Godbreakers (2025): The Review

Overview

Godbreakers absolutely shines, fantastic solo, and an absolute blast with friends. Its Roguelite structure blends perfectly with fast-paced, third-person combat, creating an addictive flowstate that’s hard to step away from. The snappy dodge canceling keeps every fight fluid and satisfying, and the enemy and boss designs are consistently top-notch. While a few quests could use clearer objectives, the overall experience more than makes up for it. Whether you’re charging in solo or rolling with a squad, Godbreakers is a thrilling, must-play ride.

Score: 8 out of 10

The Positives 

Godbreakers doesn’t reinvent the Roguelike formula, it just makes it feel damn good again. This is one of those rare games where the fun kicks in fast and never lets go. The moment you step into its neon-soaked worlds, it’s obvious that To The Sky knew exactly what vibe they were going for: a chaotic, stylish, co-op-ready Roguelike that never stops moving. The visual design is the star of the show,  bright, colorful, and full of life without tipping into that Fortnite-esque overkill that so many games fall victim to. Across six vibrant biomes, the game constantly bombards you with explosions of color, light, and energy. It’s sleek, smooth, and consistently gorgeous, and the fact that it runs like butter even in 4-player co-op? Massive win.

The combat, though, is where Godbreakers truly earns its name. Every swing, dodge, and counter feels handcrafted to keep you in the zone. The third-person action is tight, tactile, and endlessly satisfying, especially with the godbreaking mechanic, which lets you detonate weakened enemies and steal their powers for a single-use blast of destruction. It’s like Hades meets Kirby, but meaner and flashier. Add in the dodge canceling system, easily one of the best quality-of-life combat features in years, and you’ve got one of the most fluid action Roguelikes ever made. Nothing feels locked down or sluggish; if you see danger coming, you can react instantly. It’s pure motion.

The game also shines whether you’re playing solo or in co-op. In a group, it’s chaotic and synergistic, full of combo potential and shared buffs that feel incredible when pulled off in sync. Alone, it’s tense and precise, a more methodical dance of timing and reflexes that rewards mastery. The scaling is spot-on too: enemy count, HP, and difficulty adjust to your team size without ever breaking the balance. Combine that with killer boss fights, responsive controls, and a soundtrack that knows exactly when to drop a Persona-style banger, and you’ve got one of 2025’s most confident indie heavy-hitters.

The Negatives ⚠️

Godbreakers isn’t perfect, but its flaws are mostly annoying instead of damning. The story? It’s there, technically. You’re on a mission to become human again and save the sun after AI wiped out civilization, which sounds amazing, but the game treats it more like background noise. It’s not bad, just underbaked. Some lore drops try to fill in the gaps through audio logs, but they rarely grab you. It’s one of those games where the world is so visually rich that you wish the writing matched its energy.

Then there’s the quest system, which feels like the game’s one real misfire. Each level has small tasks, killing enemies with traps, collecting lore, ticking off environmental goals, but they’re vague, grindy, and poorly explained. You’ll often have no clue what the objective even is until you accidentally complete it. Worse, you need to finish these side objectives to unlock difficulty modifiers and reach the true ending. It’s filler work in an otherwise fast-paced, flow-driven experience. It’s not deal-breaking, but it’s a tonal speed bump in a game that thrives on momentum.

Outside of that, some meta-progression elements could use more punch. The buffs and unlocks between runs, like extra heals or stat perks, are fine but rarely game-changing. It’s a little too modest for a Roguelike that nails its combat this hard. You’ll also beat a full run fairly quickly, which might leave hardcore players wanting more depth or variety beyond higher-difficulty modifiers. It’s not about quantity here, it’s about refinement, but a few extra layers of long-term progression would’ve elevated the replayability even higher.

The Experience ðŸŽ®

Playing Godbreakers feels like stepping into a gloriously chaotic combat symphony, all slash, dash, and color. Every run hums with energy; every encounter feels like a test of rhythm as much as reflex. The loop is simple, dive in, fight, die, repeat, but it’s executed with such polish that it never grows stale. This isn’t a Roguelike that makes you grind for gear or drown in menus between runs. It just throws you back into the fight and says, “Let’s go again.” And that’s exactly what makes it so addictive.

Whether you’re teaming up with friends for a co-op frenzy or taking the lone-wolf route, Godbreakers adapts beautifully. The fluid dodge-canceling and the constant give-and-take of godbreaking powers make every encounter feel fresh, every victory earned. Bosses, in particular, are showstoppers, massive, aggressive, and creative enough to keep you guessing until the final hit lands. And when that final boss falls, it’s chef’s kiss, a payoff that feels equal parts cinematic and skillful.

Sure, it’s not breaking new ground narratively, and yes, a few systems could use tuning. But moment to moment, it’s an absolute joy to play. The movement, the pacing, the feedback, everything sings. Godbreakers is all gas, no brakes, the kind of Roguelike that doesn’t waste your time with fluff because it knows its combat is the star. It’s stylish, responsive, and unapologetically fun, the type of game that reminds you why this genre keeps thriving.

If Hades 2 owns the crown, Godbreakers is the scrappy underdog that refuses to bow. It’s not perfect. but damn, it’s fun.

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