File No. 029 — Reviewed Aug 2026

Savara

A bright, daylight-set action roguelike spun off from the Wakfu universe, playing better than its player count would suggest.

Platform PC Genre Action Roguelike Released May 2025 Expected Playtime ~10 Hrs
Official key art for Savara Official art · via Steam

Savara is Doryah Games' standalone spinoff set inside Ankama's Wakfu universe, an action roguelike that trades the genre's usual torch-lit crypts for open daylight. Runs send you through procedurally arranged rooms fighting off packs of monsters with stamina-gated weapon combat, banking divine "blessings" (more than ninety of them across the full unlock list) that reshape a build from one run to the next.

The art direction earns its keep on its own: saturated, sunlit environments instead of the gothic gloom most souls-likes default to, paired with weighty combat that punishes button-mashing and rewards reading an enemy's wind-up. Players comparing it to Hades crossed with Monster Hunter aren't stretching the point much, and the blessing system alone gives a small dev team's game real build depth to dig into.

The trouble is there isn't enough game surrounding that combat yet. Three levels and five enemy types make up the whole of Savara at launch, several bosses are reskinned versions of regular enemies rather than true set-pieces, and the run to the credits lands around ten hours before repetition takes over. One reviewer described several of its systems as early sketches rather than fully realized ideas, and a stylish, well-built combat loop only carries a game so far without more rooms to spend it in.

Steam holds Savara at 87 percent Very Positive across roughly 560 reviews, a rating that hasn't moved much in over a year. The concurrent player count tells a different story: a launch-day peak of 432 has settled to single digits, and only two outlets ever reviewed it, an 80 and a 60, short of Metacritic's own four-review minimum for a Metascore. A rating this stable with almost nobody left watching is the shape of a game that never found its audience, not one that was tried and turned away.

Buy it. The combat and art direction carry the thin content list further than the numbers alone suggest, and a rating this consistent deserves a longer look than the player count is currently giving it.

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