Dotemu with Absolum shows great maturity and mastery in hybridizing two of the genres that he does best. Absolum is a challenging adventure full of secrets.
Already when we covered the demo, Absolum‘s potential was quite clear. A layered moveset that enhances combat, mixed with a roguelite element that makes each run different and interesting. A good variety of enemies diversified for each biome, different paths and secrets to discover which lead to objects, rewards or secret boss fights.
Exploring leads to the improvement of the pool of power-ups that can be accessed to increase the possible combinations. Although the construction of the mechanics is not perfect, let’s list the elements individually, to see the strengths and weaknesses.
Combat system
Absolum is not only the result of Dotemu, but makes use of the collaboration of Guard Crush, already a collaborator at the time for the combat gameplay of Street of Rage 4, and Supamonks for the animations and the graphic/aesthetic component.
We start the adventure with only 2 of the 4 playable characters: Kalandra and Karl. Already with the two of them we understand the diversity of combos and timing in technical maneuvers depending on the character chosen. This increases with the discovery of the last 2: Cider and Brome.
The same approaches to opponents change based on the character: Cider, a “puppet”, for example, has a hook with which to grab opponents and make a potentially unlimited number of combos. Kalandra uses her bare hands and a greatsword, Karl is a dwarf who punches hard and is armed with a rifle, while Brome is a powerful frog wizard.
Although different in speed and execution of maneuvers, the characters share the same move categories. The combat system itself, although well cared for in synergies and mechanics, sometimes suffers from unclear hitboxes and timing. This can also ruin a run, especially at higher levels, where enemies are aggressive and deal high damage.
To overcome the problem we can also hire mercenaries or ride powerful creatures, however potentially making the result on the screen chaotic.
Each has a basic attack, a special, a dash, a jump, a grab towards the opponent and an Arcana. Magic arts that consume mana and can charge up by hitting opponents.
The Arcana are useful, some spectacular but less efficient. However, choosing them at the beginning of the run from a limited pool (even if they are all unlocked), in my opinion limits the construction of the build.
There is also an Ultra, with a limited number of uses. Moves that are difficult to recharge and which frankly I didn’t find so effective in the general gameplay.


Mechanics and stratification
Once you finish the tutorial part and enter the Hub. Take some time talking to a huge troll. This warrior will deepen the tutorial by teaching hidden mechanics that Absolum otherwise doesn’t tell.
For example, if we dodge or parry with “perfect” timing, we can punish the opponent with blows that weaken the posture. Once weakened enough, the opponent becomes helpless for some time and is more vulnerable to blows.
However, when the attacks are unstoppable we have 2 options: dodge or do a Clash.
I don’t think it’s necessary to explain the concept of dodging, but Clash does. Intercepting an attack that can be stopped with a Special or an Arcana with the right timing generates a Clash. The opponent will have a Knockback, thus giving us an opening to take advantage of to punish him. Be careful because we can suffer from this mechanic too.
This mechanic should not be underestimated, especially when you encounter enemies that have an orange aura. These will have an infinite poise and no attempt on our part will be able to break it. Only a perfect Clash can counter them, but as you can understand the price for a mistake is very high. The problem is when, thanks to the randomness of the encounters, we find more than one and perhaps together.
The map and the game Hub
In Absolum the central Hub and the introduction are a pretext to introduce the roguelite element and the justification of our infinite loop. We are a handful of rebels fighting the forces of Azra, a terrible creature who has laid waste to the entire region, spread war and forbidden magic. Our heroes, like the enemies, are pawns in a war between Azra and Mother Uchawi. We will be reborn once defeated, as will our enemies, until one faction prevails over the other.
The map has 4 regions, not all of which are immediately present. The choice of the best route will be fundamental. It’s up to the player to choose and explore as much as possible because each area hides a detour or a hidden event. Retracing the same area can trigger different situations, also depending on the character we use.


