
One Step From Eden makes absolutely no secret of its cribbing from Capcom's late, occasionally great Mega Man Battle Network series. It essentially lifts the ingenious battle system from the GBA cult classic wholesale, makes a series of tweaks and additions, then sets you to work. There's no gallivanting around the UnderNet here; all semblance of exploration has been stripped out, offering a pure combat experience that's both refreshingly focused and staggeringly demanding.
The real-time combat sees your player character (initially Saffron, with many more to unlock) moving around a 4x4 grid one square at a time, with your enemies holding a similar grid directly opposite you. Their own spells will (usually) be flagged on your grid before they land, giving you some warning to move out of the way of their increasingly complex and speedy attack patterns. Every battle is randomly generated, and victory moves you along a map with the occasional branching path allowing to decide where to go next. Dying kicks you back to the start, with your only prize being a gradually filling completion bar that grants you unlockables when you hit milestones – bonuses such as more powerful spells for future runs and (eventually) new characters and load-outs.

It's another roguelike, yes, but unlike any we've played before. Instead of the battlechips of Mega Man Battle Network, you'll be using spells, which cycle through your "deck", a rack of abilities which can be added to by conquering enemies in combat. These spells take on many different forms – there are ice and fire projectiles, lightning from above, slashing swords, laser beams and many, many more. Yes, there are over 200 of the things, and unfortunately, this feeds into the major problem we had with this game – it's just too hard. The sheer number of spells is daunting when so many of them are similar-looking, and the more you obtain the less likely you are to "draw" the spell you need for the next tough enemy.
Roguelikes are supposed to be hard, we know. But One Step From Eden, crucially, doesn't feel rewarding. The game gets insanely tricky as soon as the second boss battle, your grid being absolutely flooded with fast-moving, ludicrously demanding attacks that you can scarcely be expected to dodge reliably given just how much is going on. Most roguelikes of this nature will occasionally tip the scales in your favour with a particularly "broken" load-out and fortunate enemy drops, but that never happened during our time with One Step From Eden.
It was cruel death after cruel death, our identical-looking spells being dodged by fast-moving enemies, the killing blow administered by the vicious bosses after a snide one-liner, adding insult to injury. Some will relish this game's difficulty; we just found ourselves thinking that the optional battles with secret super-boss Bass in the Battle Network series were never as difficult as even the second boss of One Step From Eden. The unlockables are slow, too; we found it took an average of five failed runs before you'd unlock the next item, which would then be unceremoniously shuffled into the spell pool with little chance of spawning and even less chance of being useful if it ever turned up.

Thankfully, the frustration of the game's sky-high challenge is kept at bay by the simple fact that it's an enormous amount of fun. This really is a terrific battle system and it's a surprise that it's taken so long for a developer to outright copy it. In theory, all the pieces for you to be successful are there, but thrown into the randomised mix of fierce enemy combinations, potentially useless spells and the lack of opportunities to heal your character, it's simply an extremely challenging game that can often feel like a hopeless endeavour. Your skill will improve over time, but it's a very stark first few hours as you'll reach boss battles with good health only to be systematically dismantled by attacks that hit multiple times and never seem to disappear. There are shops you can visit during each game, but their perks are both expensive and rarely particularly game-changing.
It all looks superb, with gorgeous incidental art and wonderful pixels on the characters, their designs distinctive and likeable. The graphics are clear enough that your (many) deaths will always be your fault rather than that of screen clutter. The music and sound effects fit the action brilliantly and the UI is very easy to use. The maps between stages are gorgeous too; it's just rare that we ever saw past the second one.
Conclusion
One Step From Eden is an exceptionally well-made game with great combat and responsive controls. The whole thing is brilliantly slick and polished; it just feels like it could use a difficulty balancing patch to make it feel just that little bit fairer. We're sure many of you will be uttering the phrase 'git gud' right now, but there's no denying that One Step From Eden is just that little bit too unforgiving, and this will certainly cause many players to bounce right off it in those first few hours. However, those who stick with it will be handsomely rewarded; if you can stomach the challenge, it's a hearty recommendation.
Comments 30
Worth noting that the devs have already said on Twitter that a patch is being released that will tone back the difficulty a bit.
This is the game I was most hyped about recently. The MMBN vibes are strong and this kicks it up to 11.
I've been super addicted it to it since it released. Haven't won a run yet but got to the last area for the first time just before and I'm having a complete blast even if it's kicking my butt most of the time. I don't mind a game being really hard when it's also really fun at the same time. I'd give it a 9/10 right now (after like close to 20 hours of play) and say that it's right up there with the best roguelites on the Switch (definitely top five).
@Indielink That is worth noting, thank you. I’ll be picking this up then.
Extra notes from me. Some of the card descriptions and the boss game over lines can get memey/pop culturey and it's not particularly charming. Just something to note when diving in.
Have any questions? Ask away.
@Indielink That's good. I knew it felt way too hard for it's own good.
