
Tyrfing Cycle |Vanilla|
A Norse hack-and-slash roguelike with genuine combat spark and comic-book charm, frozen in Early Access amber and too buggy to recommend with a straight face.
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About Tyrfing Cycle |Vanilla|
I want to love Tyrfing Cycle |Vanilla|. Everything about its soul points in the right direction: a berserker warrior named Hervor, cursed sword in hand, slashing through Helheim, Jotunheim, and the realm of Dark Elves while hard-rock guitar rumbles underneath the carnage. That premise alone is more interesting than most Norse-themed action games bother to be. The problem is that Demon Sword Games shipped an Early Access build in April 2016, the developer's last update was over nine years ago, and what remains is a game that is genuinely exciting right up until the moment it breaks. The foundation is worth understanding, because it almost worked. Hervor's core sword combat has weight and snap to it, a brief recovery window after each strike that keeps you honest and prevents button-mashing from being viable. On top of the sword you layer side weapons, elemental magic spells, armor pieces, faerie sentinels, and liquid souls picked up across semi-randomly generated rooms. The magic system has a particularly clever wrinkle: casting an elemental spell near a side weapon aligned to that element amplifies the effect, so positioning and loadout awareness start to matter. Boss encounters, of which there are over twenty, each carry their own attack patterns drawn straight from Norse mythology, and learning their tells is genuinely satisfying when the game cooperates. The procedurally assembled dungeon floors grow larger and more labyrinthine as a run progresses, and boss tokens earned from kills feed into a persistent profile that carries across runs. The presentation punches above what you would expect from a tiny studio's first commercial release. Opening cutscenes arrive in a comic-book panel style that is charming and hand-crafted in feel. Hervor's animation is notably fluid, even if some enemy sprites got less attention. The soundtrack, though small in track count, leans into a hard-rock energy that suits the hack-and-slash pacing perfectly and lingers in the way good soundtrack choices do. There was clearly a singular vision driving this game's style, and that vision comes through. Here is where honesty requires me to slow down. The game is deeply, persistently buggy. Crashes are documented as early as the second dungeon tier. Boss music can stall and cut out mid-fight. A quit button exists in the menu with no working exit confirmation, forcing you to kill the process manually. Power-ups, despite being central to build variety, are not explained anywhere accessible. The developer moved on to a separate, non-Vanilla version of the game, which means this specific build exists in an unpatched, effectively abandoned state. Buying this version is buying a snapshot of something that never finished becoming itself. For pure curiosity about Norse roguelikes, or players drawn to the Castlevania-adjacent side-scrolling combat that inspired this project, the bones here are interesting enough to poke at. But the crashes are real, the polish never arrived, and a more complete successor exists on Steam. Approach with low expectations and treat whatever run you complete as a minor miracle. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows8
- Memory
- 2 GB RAM
- DirectX
- Version 5.2
- Storage
- 700 MB available space
- Processor
- Dual Core or higher
Recommended
- OS
- Windows 10
- Memory
- 4 GB RAM
- DirectX
- Version 5.2
- Storage
- 700 MB available space
- Processor
- Dual Core or higher
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Game Info
- Developer
- Demon Sword Games
- Publisher
- Unknown
- Release Date
- Apr 15, 2016