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- Kristala mixes parkour, parrying, and feline fantasy in a Soulslike shell, but the Early Access build feels rough and underbaked.
- Combat is snappy and agile with promising mechanics, but limited weapons and janky AI hold it back.
- With time, updates, and polish, Kristala could shine—but for now, it's a cautiously optimistic wait-and-see.
Is Kristala the Next Big Indie Soulslike or a Flawed Feline Fantasy?
When I first heard about Kristala, my inner cat lover and Soulslike fan did a synchronized backflip. A dark fantasy action RPG where you play as a clawed-up feline warrior, leaping through cursed swamps and slicing through corrupted beasts? Sign me up. Add in Sekiro-inspired parrying, flashy parkour moves, and magical clan-based skill trees? It sounded like someone opened my dream journal and turned it into an indie game.
But here’s the thing—Kristala is still in Early Access, and that shows. There’s a noticeable gap between its lofty ambitions and its current execution. For every fluid dodge or perfectly timed parry, there’s a janky AI glitch or a camera freakout in a cramped hallway. It’s a game packed with promise—but also one clawing at stability.
So, is Kristala a rising star in the indie Soulslike scene? Or just another fantasy furball rolling around in its own potential? Let’s dig our claws in, see what works, what doesn’t, and whether this mystical kitty has what it takes to pounce into greatness.
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Combat: Fast Paws, Slow Polish
Kristala leans into its Sekiro-inspired DNA with posture-based mechanics. You’ve got your light/heavy attacks, dodges, stealth kills, wall jumps, and even mid-combat bounces off enemies. It feels faster and more fluid than your average Soulslike. Dodge canceling is forgiving, and when the parry clicks, it’s genuinely satisfying.
But that parry system? Inconsistent. The animation timing feels off—often you think you nailed it, but it registers as a block. Eventually I found a rhythm, but the learning curve wasn’t smooth.
Weapon variety is limited to just three types:
- Sword & Shield (the best balanced)
- Claws (fast, but short reach)
- Greatswords (slow, without satisfying weight)
None of them feel truly distinct yet. And while you can upgrade them, there’s no enchanting or deep customization, at least not in this build.
Skill trees show promise. The "Feline" tree offers cool perks like Perfect Dodge (gain essence on dodge) and Parry AOE knockbacks, giving you flexibility between blocking or dodging playstyles. But other tabs like Alchemy and Stealth are locked—reminding you this game’s still in kitten stage.
Bosses & Enemies: Mostly Misses
The boss fights are okay—but not memorable. Take Herat Trola, a glowing boil-covered brute with a club. He hits hard but has repetitive attack patterns and ends up more of a sponge than a spectacle.
And enemy AI? WOOF. Or should I say meowch.
Some enemies patrol like robots, others just… stand around like someone uninstalled their brain.exe. They rarely flinch when hit, and your character doesn’t react to damage either—just silently drops HP like a ghost cat. Combine that with a camera that’s an absolute menace in tight spaces, and well… it ain’t pretty.
BUT—praise be—the pause button exists! This shouldn’t be revolutionary, but in the Soulslike genre, being able to take your literal paws off the controller is a huge W.
NPCs & Story: Cool Concepts, Clunky Delivery
Kristala’s lore has claws. You're a cat warrior undergoing “The Proving,” a mystical rite to master six magical crystals. Meanwhile, a curse is turning creatures into twisted monsters. Sounds cool, right?
It is… kind of. But the storytelling is scattered.
A ton of jargon is dropped on you early—Raksaka, Atreus Stone, the proving, etc.—with no real grounding. Most of the lore is buried in item descriptions or vague NPC dialogue. The silent protagonist doesn't help either, especially when side characters have solid voice acting.
There are some charming NPCs and side quests (mostly fetch and collection tasks), and I enjoyed piecing together the world bit by bit. But it feels like the narrative needs a few more passes in the writer’s room—or at least a glossary.
Visuals & Sound: Charm Meets Jank
Artistically? Kristala shines.
Catfolk designs are cool, with a distinct Khajiit-meets-dark-fantasy vibe. Environments are diverse—poison swamps, ruined cities, fog-drenched forests—and feel like they’re pulled straight from a fever dream Dark Souls artbook.
Technically? Oof.
Pop-in happens constantly. Textures load mid-sprint. Animations are jittery. One major bug made me permanently over-encumbered—with no gear equipped. I had to stop playing.
Sound design’s a mixed bag too.
Ambient noises are immersive: crickets in the forest, swampy gurgles, enemy squeaks. But audio balancing is all over the place. Roars are too loud. Hits sound like pillow slaps. Directional audio is just confused. And while the orchestral score fits the mood, it randomly cuts out in boss fights, killing any momentum.
Final Verdict: Whiskers of Greatness, Paws of Pain
So, is Kristala the next great indie Soulslike?
Not yet.
But… maybe one day.
It’s got the bones of something special.
- The combat is snappy, with a focus on agility that’s refreshing.
- The world is rich with ideas, even if the execution isn’t quite there.
- The cat-warrior concept is cool as hell and honestly underexplored in gaming.
But it's also bogged down by bugs, barebones systems, inconsistent enemy AI, and storytelling that feels more cryptic than compelling.
If you’re a Soulslike newbie, Kristala’s dynamic difficulty and parkour might be a gentle way in. If you’re an Early Access optimist, you’ll probably love tracking its growth. But if you’re all about polish and depth right now… this kitty’s not ready to roar.
My advice?
Wishlist it. Follow it. Revisit it in 6-12 months. There's magic here—but it needs time to sharpen its claws.
🎮 Stay tuned for more deep dives into indie Soulslikes and weird fantasy worlds right here at Land of Geek Magazine!
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