
Forsworn: four players, simultaneous turns, and 200 abilities to crash into each other
A tactical roguelike about finding the combination that breaks the game, alone or with four, without ever waiting your turn.

An incremental where you shell ore cubes with 33 weapons. Genuinely satisfying, right up to the moment it simply stops.
Alexandrosse
InsertCoins.press Score
6/10
Verdict
Mixed
The idea is excellent and I will defend it: instead of clicking on a seam, you shell a cube of ore with artillery.
That is not the problem. The problem arrives around the tenth hour.

You mine large blocks with artillery to recover ore, then progress through a massive upgrade tree unlocking new worlds, new ores and new weapons.
The advertised figures are generous: over ten worlds, 33 artilleries, 20 ores, 16 craftable materials and over 400 upgrades.
The chain is clear. You smelt ore into bars in upgradeable furnaces, turn bars into materials, and feed everything into the tree to strengthen your artillery and your economy.
And there is a neat prestige system: completely exhausting a world destroys it and grants a prestige cube, which you assign to auto miners for idle collection and boosted ore drops.
It is clean, it is legible, and the destruction animations are genuinely satisfying. One Japanese player puts it well: this is less an incremental than a game for people who want to mine with a variety of tools.

The game shows 66 positive reviews out of 92, roughly 72 per cent. And the complaints are awkwardly consistent.
Content stops dead. One player unlocked everything in a little under ten hours and describes what follows bluntly: once every world, upgrade and weapon is obtained, there is nothing left to do. You can keep playing, but there is no reason to.
The farming phase arrives too early. Several players report the same drop-off: the game loses its interest well before the advertised end.
Weapon variety is an illusion. One player spells it out: you go from pistol to nuclear weapon, but there are really only a few families, firearms, grenades, mines, drones, and the rest are variations.
And there was a save problem. One player lost eight hours of progress at launch. It is reported as fixed since, but several players still recommend saving manually from time to time.
One technical point also flagged: severe frame rate drops in the final tiers with the most powerful weapons.
At 6.79 euros nobody is ruined, and ten hours of content for that price is no scandal. The developer works alone, the soundtrack is pleasant, and the central action is genuinely enjoyable.
But an incremental is judged on its ability to hold you, and this one stops where the genre is supposed to begin. There is no distant milestone, no final goal, no reason to start again. Several players ask for the same thing: an ending, an objective, or an absurd climb to chase.
Two tips if you go in anyway. Know that the upgrade screen pans with right-click, and that mining automates the same way: two tricks players flagged that the game explains badly.
Buy it for what it is, a pretty ten-hour destruction sandbox. Not for what its genre usually promises.

How long did you last after unlocking everything? We compare drop-off points on the InsertCoins Discord.
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