Entropy Early Access Review: A Dark Fantasy RPG That Demands Your Attention

The dark fantasy role-playing game Entropy from developer Lovely Hellplace has finally arrived in Early Access on Steam, bringing with it a haunting world that captivated players during the Steam Next Fest demo earlier this summer. Following the critical success of Dread Delusion, the studio has crafted another atmospheric experience that blends gothic aesthetics with PlayStation-era low-poly visuals, creating something both nostalgic and refreshingly original. After spending six hours exploring every corner of the Gloaming Isles in a single sitting, it becomes clear that Entropy represents a significant evolution in indie RPG design, offering players a deeply immersive world filled with meaningful choices and consequences that ripple throughout the entire experience.

The game’s visual style deserves particular attention, as it successfully channels the aesthetic sensibilities of classic 32-bit era RPGs while infusing them with a distinctly modern sensibility. The deliberately grimy, low-resolution textures and angular character models evoke memories of beloved titles from the late 1990s, yet the artistic direction feels intentional rather than merely nostalgic. This approach has become increasingly popular among indie developers seeking to recapture the imaginative freedom that technical limitations once imposed on game artists. The result is a world that feels both familiar and alien, where every shadow seems to harbor secrets and every crumbling structure tells a story of decay and forgotten glory.

A Theatrical Beginning Sets the Stage for Darkness

Entropy opens with players assuming the role of an actor performing with a theater troupe in the doomed settlement of Draenog Town. The character creation process unfolds through an ingenious diegetic mechanism where improvised theatrical lines determine initial statistics and equipment loadouts. Players can choose between male, female, or the intriguing third gender option called Aemen, immediately signaling that the Gloaming Isles operate under different social and biological rules than our own world. This opening sequence demonstrates the developer’s commitment to integrating game mechanics seamlessly into the narrative fabric, a design philosophy that extends throughout the entire experience.

The peace is shattered when demonic forces invade Draenog, slaughtering the town watch, the theater troupe, and the protagonist themselves. Death, however, proves merely temporary when a mysterious spirit from beyond the grave resurrects the player character amidst the burning wreckage. This supernatural intervention establishes the game’s central mystery while providing narrative justification for the protagonist’s unique resilience. Survivors must be gathered and guided to safety, carrying warnings of the demonic threat to the nearby city of Cuvas, which happens to be the player character’s hometown. The personal stakes combined with the broader apocalyptic threat create immediate investment in the unfolding narrative.

Returning players who experienced the demo will discover that significant content has been added even to these familiar opening sections. New alleyways and thoroughfares have been incorporated into Draenog’s layout, containing additional survivors and encounters that weren’t present in the earlier build. Perhaps most notably, companion availability varies based on player choices, ensuring that different character builds encounter different potential allies. A melee-focused warrior might rescue the timid spellcaster Tozeur, while a magic-wielding Aemen protagonist instead encounters Shidd, a middle-aged squire whose knight perished during the invasion after the cowardly warrior fled in terror. This variation extends to a newly added character named Drako, a rogue with proficiency in both physical combat and magical abilities.

Strategic Depth Through Mercenaries and Meaningful Choices

Upon escaping Draenog and reaching the Blind Bat Inn, players gain access to Entropy’s mercenary recruitment system, which forms the backbone of party composition and tactical planning. The available sellswords offer diverse specializations and, crucially, significant drawbacks that must be factored into strategic calculations. The Strigoi hunter Selgair provides reliable combat prowess, but other options present more complex trade-offs. One memorable mercenary, Kirkha, possesses strong ranged attack capabilities but suffers from a missing eye that severely impacts her accuracy with bows and firearms.

The progression system rewards creative problem-solving and adaptation. Characters gain stat points upon leveling up and acquire new perks every three levels, opening pathways to strategies that weren’t previously viable. That accuracy-challenged archer Kirkha can be transformed into an invaluable support specialist by assigning her the Light Fingers perk, allowing her to use items twice per turn or reposition after completing actions. Suddenly, her weakness becomes irrelevant as she serves as a mobile healing station, freeing other party members to focus on offense. This transformation exemplifies how Entropy encourages players to work with imperfect tools rather than seeking optimal solutions.

