[SGF 2026] HANDS-ON – “Crimson Moon” is an engaging blend of Soulslike and roguelike mechanics

One of the most fascinating things about video games is the ability for developers to experiment with established mechanics and cross them over with other gameplay styles to create something new. Over time, we’ve seen new genres emerge from this experimentation, including metroidvanias, as well as the pursuit of turning practically anything into a roguelike. One such combination that I did not expect to encounter at SGF, however, was a crossover of soulslike and roguelike gameplay styles. Crimson Moon sets out to do just that and blend together the consequential difficulty of soulslikes with the replayability of roguelikes. After playing a demo at SGF, I’ve got to say that this combination absolutely works!

In Crimson Moon, up to two players take on the role of human-angel hybrids equipped with shifting abilities that turn the tide of battle. As you progress through dynamically shifting levels, with equipment from fallen enemies serving as upgrades as you press forward. The combat, as you might expect, is soulslike-inspired, so patience and dodging are a necessity for most enemy encounters. However, unlike most soulslike games, dying doesn’t necessarily feel as bad as it would when playing other titles with similar difficulty.

Since this is also a roguelike, players can make upgrades to their abilities and gear and unlock new side missions for their next run. On top of that, after each level, players can select one of three options to further improve their build as they go further. I found this loop satisfying, as it reassured me that I could still improve my build while also giving me room to refine my play style and (hopefully) not die as much on the next run.

One small thing that I did encounter in my demo that made my playthrough a little cumbersome was the camera. When I was running around and exploring each segment of a room or level, the camera didn’t follow my character, so I had to readjust my camera manually instead of keeping my hands on the attack button in case something was around the corner. It’s a small gripe in the grand scheme of things, but I think it’s worth mentioning as the timing could make or break an enemy encounter should I turn a corner into danger unknowingly.

Crimson Moon is a game that blends together soulslike combat and roguelike-style progression very well, if my demo playthrough was anything to go by. At first, I was unsure how punishing the gameplay would be or how the roguelike progression would alter the difficulty, but I think ProbablyMonsters has struck a fine balance with both aspects of gameplay in this title. It didn’t feel like the pendulum swung either way to the point of compromising the other gameplay system, which was where my initial skepticism lay. I think this will be a game worth giving a shot if you’re an enthusiast of either soulslikes or roguelikes, as it offers enough gameplay depth for both, when it comes out on modern platforms this September.

Crimson Moon

Platform:
PlayStation 5XBOX Series X|SWindows
Publisher:
ProbablyMonsters
Developer:
ProbablyMonsters
Genre:
Action-Adventure, RPG
Developer's X: