Crimson Capes is a game that clearly knows what it wants to be. It’s a dark, 2D action RPG built around deliberate combat, tight stamina management, and a grim fantasy world that doesn’t hold your hand. From the first hour, you can feel the ambition. The animation is smooth. The combat has weight. The tone is serious without being melodramatic. After spending real time with it, though, my overall feeling lands somewhere in the middle. It’s good. It’s often impressive. But it never quite becomes something I’d call great. Strong foundation. Noticeable gaps.

Story and Characters
You step into the boots of Milon, the Left Hand of the King and leader of an order tasked with hunting witches and containing corruption spreading through the kingdom. That setup alone carries potential. Secret orders. Political tension. Magic gone wrong. A morally gray world where loyalty and power collide. The problem is not the premise. The problem is execution. The narrative unfolds slowly and mostly in fragments. You get dialogue here and there. Some environmental storytelling. Bits of lore scattered across the world. There are hints of something larger happening behind the scenes, but the game rarely builds emotional momentum around it. I never felt urgently invested in the outcome. I was curious, sure. But not hooked. The characters also feel more functional than memorable. They serve the plot, but few of them linger in your mind after an interaction ends. There aren’t many standout personality moments or conversations that add weight to the world. That doesn’t mean the story is bad. It’s serviceable. It supports the tone. It just doesn’t elevate the experience. If you’re someone who plays primarily for narrative depth, this probably won’t fully satisfy you.

Combat and Core Gameplay
Combat is the strongest part of the game by a wide margin. It’s deliberate and punishing in a way that feels intentional. You cannot rush in swinging wildly. Every attack drains stamina. Every dodge has a cost. If you overcommit, you’ll pay for it. Enemies are aggressive enough to force you to learn their patterns instead of reacting randomly. The parry system is particularly satisfying. You have to pressure enemies and lower their stance before opening them up for real damage. That extra layer adds tension. You’re not just blocking and countering. You’re actively breaking down defenses. When it works, it feels earned. Landing a clean parry after reading an enemy correctly gives you that small rush that keeps you going. Boss fights are easily the highlight. They demand patience and pattern recognition. Most of them feel fair, even when they’re tough. You’ll likely lose a few times. But each attempt teaches you something. That sense of improvement is where the game shines. There are moments where combat slips into frustration, especially when multiple enemies crowd you in tight spaces. The screen can feel cluttered. Positioning becomes awkward. Sometimes you lose because you made a mistake. Other times it feels like you simply got boxed in. Those moments don’t ruin the experience, but they do chip away at the consistency. Still, when the system clicks, it’s excellent. The weight of each strike, the animation feedback, and the rhythm of stamina management. It all comes together nicely.

Exploration and World Design
The world design is semi-open, giving you room to explore instead of forcing you down a straight path. There are branching routes, hidden areas, and optional encounters scattered throughout the map. That freedom is refreshing. It trusts you to explore. At the same time, that openness sometimes leads to confusion. There were stretches where I wasn’t sure if I had missed a key path or if I was simply in the wrong area. The map helps, but it’s not always clear. Backtracking becomes part of the routine. Sometimes it feels intentional and satisfying. Other times it feels like wandering without a clear direction. Visually, the world is strong. Forests feel dense and moody. Ruins have weight. Town areas feel lived-in enough to support the setting. The pixel art has real depth. Animations are fluid and detailed. Characters move with purpose rather than stiffness. However, some areas start to blend over time. Stronger visual landmarks could have helped with navigation. A few distinct set pieces might have made exploration more memorable. Overall, exploration works. It just doesn’t always feel tightly designed.

Progression and Customization
The progression system offers skill upgrades, new abilities, and different equipment options. On paper, that’s everything you’d want in an action RPG. In practice, it’s uneven. Some abilities noticeably change how you approach combat. Others feel incremental. I often found myself sticking with familiar tactics because experimenting didn’t always feel dramatically rewarding. That’s not ideal in a game built around mastery and adaptation. Equipment variety exists, but not every piece feels distinct. A few weapons and builds stand out. Others feel like side grades rather than meaningful alternatives. The balance isn’t broken, but it could be tighter. Side quests and optional objectives are present but rarely essential. They add extra content, but they don’t always offer strong narrative or mechanical incentives. I completed some out of curiosity rather than genuine excitement. The progression system works. It just lacks that spark that pushes you to constantly rethink your playstyle.

Multiplayer Elements
The inclusion of online co-op and PvP invasions adds another layer to the experience. Co-op can make difficult sections more manageable and occasionally more chaotic in a fun way. There’s something satisfying about coordinating strategies against a tough boss. PvP invasions introduce tension, though they won’t appeal to everyone. Some players will enjoy the unpredictability. Others may prefer a more focused solo experience. Thankfully, these systems feel like optional additions rather than forced mechanics. They add replay value, but they aren’t the core reason to play.

Audio and Presentation
The soundtrack supports the tone without overpowering it. It leans into atmospheric, somber themes rather than dramatic orchestral swells. It fits the world well. Sound design during combat is solid. Strikes have weight. Parry moments land with impact. Subtle audio cues help reinforce timing and danger. Presentation overall feels polished. It doesn’t feel rushed. There’s clear care in the details. While not groundbreaking, it maintains consistency throughout.

Real Talk
Crimson Capes is a strong indie action RPG with clear strengths and clear limitations. Its combat system is thoughtful, deliberate, and rewarding. Boss encounters stand out. The pixel art and animation work are impressive. The atmosphere holds steady from start to finish. Where it falls short is depth. The story lacks emotional pull. Progression systems feel underdeveloped in places. Exploration can be unclear. None of these issues is severe on its own. Together, they keep the game from reaching its full potential.
FINAL SCORE : 75/100
Crimson Capes
Crimson CapesThe Good
- Deliberate, skill-based combat that rewards patience and timing
- Satisfying parry and stance system that adds depth to fights
The Bad
- Story lacks emotional weight and narrative momentum
- Some difficulty spikes feel messy rather than fair
- Exploration can be unclear, leading to unnecessary backtracking