Netherworld Covenant – PC Review

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Netherworld Covenant (out now on Steam, and Epic) opens with a confident splash of crimson and black, silver armour catching the light as fallen warriors rise once more. Developed by MadGoat Game Studio and published by Infini Fun alongside CriticalLeap, Netherworld Covenant very clearly wants to sit in the uncomfortable space between roguelike repetition and Soulslike severity.

The premise lands hard. You rise from death to avenge fallen comrades, only to find chaos has warped them beyond recognition. Victory doesn’t free them; their spirits bind to you, granting spectral abilities that shape every run. It’s a striking hook, but it also sets the tone early. Netherworld Covenant doesn’t ease you in. It demands pace, punishes hesitation, and makes the consequences clear. From the opening cutscene, the message is blunt: you’re here to suffer, adapt, and return sharper.

Netherworld Covenant – Resurrection has terms

Before we dig deeper, I’m curious. What drew you to Netherworld Covenant in the first place? Was it the Soulslike promise, the roguelike structure, or the idea of fighting alongside the ghosts of your former allies? Let us know in the comments how your first run went, triumphant or tragic.

Gameplay

Netherworld Covenant is built around deliberate repetition. Each run feeds into the next through Black Stones, and Legion Relics, currencies used in a central hub to unlock upgrades, classes, weapons, and long-term progression. This hub area is one of the game’s strongest design choices. Even failed runs feel purposeful, and progress is always visible, which goes a long way towards making the difficulty feel earned rather than punishing.

Screenshot from Netherworld Covenant showing a dimly lit camp or village scene. A central campfire encircled by stones glows in the middle of the area, with a character in armour standing nearby. Other non-player characters are positioned around the camp, some near barrels and crates, others beside tents and torches, with the environment suggesting night-time or an underground setting. On-screen user interface elements are visible: the bottom left corner displays the player’s health bar reading “260/260” alongside ability icons, the bottom right corner shows additional abilities or spells, the top right corner lists inventory resources with “0 gold coins”, “6 purple crystals”, and “10 silver coins”, and the word “Esc” appears at the top of the screen indicating the menu shortcut.
Even ghost want to keep warm

Combat itself is slow, measured, and unforgiving. Dodging requires precise timing, attacks fully commit you, and success often comes from knowing when not to act. There’s an evident Soulslike influence here, but layered over a roguelike structure reminiscent of Hades, with relics, aura bonuses at the start of each run, and incremental stat boosts earned room by room. The difficulty selection feels oddly placed. On lower settings, especially once you’ve invested heavily in upgrades, the careful rhythm of combat collapses into something far less satisfying. Normal mode turns encounters into a strange, almost comedic exercise in waiting and firing, particularly given the slow movement and deliberate animations. Netherworld Covenant benefits from resistance. Keeping the difficulty slightly higher than comfortable preserves the intended flow, roll, charge, strike, retreat, repeat. Normal mode undermines that identity rather than expanding accessibility.

Screenshot from Netherworld Covenant showing a “Difficulty Selection” menu with three options. The currently selected option is “Skull Crown Trial,” marked as Hard difficulty, with notes stating “Unlock Iron Crown Frenzy by clearing the level,” “Enemies become more deadly,” and “Unlock second accessory slot.” The first option, “Sturdy Helmet Journey,” is Normal difficulty. The third option, “Iron Crown Frenzy,” is Extreme difficulty, with notes including “Extremely dangerous enemies,” “Enemies gain new abilities,” “Corruption mode unlocked,” “Third accessory slot unlocked,” and “Obtain 🟣 x140%.”
I always revive so why make it easy?

Class variety keeps interest alive throughout runs, with Mage and Berserker available early on and more classes unlocking over time. Some builds feel genuinely powerful once the relic strategy clicks, and upgrades enhance your strength without making experiences trivial. However, balance isn’t perfect. The bow feels nearly overpowered, enabling safe charging, high damage, and quick retreats. Several fights can be won through patience rather than skill, which contrasts with the game’s otherwise demanding combat. There are minor frustrations, too. Relic rooms force item swaps, even if it means losing something valuable. While relic upgrades carry over after swapping, Black Stone purchases are permanent and non-refundable, making early experimentation riskier than it needs to be. Furthermore, occasional controller issues, where the game won’t switch back to gamepad input after using the keyboard, don’t help the overall experience.

Graphics and Audio

Netherworld Covenant has a look that initially feels more dramatic than it actually is. The opening and closing cutscenes lean hard into reds, blacks, and shining silver armour. Once you’re actually playing, things settle into something far greyer. Most of the game takes place in crumbling stone castles and worn corridors, broken up by flickers of regular and purple fire, the odd splash of sickly green, patches of dying brown grass, and the occasional brightly coloured icon screaming for your attention mid-fight.

The visual hook comes from the contrast. Fully 3D characters move through pixel-art environments, which gives everything a slightly diorama-like feel. Character designs and enemy silhouettes are clear and readable, which matters in a game this precise, and the Corrupted Beings have enough presence to feel like former allies rather than just another health bar. It’s effective, even if the sameness of the environments becomes apparent after a few runs. Unfortunately, there is no way to fight your fallen foes again. It’s a one-time thing and only the monster after that, which is a shame because they were in a new environment.

