
From the makers of the world renowned “Wizardry Empire” titles, Starfish SD brings you the latest entry in their popular series of dungeon crawlers. Elminage Gothic, previously only available in Japanese on PlayStation® Portable, now comes to PC offering a classic old school dungeon crawling experience with a dark, gothic twist!
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
If you're curious about whether to purchase Elminage Gothic, the very first question is whether or not you like Wizardry style dungeon crawlers. If you don't know what that is, I strongly recommend playing the updated version of Wizardry first to see if you like that style of game, because Elminage Gothic is a longer and less forgiving version of that. With that out of the way, there's a lot to love here and a fair amount to criticise. Beginning with the positives, since this is a positive review, the game is absolutely massive and sells for a ridiculous price when on offer. The main game alone delivers you 40-50 floors of content with hundreds of items and monsters, and on completing that you then get a bonus 3 dungeons that add another 30 floors to play with. The game is also super atmospheric. A lot of care has been given to the crafting of the dungeons, and they've achieved a lot with the simple 30 by 30 grid. These aren't just patterns of corridors that all neatly fit together. Caves feel like caves, with random shaped chambers interspersed between windy corridors. There's a tree where you travel in rings as you ascend it, or descend into a star of root like passages when you go below. One dungeon has you descending into a wind pit, whereby you walk around the sides until you find the hole down the central pit, and travel up by wind one way wind elevators rather than stairs. An old two floor mansion turns into a nightmare when you access it's basement and delve into a dark dungeon full of rooms crammed with bloodstained tables. And all of these are supported by 65 odd quests that, while they all fall into "go to this square in this dungeon", still add to the creepiness and setting. Then there's the monsters, a good 10-20 in every dungeon, with some pretty impressive designs that range from comedic to downright grotesque. For example, in the ice caverns you're meeting creepy snowmen, frost giants, ice dragons, emperor penguins, and snowball riding santas. Every new floor brings new excitement to see what they're throwing at you next. This extends into the ridiculous number of item drops. Sure, most of it's trash and I've never been a fan of mass identifying loot, but I did get a twisted pleasure going to the shop later in the game to see what once held the basic sword, dagger, staff, and basic armours to be now filled up with all the stuff I've sold there. It's almost like you're building your own business. But for all that praise, I have to give fair warning: this game is seriously hard, and not in the fun way. The thing about wizardry is many of its infamously hard systems were largely in place to extend the life of a game that was relatively short. And while Wizardry was hard, it was also fair. Sure, you'd meet a new set of creatures and be instantly wiped out, but once you knew how to deal with them, what spells to use and what things to target first, it was hard to get killed, and even if you did lose somebody, it wasn't that much of a slog to get back to where you were. Having a master ninja that has a chance to behead one of your characters is fine in moderation, but Elminage Gothic doesn't do moderation. It's no less tedious getting 40+ minutes into the depths of a dungeon only to have your healer clipped by the 1/20 chance to instant kill off a glancing blow than it is taking four steps into the third dungeon, coming up against 3 crabs, and seeing your whole front line decimated because they also got off their 1/20 chance to instant kill on a tickle hit. And this is the easy stuff. Those master ninjas have a 35% to instant kill you on every hit. But wait, they also duel wield, so they get two chances every attack. BUT WAIT! Because they also get two attack round for every one of yours, so they actually get 4 chances every attack with a 35% chance to instant kill who they hit. Oh, and they also have max range so they can hit your back row. Did I forget to mention they have ridiculously high agility, so they also are very likely to get to attack before one of your team can answer? Oh, and they can also come in packs of 4-8, meaning they can potentially have 32 chances every attack round with a 35% chance on hit to instant kill whoever they attack. Oh, they can also chance to appear hidden so you can't even attack them back. And if all that isn't enough, let's also have them appear in a dungeon where half the floor is covered in a passive silence field meaning you can't even cast your escape spell, assuming the character with it can even do so before they've decimated your entire group. And let's not even talk about being ambushed. You're not even 