Dark Devotion
The eternal suffering of The Templars is both a blessing and a curse – salvation is born through sacrifice, and no sacrifice is too great to praise your God. A mystical temple teeming with a strange life-like energy of its own awaits you on your sacred crusade of suffering and redemption that will take you to the depths of traditions spanning centuries – and leave you questioning your faith and your own existence. Developed by French studio Hibernian Workshop and published by The Arcade Crew, Dark Devotion features a rich, detailed and immersive narrative that unfolds a sombre tale of your religion’s undeniable calling where every encounter is a challenge of suffering, piety and conviction – but most importantly, it’s a fight to the death.
Steam User 41
I will give you all the only review you will ever need of this game. Now, read carefully.
It plays like a 2D souls game, yes. It feels clunky movement wise as opposed to majority of games that fits this genre, yes.
Why should you play it? Why should you ever decide to experience this over other games in this genre? Well, the answer is surprisingly simple yet inherently complex.
Devotion.
Yes, Devotion. That energy, that vigor, stamina, willpower that makes us decide to move rather than to rot in bed. This game aims to touch this genre in a way no other game has done so in the past. It portrays you as a human, in fact a Templar woman, which has no apparent reason to have her quest towards the Temple besides the fact that her whole education and given purpose since her birth is to journey towards the temple. To find something there, or do something, or create something unbeknownst to her. Now, why do I know this if her character never utters a single word throughout the game?
Devotion.
This game has no mercy. You are in a dungeon/temple, yes, like almost all other 99% games in the genre, but there is something different, unsettling here. You are no one. Your being is nothing, you are fed the idea of your disposability as soon as you start interacting with other Templars. Your whole purpose of being born is to be there for some reason, yet your existence seems almost as a joke to life itself. You fall slightly too high, broken legs. You sit too long in a dark puddle which has apparent no means to harm you, lung infection. You block an attack with your shield you thought you could perfectly block, broken arm, blinded, sick, disease, bleeding, poisoned. Hell, you haven't prayed in a while? Your God does not like that! Get diseased heretic!
You are well educated from every interaction and text you find throughout the journey on the Temple, the place in which your adventure resides, that the Temple It's alive. I'ts watching you, your every move step. Not in an exciting or encouraging manner, no, absolutely not. Everything desires to kill you, to get rid of you. You are seen as a parasite. Every boss seems able to get rid of you absurdly easy if you do not get what you are supposed to be doing. But then again, what are you supposed to be doing?
You are supposed to have devotion. Faith. Faith towards your God.
Your God is nowhere to be seen, and well It is kinda even harder to find if an archer just shot out your eyesight. Yet he is absolutely in every step of your journey. Your most valuable resource in this game, such as in life, is your faith. With faith you open doors (Literally, you open some hidden goddamn doors by spending your faith), you open chests, you get rid of disease, you heal yourself, you get relics and such. Every time you put effort and instead of rushing the dungeon, rushing the enemies, getting hit by a trap you definitely already knew that was there yet you kept getting hit by it 3 or 4 times, your God sees it. When you walk the path as God gives you the inner strength to do so, you get rewarded.
Didn't get hit a single time in a couple of dungeons in a consecutive manner? You now get a divine shield that makes you immune to the next hit. You killed already a bunch of undead dudes with the same sword? God saw it, now you strike harder with that sword. You died again, yet in that life you did an immense effort and accomplished a lot on the map? God saw it, he rewards you on your next attempt with improved vigor and strength. The mechanics could be improved? Make them more cool or neat? Yeah, absolutely, but isn't that the same situation as in life? Most people do not find the meaning behind works of art and the intention behind their artists, and what I find here is simple.
Devotion. Reward for Devotion. Whether it be that your Devotion is inclined to beating the game, to killing any single thing that breaths on your path, to maintain your physical form alive, to get the shiny stuff and unlock even more shiny stuff (Yeah there is a lot of shiny cool stuff as the game goes on), or to do what you were hinted to do from the get go, reach your God, the source of your strength. I am not someone who enjoys spoiling details but, here is my advise.
Pay attention to where you go. Pay attention to the noises, to the doors, to the interactions between the people you find, to the notes you find with messages and in between the lines hidden messages. There are many secret areas, secret doors which gives you insanely powerful stuff yet no one would thought at first glance to crouch there, to enter there, or to wait a couple more seconds there.
