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Forsworn: four players, simultaneous turns, and 200 abilities to crash into each other
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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.

A

Alexandrosse

·9 min read

InsertCoins.press Score

8/10

Verdict

Recommended

Co-op tactics games have a structural problem nobody wants to face: you spend three quarters of the session waiting for other people to play.

Forsworn solves it in one line: turns are simultaneous. Everybody plays at once.

Forsworn, a battle

What that produces

The game stays tactical, but it becomes fast.

You can lead your champions alone, or rally up to three friends. Fights keep their demands on positioning and sequencing, except that instead of watching three people think, everybody resolves their turn together.

It is a simple, effective design decision, and it explains why this game moves quickly where its competitors bog down.

Hunting the combination that breaks everything

The heart of the proposition is party building.

Six heroes, each with three distinct subclasses that genuinely change how they play. Over 150 items and over 200 abilities, each with its own upgrade path.

And the studio makes no secret of it: the objective is to theorycraft your way to broken combos. Upgrades do not merely raise stats, they evolve abilities, unlock new mechanics and deepen each hero's playstyle.

Every action, attacking, casting or defending, fills an Ultimate Charge, and each hero wields a unique ultimate: breaking enemy ranks, empowering allies, or simply overwhelming.

So victory depends less on your reflexes than on how your powers chain into each other.

Forsworn, the heroes and their abilities

The setting

A realm torn apart by divine war, and one simple rule: when a run ends in death, resurrection begins the next.

Difficulty climbs through tiers that add layers of constraint, from random modifiers stuck onto enemies to map-wide trials affecting the whole encounter. That is what stops one good composition being enough forever.

What it is worth

Released the day before yesterday at 13.19 euros by Resummon Studios, the game shows 34 positive reviews out of 37.

The volume is low, but the proportion is good and the feature list is surprisingly complete for a small team: full controller support, adjustable text size, adjustable difficulty, no timed input required, leaderboards.

My reservation concerns longevity. Combination games live or die on the real depth of their interactions: two hundred abilities can produce thousands of interesting combos or three dominant setups everybody ends up playing. It is too early to call, and it is exactly what to look at in a month.

Forsworn, four-player co-op

How many heroes did your most broken combo need? We compare abuses on the InsertCoins Discord.

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