50% through the main game when these things crop up. By the time you're in the final dungeon, you're facing monsters with 40-50 Agiilty when the max your fastest race can get is maybe 24, all of whom get anywhere from 2-8 attacks per attack round, each blow of which is proccing all manner of debuffs assuming the person getting mauled isn't pummelled straight into the afterlife. Sure, there are items to mitigate instant wipes, but when so much of the game has been intentionally designed to have you roll the dice on every encounter on whether you just wipe out while spending a minute watching the 50 attacks play out against you before your max agility halfling can even raise a finger, all this does is encourage save scumming -- and thank god you can, because the game would be nigh unplayable otherwise. At the time of posting this review I have 178 hours played, but my save file was only 140. That's almost 40 hours of non-stop: step forward, get into encounter, be destroyed, go to main town, quit to main menu, load game, go to dungeon screen, load current party, step forward, be destroyed, repeat until you face something manageable. Even if you know the mechanics through and through, build the right classes with the right races and farm for the appropriate gear and materials to forge the correct stats, there's still no way of overcoming much of this in any sane way when you're also having to deal with the Wizardry fun of resurrections that fail. And this really does kill the experience some, because it's difficult to truly appreciate the atmosphere and setting when such a large portion of your time is spent jumping in and out to reload from the main menu. In summary, know what you're getting in for. The main story is likely going to take you anywhere from 70-100 hours depending on how experienced you are with this type of game -- a ridiculously good return for what this is priced at. Should you then go for the final tower, 20 floors of pure hell where your Teleport spell is MIA and even Miracle won't help you in most encounters, you'll be rewarded with a further 60-80 hours of ... I want to say entertainment, but the mental scars would probably disagree with that. Needless to say, if you don't already curse out of habit going into this, you will be by the end.
Originally a Japanese game, yet sold without Japanese. Haha.. Thank you very much. X(
When you open up a game and spend 45 minutes trying to generate 2 characters out of a party of six, and they're only decent and not good because of the way chargen is setup, and even whether or not your character learns spells in the future is random, and whether or not you get decent stats on a level up, they should have done better. I choose to do something more fun with my time.
💋
en güclü karakterimin furry olması beni biraz utandırıyor
Yeah, Its a good dungeon crawler. Its just like the first Wizardry , except there is alchemy and some pretty Art. Tests your memory in dungeons with layout. You have to pay 10 gold every time you peek at the floor layout map! You get plenty of loot though. I like it.
This game is quite bad but I like it.
Elminage Gothic is an unapologetically hardcore dungeon crawler that fully embraces the brutal design philosophy of classic RPGs from the Wizardry era. It is a game built for players who enjoy punishment, experimentation, and extremely deep party-building systems rather than cinematic storytelling or modern convenience. From the moment the adventure begins, the game makes it clear that survival will require patience, preparation, and careful strategy. Every dungeon feels dangerous, every enemy encounter carries risk, and every decision made during character creation can have lasting consequences for the rest of the journey. The game begins with the creation of an entire party made up of multiple races and sixteen different classes, including Fighters, Priests, Thieves, Mages, Hunters, Summoners, Valkyries, and many others. Character creation alone demonstrates just how complex the systems are because every class, race, and stat distribution meaningfully affects long-term progression. Unlike modern RPGs that encourage casual experimentation, Elminage Gothic expects players to think carefully about how their party functions together before entering its deadly labyrinths. Exploration takes place through first-person grid-based dungeon crawling filled with traps, hidden passages, teleporters, confusing maze layouts, and unpredictable dangers. The dungeons themselves are intentionally designed to disorient and punish players who rush forward carelessly. Some areas contain one-way doors, invisible hazards, or enemy encounters capable of wiping out an entire party almost instantly. The constant threat of disaster creates genuine tension during exploration because even a single mistake can lead to catastrophic consequences. Combat follows a classic turn-based structure inspired heavily by old-school tabletop mechanics and early computer RPGs. Battles are fast, deadly, and