Absolum artwork$14.99 (−40%)91%Very Positive

Absolum Every hit lands with weight

Fight the Sun King's forces in hand-drawn fantasy brawls where every run takes a new path, alone or with a friend.

Is Absolum worth it?

Absolum is worth it if…

  • you grew up on arcade beat 'em ups and want one built for today
  • you like runs that branch, builds that snowball and a reason to press "one more go"
  • you want a couch co-op game that is actually about fighting together
  • you care how a game looks: every frame here is hand-drawn animation
  • you would rather learn a rhythm than grind reflexes alone

Screenshots

Combat that rewards timing, not just button mashing

The fighting is the heart of Absolum. You chain light and heavy attacks into combos, dash through or into attacks, and clash with a well-timed heavy strike to turn an enemy's blow back on them. Spells layer on top: magical counters and rare items can flip a losing fight in seconds. A parry lands at the exact moment of contact and opens a window to unload everything you have. Push enemies against a wall and the combo keeps going. It is fast, it demands reflexes, and when the rhythm clicks, clearing a screen full of soldiers feels earned.

Four heroes, four ways to fight

Galandra swings a colossal sword backed by necromantic power, calm on the surface and furious underneath. Brome the wizard prodigy bombards from a distance with elemental magic, and Cider is a nimble skirmisher hunting the scattered fragments of their own soul. Each has their own moveset and six arcana abilities to pick from before a run, so learning one hero is really learning a whole fighting style. You will not master all four at once, and that is the point.

A shattered world worth exploring

Talamh is not a corridor. Runs branch through the majestic mines of Grandery, the lush forests of Jaroba and beyond, with secret routes and hidden areas tucked into every corner. Side quests from the rebels' hideout pull you off the main road, and you cannot finish them all in one run, which gives each attempt its own shape. Taverns let you spend resources on hired fighters who join you down the line. The final boss changes depending on the choices you make. Exploration is rewarded, not decorative.

Better with a friend on the couch

Two players can team up locally or online, and co-op is where Absolum gets loud. Combining elemental powers and synchronizing attacks triggers chained combos between your heroes, so a sword-and-sorcery pairing plays differently from two brawlers side by side. Coordination matters more than it does solo, and the fights scale up to match. Controllers are required for local multiplayer, so dig the second one out before your friend arrives. One warning from experience: whoever hogs the last healing item will be remembered.

Questions before you play?

Can you play it solo?

Yes. You can lead the uprising alone, and the whole campaign works as a single-player game. Co-op adds synchronized combo attacks and scales the fights, but nothing in the story requires a second player. If the difficulty bites, the game lets you adjust things like your damage and health, and there are assist options if you would rather just enjoy the ride.

How hard is it?

The default difficulty is no pushover: your health is low, enemies armor through hits, and late runs push you hard. But the early game eases you in, permanent progression between runs makes each attempt stronger, and the difficulty is adjustable if you want it gentler. Players who found the main campaign too comfortable have a harder true ending to chase.

How long does a run take, and what carries over?

Sessions are built for short bursts: a run moves through branching paths and ends in victory or a lesson. Either way, resources you earn unlock permanent upgrades like new abilities and equipment slots, so losing still moves you forward. Expect a good number of runs before you see everything, since side quests and secret routes cannot all fit into one playthrough.

What about the story and the music?

The plot is a classic uprising: the Sun King Azra has enslaved wizards and seized magic, and a small band of rebels fights back with the forbidden kind. It is told simply, but the hand-drawn art carries it with real character. Gareth Coker (Ori, Halo Infinite) composed the soundtrack, with contributions from Yuka Kitamura (Elden Ring) and Mick Gordon (Doom Eternal). Some tracks will stay in your head.

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