There has been an avalanche of good games in the last few weeks, and due to reasons I’ll not bother you with, I’ve not been able to keep up. One of the rogues that I’ve been eager to get time with, which landed during this period of congestion, is Forestrike.
One the face of it, this is a martial arts inspired roguelite by Skeleton Crew Studio and Thomas Olsson, with publishing duties handled by the wise masters over at Devolver Digital. However, digging into the game this week has revealed an almost puzzle-like quality to the combat, and a gameplay loop that rewards patience above all else.
What is Forestrike, then?
The core of Forestrike is the combat encounters, which play out like scenes from a kung fu movie. The central twist here is that you can replay a battle as many times as you like in the so-called foresight mode. However, while you can run it again and again, you only get one chance to do it for real.

This simple design choice makes Forestrike one of the most intense games I’ve played this year. Although having stated as much, I expect a more methodical planner will find the gameplay loop more forgiving. I often struggle to replay the levels enough to really hone my moves and work them into muscle memory, and as I pushed further into things, this rushed approach would be my undoing.
It’s a roguelite, so there are tools that make things easier, and as you play further into the campaign, more special moves are added to the pool for use later on. These abilities might let you steal an attacker’s weapon, or flip them away from you when charging, spinning them around to face the other way. As you can rehearse your moves again and again, you’re really encouraged to use the full extent of your toolkit.
But then, of course, you’ve got to actually do it. Cue clenched buttocks, tension across the shoulders, and either the elation of a battle well won, or total despair of a run that has ended in abject failure. Like the cinematic culture that has inspired Forestrike, life and death often sits on the edge of a sharp blade.

Foresight and Fantasy
It sounds like the aim of the game is to train yourself in its intricacies to the extent that you’re familiar enough with its systems that you can avoid using the foresight. I was a long way off this level of cool confidence, but I was really enjoying those exhilarating moments when I was able to execute a complex attack sequence in perfect order.
Those moments of elation are juxtaposed neatly by the pure anguish of an entire run coming to an end because you thought you had it in the bag, but actually you very much didn’t. Forestrike has a ruthless streak for sure, but that’s also very much the point in a game like this.
I love the pixel art, and the Eastern-inspired fantasy setting is rather neat, too. There’s a lot going on, with multiple gameplay-changing masters to unlock, and a growing pool of interesting combat-focused abilities that drive experimental gameplay. What’s more, the whole thing is wrapped up in the comforting blanket of an FTL-style map to work through, with benefits and challenges signposted for consideration.

All told, Forestrike is challenging and complicated combat roguelite, and it’s going to reward patient players who like to take their time and get it just right. The pixels are cool, the atmosphere is great, and the intensity of the gameplay will appeal to rogues who enjoy a significant challenge.
Forestrike is out now on PC (Win) and is coming to Switch. I played via access kindly provided by the publisher and their PR disciples.