Also tell them about the few seconds of freezing/frame skipping when it gets busy?
Unfair Difficulty=Cheap Deaths =NO BUY
sounds like it lives up to its title. "One step from eden". meaning, an almost superb game.
@CurryPowderKeg79 every death feels warranted, I'm 10 hours into the game and when I die it feels no different than a bad Slay the Spire run, or Binding of Issac.
They aren't instant deaths, it's a hard game, and if you mess up it punishes you like any roguelike should.
Please play the game before you judge it.
Those pink ground attacks are the worst. Love the game though.
@stuartgipp
"ONE...
STEP...
BEYOOOOOOOONNNDDDD!!!"
Is this one of those rogue-likes where you have to keep playing to get strong enough to win? I hate grinding in roguelikes.
The review says it has unfair difficulty. So i just took that to mean cheap deaths. Although your right @Santa i should play a game myself before judging it.
@Ooyah I'm so glad someone got it.
@StuartGipp
I must admit that I grinned my face off when I saw that. 😊 Love Madness.
I kept hearing my friends talk about this when we'd chat, though it involved some complaining about the game, so it seems like the difficulty is a problem unless you're a borderline masochist. I can see the appeal, but I'm more familiar with regular Mega Man and Star Force than this kind of gameplay (though it is similar to the latter). I can't really see myself getting into it until maybe the difficulty patch drops. The one thing that really kills games for me is a lack of progress-if I can't get past a certain challenge, or can't find collectibles, I either look for a guide or give up. It just kills my enthusiasm.
I just really wish the art design was more my cup of tea, because I'm a battle network mega fan.
@Santa Agreed. It's extremely hard to focus on everything at once as there's a lot going on but it doesn't seem unfair. I keep dying but I feel like that's just me being bad at the game. I'm sure a really skilled player could turn garbage runs into wins. If anything there's less luck involved than most roguelites because it gives you so much freedom with how you construct your build.
@Azumanga nope, you start fresh every run, you just unlock things that can show up in a run, characters and load outs skins for them.
i'm pretty addicted to it
If is game really is getting patched I want to beat it while it’s still hard. I love this game!
Just out of curiosity how far have you guys managed to get, I managed to beat the fifth boss before getting absolutely destroyed by the sixth.
@Screen made it to the final boss even beat it, but failed a condition for it to count
I am a bit curious as to how long the reviewer played the game; it's certainly difficult, but enemies and especially bosses have very specific attacks where understanding their patterns is a major component of gameplay. It took me a bit to get some of them down, and certainly not all bosses are created equal (I find Selicy and Shiso to be especially difficult), but I'd say I'm consistently getting at least level 4 - if not further - before dying, with a few runs taking me to Eden. It feels like it's a lot more skill-dependent than some other roguelikes, where, like the reviewer said, you can get that "broken" loadout.
For me, my biggest complaint at this point in time is that some of the playable characters could probably use a buff to bring them in line with the other playables. Selicy, Shiso, and Violette feel a bit underpowered (although that could just be because I haven't used them enough).
This game felt like a strong 8.5/10 that could go even higher with a few tweaks.
So they had to ruin the Battle Network gameplay style by turning it into an unforgiving rogue-like, huh? Oh well, I'll have to pass.
@ancientlii That means you do have to grind in order to unlock things to gradually increase your chances of drawing good cards and hence your overall deck strength.
@BulbasaurusRex I really haven't found that to be the case. Some of the unlockable spells are quite good, but I found them to be largely in line with the power of spells that are unlocked from the beginning. You tend to get more rare spells as you progress through a run, so that's more where the balance comes in.
It really does feel more skill based than RNG based.
@PerishSong That just means it leans even more heavily on another aspect of rogue-likes that I hate: the lack of means to permanently progress in the game. In modern gaming, there's no longer any reason that you should have most of the game's progress wiped out on each Game Over as if we were playing games from the early 90's or earlier that don't have save files. Even score attack games these days will usually provide you with permanent level checkpoints after you beat them for the first time, and sometimes also an array of earnable or findable permanent collectables and/or upgrades.
@Captain_Toad I'm not on Twitter so you'll have to do that one. Apparently they are pretty active on Reddit as well so it should be easy enough to hunt them down.
@PerishSong Naturally people will have distinct experiences; I personally found the game shockingly difficult (as you can tell from the review text) but of course skill and speed of learning will vary. I'm not horrible at games (this isn't a Cuphead situation, I assure you) but I found the sheer amount of stuff thrown at the player and the lack of feeling of meaningful progression to be a downer. In my eyes 7/10 is not an average score, it's a downright good one, but as with all reviews it's just one viewpoint, your experience will vary.
@StuartGipp Thanks for the reply! Always cool to hear feedback and extra info from the reviewer.
Nice I'll probably get it on Switch or PC once it goes on sale.
@Azumanga In this game skill is the most important thing, and you can't play to get stronger, only play to get better.
Leave A Comment
Hold on there, you need to login to post a comment...