Compare Thyria prices across 50+ stores and find the best deal. Developed by Twokats. Published by GrabTheGames. Released on 9/30/2024. Available on PC, Linux. Genres: Indie, RPG.

Crafting Guardians out of Soul Jewels and diving into cursed villagers' nightmares sounds stranger than it plays - and it mostly plays well, if you give this French two-person studio the patience it quietly asks for.

My first few hours with Thyria felt like finding a handmade zine tucked between mainstream paperbacks - the kind of thing a small team poured years of personal obsession into, rough at the edges, but unmistakably its own thing. Twokats is a two-person French studio that has been building this game since 2018, and that slow-burn dedication shows in the layers underneath the surface. You play as Thyria, an immortal witch who literally steps inside the minds of cursed villagers and fights their nightmares. That framing is not window dressing; it gives every dungeon run a context that a standard "dungeon for loot" setup never could. The core loop has three phases that feed into each other in satisfying ways. On the isometric exploration map - procedurally generated each run, shaped by the difficulty and nature of the dream you are entering - you steer Thyria through varied dreamscapes, gathering Soul Dust, Relics, and Inks. Managing your relic inventory is a genuine tension point: carry the right ones and your end-of-dream reward swells; misjudge, and it shrinks. The day/night cycle adds a layer of urgency that I appreciate - enemy behavior and visibility shift depending on the time of day, so dawdling on the map has real consequences beyond just wasted clock. When combat triggers, you drop into a turn-based grid system where positioning and Guardian synergies matter. Each of the fourteen Guardians you can unlock carries its own spell set and a unique ability, and the combat allows Guardians to actively assist each other, which opens up small combo chains that reward experimentation. In the Laboratory between runs you fuse Soul Jewels to summon new Guardians, customize their spell loadouts, and craft Charms and Equipment using over thirty modifiers. That crafting depth is the game's clearest strength. The criticism that has followed Thyria from its Early Access period is fair to acknowledge: the visual presentation reads as cluttered to some players, and the hand-drawn pen-tip art style - which I personally find charming in its deliberate, slightly scratchy character - does not render cleanly at a glance on store thumbnails. The storyline supporting the nightmare-diving premise is thin; the world building is there in fragments but the narrative scaffolding does not push you forward with any urgency. And community chatter flagged some procedural generation quirks, including rare cases where boss placements on a map failed to generate properly and required a reload. The developer has been responsive to feedback throughout development, so many of these rough edges have been smoothed over time, but the game still feels like a work that rewards patience more than it rewards instant gratification. Who is this for? Honestly, for the player who liked the team-composition puzzling of classic monster-collector RPGs, wants something that feels genuinely handcrafted rather than Kickstarter-template, and does not mind a visual style that prioritizes mood over polish. The nightmare-diving premise has a quiet, melancholy atmosphere to it - the kind of game you play with headphones on. The Guardian fusion system alone has enough depth to justify the time investment for anyone who likes building unusual team compositions. Go in aware that the story will not carry you; the systems will have to. Kai, Scout Team

Thyria
IndieRPG

Thyria

Sep 30, 2024TwokatsGrabTheGames
GamerScout Says

Crafting Guardians out of Soul Jewels and diving into cursed villagers' nightmares sounds stranger than it plays - and it mostly plays well, if you give this French two-person studio the patience it quietly asks for.

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Screenshots & Media

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About Thyria

My first few hours with Thyria felt like finding a handmade zine tucked between mainstream paperbacks - the kind of thing a small team poured years of personal obsession into, rough at the edges, but unmistakably its own thing. Twokats is a two-person French studio that has been building this game since 2018, and that slow-burn dedication shows in the layers underneath the surface. You play as Thyria, an immortal witch who literally steps inside the minds of cursed villagers and fights their nightmares. That framing is not window dressing; it gives every dungeon run a context that a standard "dungeon for loot" setup never could. The core loop has three phases that feed into each other in satisfying ways. On the isometric exploration map - procedurally generated each run, shaped by the difficulty and nature of the dream you are entering - you steer Thyria through varied dreamscapes, gathering Soul Dust, Relics, and Inks. Managing your relic inventory is a genuine tension point: carry the right ones and your end-of-dream reward swells; misjudge, and it shrinks. The day/night cycle adds a layer of urgency that I appreciate - enemy behavior and visibility shift depending on the time of day, so dawdling on the map has real consequences beyond just wasted clock. When combat triggers, you drop into a turn-based grid system where positioning and Guardian synergies matter. Each of the fourteen Guardians you can unlock carries its own spell set and a unique ability, and the combat allows Guardians to actively assist each other, which opens up small combo chains that reward experimentation. In the Laboratory between runs you fuse Soul Jewels to summon new Guardians, customize their spell loadouts, and craft Charms and Equipment using over thirty modifiers. That crafting depth is the game's clearest strength. The criticism that has followed Thyria from its Early Access period is fair to acknowledge: the visual presentation reads as cluttered to some players, and the hand-drawn pen-tip art style - which I personally find charming in its deliberate, slightly scratchy character - does not render cleanly at a glance on store thumbnails. The storyline supporting the nightmare-diving premise is thin; the world building is there in fragments but the narrative scaffolding does not push you forward with any urgency. And community chatter flagged some procedural generation quirks, including rare cases where boss placements on a map failed to generate properly and required a reload. The developer has been responsive to feedback throughout development, so many of these rough edges have been smoothed over time, but the game still feels like a work that rewards patience more than it rewards instant gratification. Who is this for? Honestly, for the player who liked the team-composition puzzling of classic monster-collector RPGs, wants something that feels genuinely handcrafted rather than Kickstarter-template, and does not mind a visual style that prioritizes mood over polish. The nightmare-diving premise has a quiet, melancholy atmosphere to it - the kind of game you play with headphones on. The Guardian fusion system alone has enough depth to justify the time investment for anyone who likes building unusual team compositions. Go in aware that the story will not carry you; the systems will have to. Kai, Scout Team

Tags

singleplayerachievementstier:sub-5Guardian FusionDream DungeonDay-Night TacticsRelic ManagementIsometric CrawlerSolo Studio CraftNightmare AestheticSpell Customization

System Requirements

Minimum

OS
Windows Vista or newer
Memory
3 GB RAM
DirectX
Version 11
Storage
1500 MB available space
Graphics
1060 gtx
Processor
1 GHz processor

Recommended

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 12
Storage
3 GB available space
Graphics
1080 gtx
Processor
3 GHz recent processor

Reviews & Ratings

No ratings available

Game Info

Developer
Twokats
Publisher
GrabTheGames
Release Date
Sep 30, 2024

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