Explore all 68 feature scores for Crimson Moon, organized into pros and cons.
Scores by Feature
Summary
68 reviewed features-
Very positive 4.5-5.019 (28%)
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Positive 3.5-4.412 (18%)
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Neutral 2.5-3.410 (15%)
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Negative 1.5-2.413 (19%)
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Very negative below 1.514 (21%)
Pros
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The Gothic, religious-fantasy art direction is one of the clearest strengths, with ornate cathedrals, striking armor, and a strong visual identity that often looks above its budget.
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The $20 price is one of the strongest points of agreement. Even many critical players feel the compact campaign, co-op, combat, and build systems make the package easier to justify at that price.
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The compact structure works well for short sessions, and many players liked the roughly 10–15 hour scale at the price. One player finished much faster and felt the replay requirement exposed the thin content.
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Visual quality is frequently praised, from lighting and armor to environments that can look surprisingly high-end. A few players find the presentation dated or too visually repetitive.
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Two-player co-op is widely viewed as one of the game’s best fits, adding energy, shared decision-making, and more fun to repeated runs. Technical issues can still get in the way.
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Weapon impacts, parries, executions, environmental cues, and ability sounds are consistently praised for giving combat extra weight and readability.
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Permanent gear, levels, upgrades, and run-based boons usually make attempts feel worthwhile even after failure. The system is approachable and often satisfying, though later grind and reset behavior can weaken it.
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Despite its rough edges, the game is frequently described as fun, especially when experimenting with builds or playing with a friend. Enjoyment tends to decline for players more sensitive to repetition and jank.
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The run-loot-upgrade-repeat loop is a major strength, with several players describing it as addictive or easy to return to. Its appeal depends on tolerance for repeated spaces and missions.
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The genre mix gives the game a distinct identity, and several players see it as more than just another Soulslike despite familiar influences.
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Gildenarch’s ruined castles, caverns, cathedrals, and angelic imagery create a dark, mythic atmosphere that gives the game a distinctive sense of place.
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Cathedrals, ruined streets, caverns, and interior spaces are richly detailed, giving the game a stronger visual sense of scale than its budget suggests.
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Combat lands well for many players thanks to responsive attacks, weighty hits, parries, dodges, finishers, and build-driven skills. Others find it shallow or inconsistent, especially when camera and hitbox problems interfere.
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The metal-heavy score works especially well in boss fights, adding energy without overwhelming the action.
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Post-launch response has been quick, with the team adding requested input options and publicly targeting camera, co-op, and quality-of-life fixes. That responsiveness improves confidence in ongoing support.
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Level design is often praised for atmosphere, verticality, and readable routes, but some maps are linear or mechanically straightforward despite looking impressive.
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Exploration is generally enjoyable, with vertical spaces, side paths, secrets, and lore pickups rewarding curiosity. Some larger areas can still feel sparse.
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Gildenarch feels more fleshed out than the main plot suggests, with optional lore and environmental storytelling giving the setting extra depth.
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Bosses are generally seen as fair and visually memorable, with readable attacks in the better fights. A few encounters drag or feel less engaging than the surrounding combat.
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Gear visuals and planned transmog give players appealing cosmetic freedom, letting builds look intentional even when mixed equipment would otherwise clash.
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Weapons, skills, throwables, and lore pickups give runs a strong collecting hook, and at least one player found the chase highly addictive.
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Cross-play is praised for letting PC and console friends play together without platform barriers when the online session itself is stable.
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The combination of roguelike runs, action-RPG loot, Soulslike combat, and co-op feels fresh enough to stand out even though each individual ingredient is familiar.
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The low upfront price and absence of battle passes or live-service monetization are treated as meaningful positives.
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Movement feels immediately comfortable and responsive, helping the game’s familiar Soulslike fundamentals click quickly.
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Short runs and quick progression beats make the game easy to fit into limited play windows without requiring long uninterrupted sessions.
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Persistent gear upgrades are satisfying because improving an item can strengthen future versions of that gear and make later runs feel more rewarding.
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The bloody finishers and aggressive combat presentation are a positive for players who enjoy the game’s gory dark-fantasy tone.
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The active story is light, but collectible lore gives the world more depth and provides extra context for players who want to dig into Gildenarch’s history.
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Voice acting is solid and unobtrusive, with no major complaints in the playthrough that directly discussed it.
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The game becomes understandable fairly quickly, though inventory and build systems can be confusing at first before the run structure clicks.
Cons
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The camera is the most consistent complaint. Lock-on can swing, collide with geometry, or lose important targets, making difficult fights frustrating for the wrong reasons.
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Lack of polish is the dominant weakness after the camera. Technical bugs, rough UI, inconsistent combat behavior, and launch-state jank repeatedly make the game feel less finished than its core deserves.
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Bugs range from occasional mission interruptions to more serious technical failures, and several playthroughs encountered glitches significant enough to disrupt progress.
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Inventory, loadout, and storage management are recurring pain points, with confusing organization and restrictions that make build experimentation less smooth.
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The interface needs refinement, particularly on PC and high-resolution displays. UI sizing, unclear stat information, and awkward presentation are recurring complaints.
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PC crashes can be severe, including cases where a crash erased progress or stripped a run of accumulated advantages.
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The lack of a true pause during solo play is a clear quality-of-life drawback for anyone who needs to step away mid-run.
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The premise and lore are stronger than the active storytelling. The plot is usually simple, sparse, or pushed into the background, which suits action-first players more than story-focused ones.
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Difficulty is inconsistent: multiple lives and angel form can make bosses too easy, while tight parry windows, aggressive elites, and awkward hit reactions can make other fights feel unfair.
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Control customization was a launch weakness, with missing remapping and limited input options making the game harder to tailor to individual needs.
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Enemy variety is a recurring weakness. Familiar mobs and variants become predictable across repeated runs even when individual enemy types are readable.
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Most supporting characters receive very little screen time or development, leaving the cast thin compared with the world around them.
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Gold costs can rise quickly, making higher-tier gear upgrades feel disproportionately expensive relative to mission earnings.
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Higher difficulties do not always add enough new rewards or gear to justify repeating the campaign, leaving the endgame feeling grindier than meaningfully expanded.
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Performance can collapse badly on some PC setups, with severe frame-rate drops making certain sections difficult to play comfortably.
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Large areas can become frustrating to clear because there is no proper map and locating the last remaining enemy can turn into aimless searching.
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Important systems are not always communicated clearly, forcing players to discover loadout restrictions and meta-progression rules after they become relevant.
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Connectivity can undermine co-op with desyncs, failed mission starts, and other session problems even when cross-play itself works.
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Supporting NPCs tend to be one-dimensional and brief, so they add flavor without much emotional or narrative depth.
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A few dominant abilities can carry entire runs, reducing the incentive to experiment and making some gear choices feel disproportionately powerful.
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Replay value is divisive. Build experimentation and meta-progression can keep runs appealing, but static environments, limited enemy variety, and repeated objectives wear down the experience for others.
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Between-level saving can make long runs manageable, but crashes and progress-loss bugs create serious reliability concerns. Save-and-quit flexibility also varies by situation.
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Basic enemies can behave predictably, with some charging straight in rather than showing much tactical awareness.
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Combat animation quality is uneven: bosses can read well, but some elite and player motions feel abrupt or janky.
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Dialogue rarely carries the narrative, and the climactic exposition can lean on familiar villain-monologue conventions rather than sharper character writing.
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Some interface elements are oversized enough to distract from play, making the HUD feel less tidy than it should.
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NPC quests are described as simple and bland, doing little to deepen the otherwise interesting setting.
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Heavy on-screen effects can hurt combat readability, especially when status effects obscure attack cues during busy fights.
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The writing rarely elevates the simple plot, and character development is too thin to make the narrative as compelling as the setting.
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Builds can change meaningfully through boons, gear effects, and elemental setups, but limited weapon classes, repeated enemies, and familiar spaces keep variety from matching the strongest roguelites.
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Tutorial quality is inconsistent: one player found the basics clearly explained, while others felt important progression and stat systems were omitted or poorly communicated.
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PC performance is inconsistent across systems: some players report smooth play, while others encounter severe drops, crashes, or optimization problems.
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Early progression avoids heavy XP grinding, but later difficulty tiers can shift more time toward farming gold and repeating content rather than discovering new material.
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Different locations and objective types add some variety, but regular encounters can still settle into a repetitive rhythm across longer play sessions.
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The mission structure is functional but not universally compelling; repeated objectives and spaces can make later runs feel more routine than fresh.
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Basic attack and movement inputs often feel responsive, but control customization was rough at launch and some layouts or PC bindings were frustrating until patches arrived.
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Loot is a strong motivator when new gear changes builds or creates elemental synergies, but shared drops, storage restrictions, and lost boons can make the system feel more cumbersome than it should.