Complexity and secrets
The regions in Absolum are built like the combat system. Similar on the surface but articulated and layered if you explore them well. The first 2 have a fixed final boss, and 2 mid bosses to choose from depending on the path chosen. Crossing the various areas of the regions we will encounter bonfires that will restore part of our energy. While after the boss and mid boss fights, we have access to a small area. Here we can recover energy, buy items from the merchant or hire mercenaries. There will be small events, not fundamental but which help to create a break from the gameplay.
The third area, the final one, is an almost rush towards the clash with Azra.
The 4th “secret” area even has two final bosses to choose from and various paths surrounded by puzzles. Once discovered, it will be up to us to decide whether to take the normal route or go to this area. Obviously the difficulty increases, along with the rewards.
There is no shortage of diversions, NPCs and areas that are unlocked only with the discovery of secondary quests. The latter are interesting because they lead the player to undertake more runs, encouraging them to explore new areas. The same side quests serve to unlock the rituals. These will enrich the pool of droppable upgrades, useful to win the game.
Roguelite elements
Every game in Absolum has a random seed, even partially in the enemy spawn. This is especially true once the game is finished because, like all roguelites, the game doesn’t end after defeating the boss. It will obviously take more runs, and I won’t give spoilers!
Once the character has been chosen, we choose from the available Arcana and then we begin. During the adventure, once the areas are completed, we receive our reward. Fragments of crystals, money, rituals or trinkets. The rituals are those that will be unlocked during the progression of the game. Especially one that is really powerful and game breaking. Fortunately it can only be taken at an advanced stage of the game and it is not easy. Each ritual has its own element and can be upgraded in the central hub. With this we can increase the quality and synergies between the elements that compose them.
The Hub in Absolum also has secrets. It transforms depending on our choices, our progression and our curiosity. During the match we get money that can only be spent during the run.
Returning to the Hub we convert the radiance points obtained to increase the latter. At each level we get Imbued Fruits and Primordial Seeds. Thanks to these we purchase upgrades for the Arcana and Rituals. With the Crystal Fragments we purchase passive abilities that are permanent and very useful for the next runs.
The first to increase are HP, damage and extra lives. These allow us to continue a run once defeated. Fundamental for the last boss who has a move that automatically and inevitably oneshots. Therefore it is essential to have multiple attempts available.


Care of aesthetics and sound commentary
Absolum boasts remarkable graphics, artistic direction and sound commentary. The map is also very beautiful, detailed and with active quest indicators. Great move!
The amount of details on the screen is large, not to mention the animations, which are different and well diversified depending on the move you make. Just run or jump to change the animations, even those of the Arcana.
Usually in this genre it is easy to lose track of the situation due to too much “confusion” on the screen and also suffer unavoidable damage. Luckily Absolum has options to reduce flash effects to make gameplay clearer.
Despite this, Absolum is not completely exempt from this because it is still a direct descendant of the classic beat ’em ups, still offering notable immersion. The audio sector is no exception: evocative and very refined. The game boasts a soundtrack by composer Gareth Coker (Ori, Halo Infinite, Prince of Persia), also the result of collaborations with Yuka Kitamura (Dark Souls, Elden Ring), Mick Gordon (Doom Eternal, Atomic Heart) and other artists.
Accessibility and difficulty
Absolum also has a system that makes life easier for the player. The game, especially in the early stages, is quite difficult. The player must learn many timings, both of the character and of the enemies. Finishing it for the first time raises the bar again. Although it is possible to overcome the problem by meeting and talking to the right person.
By playing in local co-op, you can choose the percentage of damage you can suffer and receive. Although lowering the difficulty greatly limits the experience, this tool can be used to do exactly the opposite. Significantly increase your opponents’ damage and decrease ours. For those who want an extra challenge.


My two cents
Absolum is an excellent fusion between a side scrolling beat ’em up and a roguelite. The creation is not lazy and indeed, it is full of secrets, side quests. There are even quests that we can only complete with certain characters.
This expands the storytelling and lore of the world we are in. The characters have good characterization and have unique dialogues between them. The NPCs we find interact, tell stories and are alive. They give the sensation of the world changing thanks to our actions.
The technical sector is good and well cared for both on an aesthetic level and in sound commentary and music. The audio design conveys the impact of the shots well, thanks also to the carefully crafted animations. In fact, the combat system is a flagship of the title. Despite some filth, hitbox issues and unhelpful Ultras. Absolum gives the player complex and challenging, if sometimes confusing, gameplay. The balance sometimes fails and risks overwhelming the player.
Added to this is the roguelite element which seems to be the least successful part. Even if certain builds are really strong. In my opinion the problem lies in a reduced choice of passives which translates into the search for the OP rituals and the right objects themselves. A more branched development, perhaps built on each character, would have given it more body and substance to the gameplay.
It may seem that I’m asking too much and maybe you’re even right, because the title is still very valid and entertaining for a long time. Even after the last challenge we will have so many things to do and secrets to discover.
Absolum is a great title, which every lover of these genres should try.
Absolum
PRO
- High-quality graphics and sound
- A seemingly simple yet layered combat system
- Intelligent mix of various genres
- A very well-crafted game world full of secrets and things to do
- A challenging title
CON
- Rare inaccuracies in hitboxes and general balance
- The roguelite element is the weakest part
- A more branched development, perhaps built on each character, would have given more body and substance to the gameplay
