I was just a few minutes into my time with the Early Access version of Vellum when it became clear to me that there was a lot of moving parts, some more obvious than others. This magic-powered third-person shooter has elements that vaguely resemble a lot of different things, but when those elements come together the whole is, I think, larger than the sum of its parts. In short, I think that this is a game with tremendous potential.

There are so many different systems at play here, but what I like about Vellum – as opposed to those games that bury their secrets so deep that only the most dedicated will find them – is that here they’re on show for all to see. Yes, there is a lot going on, however, it doesn’t take too long to understand how the different systems intersect. In fact, it is those intersections that create Vellum’s most exciting moments.

Building your own spellbook

There isn’t a huge number of high profile third-person roguelites out there, and so comparisons to Risk of Rain 2 are inevitable, but I think that Alvios Games is concocting a potent brew that stands apart from our obvious reference point. For example, traversal in Vellum is very different to anything in ROR2, with your magic avatar always floating just above the ground as you scoot about the compact arenas.

On top of your standard locomotion options, you have the ability to further tweak the way you boost around the level, dropping bombs when you shift, or jumping high into the air to escape damage. However, you don’t need to focus on that sort of thing if you prefer to try out different spells, or even build a loadout focused on healing.

In keeping with the theme of the overall game, you’re in-game powers are informed by so-called signature inks, which you need to unlock and advance in the library (the main hub you visit between each run). They’re akin to character classes and differentiate your magic powers from those of your fellow scribes. These foundational abilities include companions, the ability to leech from your enemies, and highly charged crit damage.

One thing that I really enjoy is that it’s not just a case of picking a powerful attack and then buffing that move until your victory is assured. You have to react to your options and take risks as you build out your loadout for each run. Crucially, Vellum doesn’t tell you how to play, instead it gives you a broad range of options and then lets you live and die by your decisions. I like that, even if I don’t always win.

Emergent storytelling and familiar themes

I also like how Vellum lets you author your own experience by giving you a choice in terms of how your enemies grow stronger. This can be balanced against your own evolving toolkit, but it doesn’t always work out well and sometimes things can get out of hand when your enemies become powerful in ways you never intended. Victory is never assured.

Each new “tome” is a sequence of short missions themed around certain literary works, and each one is punctuated by a boss battle at the end. All of your decisions, good and bad, culminate in these grand encounters, and even the bosses get bonus abilities, as agreed by the party. In-between rounds you get to level up your scribe and your enemies, and also set yourself short-term objectives that relate to the literary theme of the selected tome.

These short campaigns take 20-30 minutes to play alone, and are finished even quicker when tackled as a group. In this regard, I think Vellum is very respectful of the player’s time as it attempts to deliver an experience that manages to cram in a mixture of challenge, drama, and those emergent moments that tend to stick in the mind long after the game has been shut down.

A magic mic drop?

It’s not perfect, and that’s why it’s in Early Access and not a full release. The developers took feedback from the Steam Next Fest demo and have already managed to implement a bunch of changes based on that. The plan is to do the same thing during Early Access, and I can see that there is still plenty of room for both technical refinement and the injection of new content.

The combat is frantic and fun, for the most part, yet I think it could be more impactful, which the developers are already looking to improve. There is also work to be done to better educate players during the onboarding process, so it’s easier to get to the good stuff. Finally, I had a couple of connection issues when playing online. Yet, despite my minor gripes, I think the positives outweigh the negatives.

I live for emergent gameplay, where unexpected things happen and where you’re forced to react and problem solve on the fly. This ethos is at the heart of what Vellum is trying to do, and the game’s many systems are being engineered to create more of these moments. Whether that be the individual builds of the different players and how they interact, or the “bindings” (similar to the skulls in Halo) that toughen up the experience by injecting new challenges, things such as pools of lava that burn as you pass over them.

Of course, it’s all a work-in-progress and there’s plenty of time for things to evolve and improve. Jumping in now means taking the rough with the smooth – thus is the nature of Early Access. Still, Vellum is a game all about what might happen next and if it were a book, I think it would be a real page turner.

Vellum is out now on Steam PC. For more insights from the people who are making it, check out our in-depth interview with Alvios Games or our gameplay session with the devs below!

Would you like to know more? 

Still with us? Of course you are! If you want to keep reading about great hand-picked rogues, the following articles represent a huge collection of the best roguelike games ever made.

The Best Roguelike Games: great roguelites, deckbuilders, RPGs, bullet heavens, and more

Next, there are genre-specific lists that delve into the best roguelike games of all types. I’ve pulled out the best examples from each category, alongside the links to more in-depth articles!

The best turn-based roguelikes: Caves of Qud | There are some seriously incredible turn-based roguelikes out there. Of all the modern games, these are the closest to the original Rogue. 

Great bullet heavens and auto-shooters: Vampire Survivors | There could be only one choice for this category, given how all other games are called survivors-likes for a reason! 

Awesome first-person rogues: Gunfire Reborn | We almost went with Blue Prince for this spot, but most people checking out first-person rogues probably want to wield a gun, you know?!  

Cool roguelike deckbuilders: Balatro | Sorry, Slay the Spire fans, but this poker-solitaire deckbuilder has stolen Mike’s heart and won’t give it back.

Brilliant roguelite top-down and third-person shooters: Returnal | Bit of a broad one, but with our other favourite action-roguelites featured elsewhere, we were obliged to mention Returnal here. 

Exciting roguelike platformers: Spelunky | Now, don’t get us wrong, Dead Cells is an incredible game, especially with all the DLC switched on. But when it comes to impact, you just can’t beat Spelunky.

Strategy Roguelikes: FTL Faster Than Light | Another classic roguelike that we’re still playing years after launch.

Amazing action-roguelites: Hades 2  | And finally, let’s wrap things up with our favourite of them all. There’s no beating the original Hades, although Hades 2 comes pretty close! 

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