often unforgiving. Enemies frequently inflict status effects, curses, instant death attacks, and debilitating conditions that can completely destroy unprepared parties. Victory rarely comes easily, especially during later sections where enemy groups become increasingly dangerous and unpredictable. The game refuses to protect players from failure, which creates an atmosphere where every successful battle feels earned. One of the strongest aspects of Elminage Gothic is the sheer depth of its progression systems. The game features hundreds of pieces of equipment, massive spell lists, numerous monster types, and extensive class customization that allows players to refine strategies over dozens of hours. Character progression becomes incredibly satisfying because even small improvements in equipment or party synergy can dramatically increase survival chances. Building an effective party capable of surviving the game’s brutal late-game dungeons requires constant adaptation and careful planning. The Summoner class is particularly interesting because it allows players to capture monsters and integrate them into the party. This mechanic adds another layer of strategic depth by giving players access to unique abilities and alternative party compositions. Combined with the large number of classes and equipment options, the game offers substantial replay value for players willing to fully engage with its systems. Atmosphere also plays an important role throughout the adventure. The game embraces dark fantasy themes filled with ancient ruins, cursed labyrinths, supernatural horrors, and gothic imagery. Monster designs stand out especially well, featuring disturbing and detailed artwork that helps strengthen the oppressive tone of the dungeons. Even though the visual presentation itself is technically dated, the creature art and overall atmosphere successfully create a world that feels hostile and dangerous. Visually, however, the game clearly shows its age. The interface is extremely dense and often difficult to navigate for newcomers. Menus are packed with statistics, systems, and mechanics that receive very little explanation. Players unfamiliar with classic dungeon crawlers may initially feel overwhelmed by the amount of information presented. The environments themselves are relatively simple, relying heavily on static dungeon corridors and traditional grid-based movement rather than modern graphical presentation. The difficulty is unquestionably the game’s most divisive element. Elminage Gothic expects players to learn through failure, experimentation, and persistence. Many mechanics are explained poorly or not at all, forcing players to discover important systems through repeated trial and error. Certain dungeons and quest structures can feel intentionally cruel because of hidden traps, obscure progression requirements, and sudden spikes in enemy difficulty. For some players, this design philosophy will feel frustrating and outdated, while for others it becomes the game’s greatest strength. Progression can occasionally become exhausting because of the constant punishment and slow pace of advancement. Losing progress after difficult encounters or spending long periods navigating confusing dungeon layouts may discourage players accustomed to more forgiving RPG design. The game demands caution at all times and rarely offers moments of comfort or relaxation. It is an experience built entirely around persistence and gradual mastery. Despite these frustrations, Elminage Gothic succeeds because it remains completely committed to its old-school identity. The game never attempts to simplify its systems or soften its difficulty in order to appeal to a wider audience. Instead, it delivers a pure and uncompromising dungeon crawling experience that feels increasingly rare within modern RPG design. For players who genuinely enjoy difficult labyrinth exploration, strategic party management, and punishing combat, the game offers an enormous amount of depth and satisfaction. What ultimately makes Elminage Gothic memorable is the powerful sense of accomplishment it creates. Surviving dangerous dungeons, defeating overwhelming enemies, and slowly building a capable party feels rewarding precisely because the game constantly resists the player at every step. Progress is never handed out easily, which makes every victory meaningful. Elminage Gothic is not designed for casual RPG fans or players looking for guided storytelling and modern accessibility. It is a harsh, complex, and demanding dungeon crawler built specifically for enthusiasts of classic role-playing games who enjoy overcoming brutal challenges through patience and strategy. While its outdated presentation and punishing mechanics will alienate many players, those willing to embrace its unforgiving design will discover one of the deepest and most rewarding old-school dungeon crawlers available on PC. Rating: 6/10
Damn. I finished it.
Don't work well
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