The magic system further distinguishes itself through thoughtful worldbuilding that elevates mechanical distinctions into meaningful lore. Shaper magic, guided by arcane codices, manipulates the fundamental fabric of reality itself, twisting matter according to the caster’s will. Channeling magic operates through an entirely different principle, opening communication with spirits from the Otherworld and offering prayers in exchange for power over living beings. These explanations transform what could have been simple combat menu options into windows into the Gloaming Isles’ supernatural cosmology, deepening player investment in both the narrative and mechanical systems.

Permanent Consequences and Adaptive Gameplay

Perhaps Entropy’s most distinctive mechanical feature is its injury system, which forces players to adapt their strategies in response to battlefield outcomes. While total party wipes don’t result in permanent death for most characters, survivors emerge from catastrophic defeats bearing serious wounds that fundamentally alter their capabilities. Minor injuries like concussions and broken bones can be treated by physicians in towns, but more severe trauma leaves permanent marks. Characters can lose limbs, eyes, or suffer other disfigurements that require complete tactical restructuring.

A particularly brutal battle near the conclusion of Act I demonstrated this system’s dramatic potential. The entire party was devastated, with multiple members suffering permanent limb loss. Drako, previously positioned as a frontline fighter, had to be moved to the back row to focus exclusively on Channeling buffs and debuffs. Kirkha, already struggling with impaired vision, lost a limb that prevented her from wielding two-handed crossbows or muskets, necessitating a switch to heavy armor and pistols in a front-row position. These forced adaptations transform potential frustration into engaging puzzle-solving, as players must reconfigure their approaches around new limitations rather than simply reloading and trying again.

The permanent death system applies differently to mercenaries and the protagonist, creating meaningful tension around risk management. Hired companions can die forever, their stories ending in forgotten graves across the Gloaming Isles. The protagonist’s supernatural resurrection prevents permanent death but doesn’t shield them from the consequences of their companions’ mortality. This asymmetry encourages protective tactics while maintaining genuine stakes, a balance that many RPGs struggle to achieve effectively.

Worldbuilding That Rewards Curiosity

Upon reaching Cuvas, the narrative and worldbuilding elements take center stage, revealing the depth of imagination underlying Entropy’s dark aesthetic. Meeting with the city’s leader, known as the Peacekeeper, triggers a revelation that recontextualizes the player’s entire journey. The theater troupe served as cover for espionage operations, with the previous leader secretly gathering intelligence on the various Warbringers who rule different territories throughout the Gloaming Isles. With the original spies eliminated, this responsibility falls to the protagonist, providing narrative justification for the game’s broader exploration while establishing compelling political tensions.

The history of Cuvas proves particularly fascinating, revealing a civilization built on magical technology powered by enchanted mushrooms. An ancient network of antennae connected to a central transmitter once broadcast performances and artistic works to towns throughout the world via devices called delusion discs, establishing Cuvas as the cultural heart of the Gloaming Isles. This golden age ended in catastrophe when a rogue spirit hijacked the network, broadcasting incomprehensible knowledge that destroyed the minds of anyone who witnessed it. The Sudden Silence, as this tragedy became known, forced the Peacekeeper to permanently deactivate the transmitter, cutting off the flow of culture and connection.

Players are tasked with investigating the source of this supernatural interference, eventually confronting a Spirit Gardner named Aeslyn and facing a genuinely difficult choice. Three options present themselves: restore full transmission capability with Aeslyn’s fungus despite the risk of another catastrophe, use altered fungus that allows archive playback but prevents new transmissions, or destroy the transmitter entirely to guarantee it can never be misused. Each option represents a different philosophical stance on the value of artistic expression, historical preservation, and acceptable risk in pursuit of cultural advancement. These aren’t simple good-versus-evil decisions but genuine ethical dilemmas that encourage reflection long after the choice is made.

Expert Opinion: Entropy represents a promising evolution in the indie RPG space, combining nostalgic aesthetics with genuinely innovative mechanical and narrative design. The injury system alone distinguishes it from countless competitors by forcing adaptive play rather than optimization, while the thoughtful worldbuilding suggests a developer capable of sustaining player interest across multiple acts. If Lovely Hellplace maintains this quality standard throughout Early Access development, Entropy could emerge as one of the defining dark fantasy RPGs of the mid-2020s.