftian way that works aesthetically but leaves you with nothing to chase narratively. Here is the thing about Source of Madness: it does one thing exceptionally well, and that is making you feel like you are inside something genuinely alien. The sound design rewards headphones. The environments reward screenshots. The moment-to-moment combat, unfortunately, does not always reward playing. This is a game for cosmic horror enthusiasts who prioritize atmosphere over mechanical tightness, and for roguelite completionists who are curious about what machine learning actually looks like applied to enemy generation. For everyone else, the mixed Steam rating reflects a real tension between a striking concept and execution that runs out of steam before the ideas do. Alex, Scout Team

Tags

steamLovecraftianProcedural EnemiesNeural Network AIRun-Based ProgressionBlood CurrencyAcolyte ClassesCosmic HorrorPhysics CombatSkill Tree Unlocks

System Requirements

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Reviews & Ratings

Steam
69%(1,543)

Game Info

Developer
Carry Castle
Publisher
Thunderful Publishing
Release Date
May 11, 2022

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