In conclusion, this game has more to it than it seems. It touches many religious aspects of life, of evolving your perspective of what life is, what human society has done as history has evolved, which surprise surprise it's mostly evil. Yet, there is always hope. Hope to find something, something there, something no one told you directly that was your goal yet it has been your goal since the moment you were born. To find him. Even if your live is the price to pay for it.
So, go on Templar. Have fun, pray, slay, get murdered, repeat until your Devotion towards your goal pays off. But, just remember.
Noli umquam oblivisci quis sis neque unde veneris.
Steam User 15
🎮 Gameplay
🔲 Excellent
✅ Good
🔲 Average
🔲 Poor
🔲 Staring at Walls is better
🌄 Graphics
🔲 Beautiful
✅ Good
🔲 Decent
🔲 Bad
🔲 Paint.exe
🎵 Audio
🔲 Eargasm
🔲 Amazing
✅ Good
🔲 Not too Bad
🔲 Bad
📖 Story
🔲 No story
✅ Text or Audio Floating Around
🔲 Average
🔲 Good
🔲 It will replace your life
🛡️ Difficulty
🔲 Just press "A"
🔲 Easy
🔲 Average
✅ Easy to Learn / Hard to Master
🔲 Difficult
🔁 Replayability
🔲 No replay value
🔲 Maybe Once
🔲 A few times
✅ Many Times
🔲 Infinitely replayable
⏳ Length
🔲 Short (4 to 10hr)
🔲 Average (10 to 25hr)
✅ Long (25 to 50hr)
🔲 Very Long (50 to 150hr)
🔲 To infinity and beyond
🖥️ Hardware Requirement (1440p resolution / 75+ Frames per Second)
🔲 Check if you can run paint
✅ Potato (GTX 980 equivalent)
🔲 Decent (RTX 2080 equivalent)
🔲 Fast (RTX 4080 equivalent)
🔲 Ask NASA if they have a spare computer (RTX 4090?)
🪲 Bugs
✅ Never heard of
🔲 Minor bugs
🔲 Can get annoying
🔲 Game-breaking bugs
🔲 The game itself is a big terrarium for bugs
💸 Worth Buying
🔲 It’s free!
✅ Worth the price
🔲 Minor sale (<30%)
🔲 Major sale (>70%)
🔲 You could also just burn your money
📝 Rating
🔲 1
🔲 2
🔲 3
🔲 4
🔲 5
🔲 6
🔲 7
✅ 8
🔲 9
🔲 10
Description:
Dark Devotion is a grim, faith-driven 2D action RPG (Rouge-lite+MetroidVania) with punishing but fair combat, a deep religious tone, and a fascinating lore system that unfolds through exploration rather than dialogue. It’s not a typical MetroidVania, but shares a few of the genre’s core ideas, especially backtracking (after dying) and a slow unraveling of the world’s secrets.
The gameplay is methodical i.e. every dodge, parry, and attack has weight. There’s no jumping on command (you drop off ledges instead), which can feel limiting at first, but fits the theme of deliberate movement. The game requires patience, timing, and learning enemy patterns. There’s no button mashing here. Weapon variety is decent, with different weapon classes having their own rhythm and use-case, though some options feel clearly superior later on.
The world design is interconnected, with multiple paths and secrets. It’s not a full-blown MetroidVania in the traditional sense, but progression does rely on gaining items or blessings to unlock new areas. A shrine hub connects the different dungeons, and you’ll often find shortcuts and items that encourage returning to earlier zones. Exploration (when backtracking areas) is unique in that you can usually never go "up" once you fall so choosing where to fall leads to new unlocks.
Build variety exists in the form of perks/items that let you specialize in first/1-hand/2-hand/bow/spell usage.
What really stood out to me was the religious theme and how it’s woven into both the gameplay and lore. Prayers, curses, blessings, and sacrifices are all mechanical elements that impact your build. The game explores devotion, sin, and suffering in subtle but consistent ways, which made me appreciate the dark atmosphere even more.
Enemy variety is good and bosses are brutal but memorable. The challenge is high but fair in that there’s always something to learn when you die. There’s also a persistent progression system where you unlock perks and gear between runs, which helps ease frustration a bit.
Platforming is minimal and mostly limited to dodging hazards or repositioning. Thankfully, the game doesn’t rely on cheap platforming deaths. However, it does expect you to pay attention since falling into traps or triggering curses can happen easily if you rush and can either instantly end your run or cripple it heavily.