Screenshot from Netherworld Covenant showing a dark dungeon environment with stone flooring, pillars, and a metal grate. The player character stands near a glowing quarter of a sword floating, surrounded by mist or magical effects. To the side, a skeletal enemy wearing Viking-style armour is collapsed face down on the stone floor, motionless. The interface displays health, mana, inventory, abilities, and currency. The health bar at the bottom centre reads “253/289 HP.” The bottom left corner shows equipped items and abilities, while the bottom right corner displays active skills or spells. The top right corner lists currencies: “728 gold coins,” “933 purple crystals,” and “49 silver coins.”
Those flaming eyes must have made him miss

Restricting you from doing something different adds to the monotony of the game. Most runs blur together visually, with the same castle rooms appearing again and again, sometimes within the same run. There are a few shifts into desert ruins, and some memorable areas such as the dockside pirate area. Then we have interesting enemies of crystal golems and Cthulhu-adjacent horrors, but that stretch stands out mainly because so little else does. When one map becomes your favourite simply because it’s different, that’s telling.

Screenshot from Netherworld Covenant showing a battle scene on a wooden platform made of planks arranged in a grid. The player character, clad in armour and wielding a weapon, is fighting a boss enemy named “Siren Nera, the Drowning Enchantress.” Siren Nera is depicted as a tall, spectral figure with pale, water‑worn skin, and tattered garments resembling seaweed, and fishnets. Glowing magical effects surround her, with swirling blue currents and bursts of orange energy illuminating the scene. Upon the top of the screen, a red health bar shows Siren Nera’s remaining health. On the right side, the interface displays player resources: “353 gold coins,” “208 purple crystals,” and “9 items.” At the bottom, the player’s health bar reads “238/284,” alongside ability icons and consumable items, including a red potion with a quantity of 6.
She has flotation devices

The experience falters further due to the audio. Sound effects are extremely quiet by default, to the point where combat feedback is easy to miss. There is music, but just barely, relying on eerie, drawn-out violin stings that drift in and out like they’re not entirely sure they’re welcome. Most of the time, you will hear only ambient sounds like wind, fire crackling, and the occasional thunderclap or shattering-shield effect, startling because they are sudden. Some bosses feature voice lines, but these lack subtitles, which feels like an oversight in an otherwise text-heavy game. Speaking of text, dialogue scrolls painfully slowly, though thankfully, you can skip ahead instantly with a button press.

Longevity

Netherworld Covenant is less about playtime and more about tolerance. There are six bosses in total, with a couple feeling uncomfortably similar, and progression is driven by unlocks rather than narrative momentum. New armour sets, blueprints, weapons, and journal entries provide goals.

Screenshot from Netherworld Covenant showing the “SHELL FORGING” upgrade menu. Four armour sets are displayed side by side. The first, highlighted, is titled “Purgatory Battle Armor,” shown as a heavy suit with a slit‑like visor and glowing red eyes within the helm, jagged shoulder plates, and dark plating across the body. The second armour set is robe‑like, with fabric draping over the shoulders and torso, the abdomen exposed, and what appears to be a weapon or gun held across the front. The third armour set combines armour with a high, turned‑up collar reminiscent of a highwayman’s coat, intricate gold detailing across the chest and shoulders, and a face that is a glowing skull crowned with a regal, spiked crown, giving a steampunk king‑like appearance. The fourth armour set is ornate, with layered plating, decorative trim along the shoulders, and a tall crest rising from the helm, evoking ceremonial or elite status.Below the highlighted armour, the on‑screen description reads: “Forged by the wrath of the fallen legion, endless flames of vengeance burn within the armour; only blood and battle can briefly quell it.” Beneath the description, text states “Spend 3000” followed by a purple crystal icon to unlock. A green button labelled “A Unlock” appears below, indicating the input to confirm. Other visible UI elements include category cards for each armour, highlight frames around the selected set, and standard menu styling consistent with the game’s interface.
So much you can buy with just some stones.

Completing the game unlocks Chaos mode and Boss Rush. Ironically, Boss Rush is often the easier option, making it an efficient, if slightly hollow, way to farm currency. Chaos mode is just a regular run, but enemy types will appear at different stages, not in order.

Final Thoughts

Netherworld Covenant is a game with clear intent and uneven execution. When its systems align, particularly in higher-difficulty combat, it delivers a tense, satisfying rhythm that rewards patience and learning. When they don’t, repetition, audio issues, and balance problems chip away at that momentum.

Netherworld Covenant does not hold your hand, nor always respects your time, but it does offer moments of genuine strength and identity. Upgrades make you feel powerful without breaking the world entirely, and its visual style commits fully to its bleak fantasy. With refinement, particularly in sound design, map variety, and balance, Netherworld Covenant could stand taller among its inspirations.

Thumb Culture Silver Award

Disclaimer: A code was received to write this review.

If you enjoyed this review, why not check out another soulslike review by Jose, but this time it’s a card game called Death Howl

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