User Score
7.6

Generally favorable reviews- based on 48 Ratings

User score distribution:
  1. Positive: 33 out of 48
  2. Negative: 6 out of 48

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  1. May 2, 2020
    3
    While this game bolsters a wonderful array of engaging battle elements, I feel it lacks something that would set it apart from all the other BR games that have come before it. We’ve all seen 3-man-squad loot-n-shoot BRs. They’re commonplace. So far the battle mechanics, while are flashy and even pretty genius, are pretty sloppy and unreliable. There are many issues with attacks poorlyWhile this game bolsters a wonderful array of engaging battle elements, I feel it lacks something that would set it apart from all the other BR games that have come before it. We’ve all seen 3-man-squad loot-n-shoot BRs. They’re commonplace. So far the battle mechanics, while are flashy and even pretty genius, are pretty sloppy and unreliable. There are many issues with attacks poorly integrating with the landscape and buildings, often resulting in failure against anyone who has high ground. The over-all aesthetic of the game is quite amazing. Aside from fixing the semi-regular clashing between attacks and landscapes, if the game added a feature to fully customize their character (I.E. their basic body shape/color/size, their clothing and the color of said clothing) while maintaining the mix-and-match aspects of the afterglow, cloudburst, and artifacts. On top of this if they were to implement a variety of multiplayer game-modes and increase the overall player pool, I could see this game being an overwhelming success. To list a few ideas: 50v50 TDM (or 21v21 if they maintain the current lobby size), CTF both with squads and solo- maybe even a version with three teams instead of two. SPC or king of the hill. This last idea isn’t that original and is definitely feasible: Four man squares are dropped into isolated positions before loot is generated and must defeat a single mini-boss with just their primary gauntlet. Upon beating the boss, the rest of the world would open up to them for looting. The boss would, of course, drop loot as well. This would put an emphasis on primary mastery as well as team cooperation. Those who can down their bosses the fasted will have more time to loot without disruption. Defeating mini-bosses could also easily be integrated into the daily challenges as well as give ample opportunity for developing an actual story. If they wished to go even further- developing a co-op mode, which I’ve heard is in the works, would definitely be an amazing feature. Expand
  2. Sep 22, 2020
    0
    However some of the design elements seem promising the game suffers from a mass amount of cheaters that ruin the experience.
Metascore
72

Mixed or average reviews - based on 12 Critic Reviews

Critic score distribution:
  1. Positive: 5 out of 12
  2. Negative: 0 out of 12
  1. Oct 30, 2020
    70
    Spellbreak does more than enough to allow it to stand out in a stuffed genre and offers a terrific variety in its weapon options. There’s absolutely something here if you’re looking for a Royale without shotguns. Don’t sleep on it.
  2. Oct 5, 2020
    65
    Ultimately, Spellbreak is clearly still going through its paces; think about the drastic changes we've seen in games like Fornite since its release in 2017. Thus, I do believe this title will age nicely and continue to develop and evolve as time passes. This does seem to be the case, especially as the game has also adopted Fortnite’s successful formula of being free-to-play, as well as containing an in-game cosmetic store. Nowadays, this a tried and tested format for Battle Royale titles, and it works well for Spellbreak, making it accessible and playful, as well as offering dedicated players something to spend their money on.
  3. Sep 28, 2020
    78
    Spellbreak’s combat is stylish and offers a lot of flexibility. If the developer follows through on its roadmap (which promises more storytelling among other things), it could really turn into something special.