The weak aspects of the game (like most Metroidvanias) is the lack of detailed information in the map, which can make navigating tricky at times, especially if you put the game down for a few days. Some weapons feel clunky until you get used to their animation speed. The game also lacks clear guidance and relies on trial-and-error progression, which might turn off more casual players.
The soundtrack is appropriately grim and solemn with ambient strings, low chants, and the occasional dramatic flourish during boss fights. It’s not exactly catchy, but it fits the tone perfectly. The pixel art style is moody and detailed, with fantastic lighting that sells the bleak, dying world you're stuck in.
TLDR: Dark Devotion is a punishing yet rewarding MetroidVania-lite with satisfying combat, deep religious themes, and a somber atmosphere. The game is not for everyone, but if you like dark worlds and soulslike mechanics, it’s a hidden gem.
Steam User 7
Surprisingly great game.
There's a handful of smaller issues you'll probably see in negative reviews like no changing controls, lack of extensive options, not the best ui, etc.
But i'd say the meat and potatoes of this game are solid and it was fun. Good mechanics.
Steam User 3
The truth is that game is not for everyone. It takes a lot from souls-like games, builds over it with faith system. The RPG system does not involve leveling, just couple perks that can be bought with 'souls' and gear. Combat is more forgiving than in souls titles (mainly because of instant dodge-roll and animation cancel, no damage block). Nontherless it is quite more difficult than ds3, with brutal and unforgiving enemies, bosses and levels.
It is also rewarding because of it's difficulty. Game can be really steep in the begining, but it gets better with every beaten boss (maybe with exception to Jezebel). It is also not very linear, can easily get lost in labyrinth of rooms.
I really suggest this game for every souls-like fan, that can invest a bit of a patience in starting levels.
Steam User 2
Overall experience:
Game is turn out great than I think. a lot of thing to do and to unlock, include secret here and there to be discover.
Fan of metroidvania game with a bit of roguelite element should not miss this gem.
Good Part:
control are tight enough (Play with M+KB).
didn't experience any bug yet (30+ hr playtime).
try to solve secret kinda fun tbh.
a lot variety of items that useful along the journey.
Downside:
a bit hard to go for 100 % achievements due to some RNG element.
can't backtracking at all you have to start a new run only.
can't jump... nothing more to say here. :(
Steam User 3
Yeah this game is good, i havent played any souls before, this being my intriduction to the souls-like genre, its fun, very rewarding if you dedicate to explore a little, the game can feel kinda clunky sometimes, and the lore is good, almost 70 hours spent on the game, i redomend.
Steam User 1
Dark Devotion is a grim and atmospheric action RPG developed by Hibernian Workshop and published by The Arcade Crew and Maple Whispering Limited. Set within a desolate temple consumed by faith, corruption, and decay, the game presents a world where devotion itself becomes both a weapon and a curse. From its opening moments, it establishes a tone of relentless austerity — a world governed by divine punishment where every act of faith comes at a cost. You play as a nameless Templar, a soldier of conviction sent into the bowels of a ruined sanctuary in search of enlightenment through suffering. The game’s oppressive tone is immediate and unrelenting; it doesn’t invite you in so much as it dares you to endure it. Through pixelated ruins, shifting torchlight, and a haunting score, Dark Devotion crafts a mood of dread that lingers long after you set down the controller.
The game’s most striking quality is its atmosphere. Its pixel art is detailed and purposeful, capturing a sense of rot and reverence that few games manage to evoke so vividly. The temple feels alive — its corridors echo with whispers, chains rattle in the dark, and forgotten relics glint with faint promise. Each area is distinct yet unified under the same oppressive aesthetic: catacombs strewn with bones, shrines guarded by grotesque statues, and laboratories where faith has twisted into heresy. The animation is weighty, with the protagonist’s deliberate stride emphasizing the slow, methodical pace of exploration. Every movement feels considered, from the arc of a sword swing to the glow of a torch illuminating the unknown. Despite the two-dimensional presentation, the world feels rich with history and menace, as if every wall hides a story of devotion gone horribly wrong.
