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[Review] Turn-Based RPG ‘Stygian: Reign of the Old Ones’ is Full of Repetitive Cosmic Horror

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Set in H.P Lovecraft’s unfurling world of treachery, madness and horrors galore, Stygian: Reign of the Old Ones is a point and click style RPG with turn-based combat elements. As to be expected, there’s a heavy emphasis on the story in this one from the get-go.

At first, I was charmed with Stygian. The cartoon-style graphics are easy on the eye and becoming of the setting, the attention to detail has not been lost here. Character selection is very straightforward, (as to be expected with a Dungeons and Dragons-style role-playing game), there are character presets or for the more experienced you can start from scratch, delicately assigning those precious skill points exactly where you feel you need them. Which is where the hand-holding ends.

If you’ve read any Lovecraft, or played any other alternate universe style title (Sunless Seas being a recent notable example of the latter) then the setting will be enveloping and mysterious yet eerily familiar. The developers have put a lot of love and thought into crafting both story and characters; each one has their own very unique lexicon, for example, which makes them somewhat memorable. And your choices matter. I like choices.

Navigating the world is very easy, left click, go or interact, right-click for more actions. Couldn’t be simpler. It feels nice at first, even if you’re new to Lovecraft the music and atmosphere are intriguing enough to make you forget that in 3 hours you will be bored as hell watching your party meander slowly around. The various locations here are all fairly reminiscent, Arkham, Miskatonic University, etc etc, and they all look good. I’m a huge fan of the art style they’ve used; it lends itself to the weary, run-down aesthetic very well and is a good medium for bringing to life some of the more obscure and unbelievable characters that we find in Lovecraft.

The turn-based combat is where I feel Stygian particularly lets itself down. Instead of being a welcome or exciting break from a very text-heavy game it becomes an absolute chore, with the necessity to drive story progression the only reason to endure it. Turn-based combat has a very split camp, there are those that love it and those that abhor it. I’m a fan of it when done well (XCOM, anybody?) but I can’t quite put my finger on why it doesn’t work in Stygian. It feels, slow, dull and under-explained. I’m sure most have played turn-based combat games before, but there’s always a newcomer and Stygian won’t help you there, with only one page of a tutorial shortly after starting the game.

For example, during combat, there are several shielded spots you can move a character to, in order (I am assuming based on experience in similar games) to reduce incoming damage or increase the chance of an enemy’s shot missing you. Which is it? I have no idea as these spots seemingly did nothing except make my characters unable to find an ice cube in an igloo when it was their turn to rain down hell. Well, the looming madness certainly ran through me and I became a bit disenfranchised, to say the least.

Having said that, and despite the skill tree, it’s quite apparent that the combat isn’t the main focus of the game. Mostly you will be navigating various quests and dialogue options with NPC’s whilst balancing your party. The character design is good, the conversation options far from dull and this is certainly a game where you can fully absorb yourself in your role without feeling that you are only choosing basic dialogue options, ‘this line’s for the baddy, this one’s for the goody’ etc.

As the game and story unfold, your characters can receive various buffs and afflictions. Darkest Dungeon players will be familiar with this, although Stygian is nowhere near as unforgiving. This adds a nice element to the already well crafted role-playing elements; I particularly liked when my main character was afflicted with a ‘verbal diarrhea’ curse that caused some dialogue options to be replaced with, well, an insane load of gumph. Other afflictions cause problems in combat; some with game skills such as stealth, intelligence, etc. Nicely, the characters also have a belief system which adds another element to the game, certain dialogue interactions are rewarded with more experience points when playing your character out, for example, a materialistic character will receive bonuses for correctly cheating an NPC out of money.

Each character has certain skills to develop. There’s the occult skills, the subterfuge skills, all pertaining to relevant story arcs, items, and trainable skill bonuses. There’s a lot here for character building and general RPG fans which is mainly what I have scored the game as.

I spent a good few hours in Stygian, enjoying what it had to offer. However, progress is slow, and this isn’t a criticism; a rushed role-playing game would feel incredibly incomplete, but my own patience only affords so much time watching people walk back and forth across a screen before my interest wanes. This is a game made for Lovecraft fans or those looking to itch the RPG gap that games such as Pillars of Eternity have left.

Stygian is a good role-playing game, particularly if you’re the type who can really get into your character. There’s plenty to read and lots of information to take in, this isn’t a game that will please the adrenaline junkies, but if atmosphere and a feeling of reward through solving mysteries sound good then this is one to pick up.

Stygian: Reign of the Old Ones review code provided by the publisher.

Stygian: Reign of the Old Ones is out now on PC.

Film and game enthusiast. Lover of crumpets.

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Books

‘The Sixth Nik’ Review: Pulitzer Winner Daniel Kraus’s Horror Sci-fi Epic

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The Sixth Nik Review Daniel Kraus

Daniel Kraus is the 2026 recipient of the Pulitzer Prize for Fiction thanks to the epic highwire act of his World War I fantasy/horror novel Angel Down. This means that Kraus, an author beloved by genre fans for years, now has more eyes on his work than ever before, particularly from readers who might not typically pick up a novel that veers so heavily into hard genre spaces. 

This is why I’m thrilled that, by chance, Kraus’ first post-Pulitzer novel is The Sixth Nik, a spacefaring adventure full of horrifying imagination and brimming over with imagination. Like all of his books, it’s an elegantly written, narratively complex piece full of memorable characters given depth and shade, but as with Angel Down, it’s also an effort by Kraus to stretch his wings, work out some prose muscles that he doesn’t use as much in his straight-ahead horror work. If you’re coming to Kraus for the second time after reading Angel Down, you’re going to get something completely different and yet distinctly Kraus-ian, a space odyssey that’ll make your brain tingle even as your stomach is doing cartwheels. 

In the future, when humanity has colonized Mars, Europa, and other nearby habitable worlds to varying degrees, Earth is the site of a secluded sect that has made Greenland their home. This sect is responsible for nurturing the Niffakoq, a kind of messianic child warrior whose legacy is passed down in a way similar to the Dalai Lama. The Niffakoq are trained from birth for their “Chore,” a task they must complete that will radically improve some aspect of life in the cosmos, and given brain implants known as “Niks” to enhance their innate empathic abilities. They also, due to the danger of their chores, rarely live beyond the age of 11. 

Nine-year-old Sisilla is the latest of these Niffakoq, and she’s just been given her Chore, involving a faraway colonial outpost on a remote planet that’s rarely in touch with the rest of humanity anymore. To achieve her Chore, Sisilla boards The Sickness, an AI-designed, organic ship that looks like a flying tumor, and meets her crew, including everyone from a bodyguard known only as “Murder 005” to a bodacious engineer who revels in changing her appearance through futuristic procedures to a drug-addicted, reconstructed ship’s medic who offers her a chance to try peyote. 

Sisilla is not here to make friends. She’s here to do her Chore, fulfill her purpose in the universe, and pass on to make room for the next Niffakoq. But life on The Sickness determines to surprise her, from an entire room that seems to be made of placenta to a glitching robot that seems to know something of her past. Worst of all, though, it seems that something or someone on board is out to harm the whole crew, and the Chore Sisilla’s spent her whole life preparing for is wrapped around a terrible, paradigm-shifting secret that will make her rethink everything about her life, her purpose, and her place among the stars. 

This is a lot of groundwork to lay for one story, in typical epic science fiction fashion, and it’s only scratching the surface of what The Sixth Nik has to offer, from ship’s quarters hidden behind curtains of impossibly long human hair to an encounter with worms that left even my strong stomach churning a bit. To pull off something this grand, this multi-tonal and big, Kraus has to lay everything out elegantly, using Sisilla as the viewpoint character and narrator while keeping her in the dark about each key revelation until exactly the right time. It’s not the kind of book I associate with Kraus and his imagination, but he rises to the challenge with a novel that offers something surprising on each new page, a kind of prose sensory overload that almost tips off into being overstuffed. But not quite. 

More than the worldbuilding and vibrant cast of characters, though, what makes The Sixth Nik stand out is Kraus’s layered, often cognitively dissonant view of humanity’s future. Technological advances render some troubles obsolete, only to create entirely new problems. Humans morph and shift themselves in so many ways that they sometimes seem to be walking Ships of Theseus. Building ships from organic matter seems more efficient and elegant, yet it fills each voyage with a parade of grotesqueries.

It is a solar system filled with wonders and horrors in equal measure, and it says something deeply relatable and rewarding about the world we’re in now, this mesh of terrors and triumphs, breakthroughs and brokenness. Kraus managed to capture our own fractured view of the present and catapult it several centuries ahead without losing any of his sci-fi bombast or character-driven sense of wonder. That’s a hard trick to pull off, but it makes The Sixth Nik a hell of a read, and a great new primer for the vast imagination of Daniel Kraus. 

The Sixth Nik is available in bookstores now.

4 out of 5 skulls

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