
Spiritfall
Platform-fighter DNA fused with roguelite progression in a hand-drawn world -- Spiritfall is the kind of game that makes you miss your bedtime without apology.
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About Spiritfall
I went in expecting another post-Hades roguelite that borrows the boon system and calls it a day. What I got instead was something that genuinely earns its own identity: a game that grafts the kinetic, airborne feel of platform fighters onto a roguelite loop tight enough to snap your wrist if you let it. The Omenforged -- your chosen vessel -- moves with a weightlessness that sits precisely between floaty and fast, pinging around arenas at speeds that feel earned rather than slippery. That control tuning is doing a lot of heavy lifting here, and it holds up across every weapon in the roster. That roster deserves its own paragraph. Five weapon types with alternate forms give each run a genuinely different texture: the gauntlets and link blades reward relentless close-range combo pressure, while the dual hammers and scythe slow the pace down into deliberate, punishing swings. The link blades double as a grappling hook, the drill spear can fire its drill head as a projectile -- little mechanical wrinkles that reward curiosity. Layered over the weapons are over 150 blessings drawn from seven spirits, each spirit philosophy-coded toward a different combat identity: Kelumin rewards critical hit fishing, Navolik leans into movement and cooldown manipulation, Zalvoon is about precision dodging and exploiting weak points. Cross-spirit synergy blessings add another axis of build complexity, and a branching room map means you are plotting your route and gambling on reward types before the combat even starts. Death strips your run blessings but leaves Dormant Embers behind, which you spend at the Sanctum on permanent spirit skill trees -- the familiar roguelite heartbeat, executed cleanly. The presentation is where Gentle Giant, a two-person studio, quietly embarrasses bigger teams. Hand-drawn visuals read as vibrant and readable even when the screen fills with projectiles. The location-based music shifts without jarring, which is rarer than it should be in this genre -- the soundtrack holds a specific kind of atmospheric warmth that I kept noticing in quiet moments between rooms. Where the game shows its seams is in its characters. The world sets up an intriguing mythological structure, but the NPCs you meet in the Sanctum offer thin text boxes and not much else. Anyone coming off Hades hoping for a full web of evolving relationships will feel the absence. The story is functional, not resonant. Bosses draw a mild split in the community worth flagging: they lean bullet-hell, flooding the screen and limiting combo windows in ways that feel like a deliberate mode-switch rather than a flaw -- but players who came specifically for the brawler fantasy occasionally find the pace-break jarring. On the progression side, one successful run clears five biomes in roughly an hour, meaning a full completion arc can technically land in five to six hours on a skilled playthrough. A Boss Rush mode and post-completion mutations extend the mileage, but players who need sprawling content depth may hit a ceiling. For everyone else, the loop is tight enough that the hour-per-run cadence becomes the appeal rather than a limitation. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 (SP1+), Windows 10 and Windows 11
- Memory
- 6 GB RAM
- DirectX
- Version 11
- Storage
- 2 GB available space
- Graphics
- NVIDIA GeForce GTX 760 or AMD Radeon R7 360
- Processor
- Intel Core i3 or equivalent
Recommended
- OS
- Windows 10
- Memory
- 8 GB RAM
- DirectX
- Version 11
- Storage
- 2 GB available space
- Graphics
- Nvidia GTX 950 or AMD R7 370
- Processor
- Intel i5 Skylake or AMD Ryzen 3
Reviews & Ratings
No ratings available
Game Info
- Developer
- Gentle Giant
- Publisher
- Gentle Giant
- Release Date
- Feb 28, 2024