Combat in Dark Devotion draws clear inspiration from the Souls-like tradition but translates that ethos into a 2D format with surprising success. Each encounter demands precision and patience — attacks, dodges, and parries all consume stamina, which forces players to weigh every decision carefully. There is a palpable tension in each fight, as even minor enemies can cut down an overconfident player. The combat system emphasizes timing and rhythm over speed, rewarding those who learn enemy patterns and manage their resources. Weapons feel substantial and unique; the difference between wielding a massive greatsword and a nimble dagger is more than cosmetic. Shields, bows, and relics add layers of tactical flexibility, allowing players to adapt to their preferred style. Yet this sense of mastery comes at a price: Dark Devotion punishes recklessness without mercy. Every mistake is costly, and death is never far away. The satisfaction of victory, however, is immense — hard-won and deeply earned.
Progression in the game is built around exploration and experimentation. The sprawling temple functions as both a labyrinth and a test of faith, with branching paths, hidden rooms, and secret altars that reward curiosity. Each area contains relics, blessings, and curses that alter the flow of play. Blessings grant small advantages, while curses introduce painful drawbacks — often both are intertwined, blurring the line between gift and punishment. Faith serves as a core resource, used to activate shrines, unlock doors, or power certain abilities. It represents both devotion and dependence, a constant reminder that the same faith that empowers you also binds you to the temple’s will. Between runs, players can spend resources to unlock permanent upgrades, weapons, or shortcuts, ensuring that each descent into the temple yields some measure of progress even in failure. This structure gives the game a roguelite flavor, though it retains the deliberate pacing and measured tension of traditional action RPGs.
The bosses of Dark Devotion stand as the ultimate tests of skill and perseverance. Each one is designed not only as a mechanical challenge but as a thematic embodiment of the game’s world. Some are former priests twisted by divine experiments, others are monstrous manifestations of sin or suffering. The encounters are punishing but fair, demanding mastery of the game’s systems. Learning to read telegraphed attacks, manage stamina, and exploit small openings is crucial. The difficulty curve can feel steep, particularly for players unaccustomed to its measured pace, but the design encourages persistence and adaptation. Victory often comes only after repeated defeat, and when it does, it feels like a genuine triumph over both the enemy and the oppressive weight of the temple itself. Each conquered boss leaves behind not only loot or new access but also a sense of progress that feels spiritual in its own right.
Narratively, Dark Devotion operates through suggestion rather than direct storytelling. There are no lengthy cutscenes or overt expository dialogues. Instead, fragments of lore are discovered through inscriptions, environmental details, and brief character encounters. The story that emerges is one of fanaticism and loss — a civilization that built its entire identity on worship, only to be consumed by it. The temple’s inhabitants, whether human or monstrous, are all reflections of devotion distorted into obsession. This approach to storytelling creates a sense of mystery and personal interpretation. Players piece together the narrative through observation and inference, much like deciphering a forgotten scripture. It’s a method that may frustrate those seeking clarity but will resonate with players who enjoy unraveling meaning from the shadows. The writing, when it appears, is solemn and poetic, carrying the weight of tragedy and faith’s darker impulses.
Despite its many strengths, Dark Devotion is not without its flaws. The pace can occasionally feel glacial, especially during moments of backtracking or when navigating repetitive corridors. The game’s difficulty, while integral to its design, can also veer into frustration, particularly when enemy placement feels unfair or when deaths result from mechanical clumsiness rather than player error. The interface, though functional, sometimes struggles to communicate information efficiently, and inventory management can feel cumbersome in the heat of exploration. Additionally, while the game’s systems are rich, they can be opaque to newcomers; certain mechanics, such as how blessings or status effects stack, are not explained clearly, leaving players to discover them through trial and error. These rough edges reflect the game’s uncompromising design philosophy — one that values atmosphere and challenge over accessibility.
Nevertheless, for those willing to surrender themselves to its rhythm, Dark Devotion is a profoundly immersive experience. It captures the essence of gothic despair with precision and artistry, creating a world that feels ancient, cruel, and yet hauntingly beautiful. Every corridor tells a story, every fight demands respect, and every victory feels like a small act of defiance against an uncaring god. It is a game that rewards patience and reflection as much as skill, and in doing so, it stands as a testament to the enduring power of atmosphere-driven design. For players who appreciate games like Blasphemous or Dead Cells but crave something slower, heavier, and more introspective, Dark Devotion offers a journey into the heart of darkness that is as punishing as it is rewarding. It is not an easy game, but it is a deeply memorable one — a pilgrimage through faith and suffering that lingers long after the last prayer fades into silence.
Rating: 7/10