The Wanderer reading room

Game Reviews

Idle RPGs, MMOs, browser games and mobile RPGs, taken apart properly. Every review carries a score out of 10, what the game does well, what it does badly, and the kind of player it is actually for.

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Rock Bottom

An incremental mining game that turns "swing the pickaxe" into a real progression system — eight hand-designed layers, a 150-node permanent skill tree, and a four-hour runtime that ends before the loop wears out its welcome.

8 / 10

Reviewed

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Rocky Idle

A Melvor-flavoured skilling idler with eighteen skills and a collection log, sold as a clean one-time purchase — but a boost mechanic that gates achievements and a rocky launch identity crisis keep it from matching the game everyone will compare it to.

6.5 / 10

Reviewed

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Rubinite

Cup Dog Games' debut strips the Soulslike down to nothing but boss fights, built around a Focus-and-Mark system that turns every encounter into a duel over who blinks first — and then asks its best players to do the whole thing again without getting hit once.

8 / 10

Reviewed

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Space Haven

A tile-by-tile spaceship colony sim where you build the hull, route the gas pipes, and keep a crew of civilians fed, breathing, and sane while you search a procedural galaxy for a new home. Reached 1.0 in May 2026 after six years in Early Access.

8 / 10

Reviewed

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StarSavior

A turn-based hero collector that grafts Uma Musume's training sim onto Honkai: Star Rail-style combat, with presentation to match — undercut by optimisation problems and a PvP ladder that leans harder on spending than its otherwise generous gacha deserves.

6.5 / 10

Reviewed

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Starvester

A solo-developed space factory incremental with a five-hour campaign and a clean ending instead of an endless ladder. The idea is refreshing; the execution runs out of steam exactly when the prestige system should be taking over.

6.5 / 10

Reviewed

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StoneAge Idle Adventure

Netmarble folds its 25-year-old dinosaur-taming franchise into an idle deck-builder, and the 24-unit battles are genuinely more tactical than the "auto-play RPG" label suggests — right up until the real-time PvP mode starts pricing in who's willing to spend.

6.5 / 10

Reviewed

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Sword x Staff

Boltray's "Third Way RPG" genuinely earns its hybrid pitch, blending exploration and auto-battle strategy with idle progression, but its skill-gacha economy and paid-only enhancement currency pull hard once the early zones stop carrying you for free.

7 / 10

Reviewed

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To The Core

A one-purchase incremental about drilling through an entire solar system, planet by planet, where the reward for mastering one resource is a permanent buff instead of a bigger number to stare at.

7.5 / 10

Reviewed

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Vampire Crawlers: The Turbo Wildcard from Vampire Survivors

Poncle and Nosebleed Interactive take the cast of a bullet-heaven phenomenon and lock them into turn-based card combat instead. The pivot works far better than it has any right to, right up until the deck-breaking builds that make the genre fun also make the back half of a run trivial.

8 / 10

Reviewed

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Witchspire

An open-world witch adventure that swaps the usual survival toolbox for spellwork — spirit jumps instead of ladders, conjured forests instead of chopped trees, familiars instead of tames. Seven weeks into Early Access, the magic system is the best reason to be here; the world around it hasn't caught up yet.

6.5 / 10

Reviewed

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