Thymesia (2022)

OverBorder Studio

PC (Microsoft Windows) · PlayStation 5 · Xbox Series X|S

3.23 from 82 ratings

356 members have it in their collection · 14 playing now · 164 backlogged · 131 wish listed

How long? · with extras 22h · 100% 16h (from 7 logged playthroughs)

Thymesia is a grueling action-RPG with fast-paced combat and an intricate plague weapon system. In a kingdom where death spreads, play as a mysterious character known by the code name "Corvus". Prey upon your enemies, wield the power of disease and find the truth in your own memories.
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Release dates

  • Aug 18, 2022 (Worldwide) PC (Microsoft Windows), PlayStation 5, Xbox Series X|S

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Rating distribution

5 stars
5
4 stars
25
3 stars
38
2 stars
12
1 star
2
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Community All Reviews Statuses

Krauzer

Review Krauzer 4/5 · Oct 2, 2025

This title is a compact Souls-like action RPG that emphasizes fast, aggressive combat with mechanics centered around dodges, deflects, and plague weapon abilities. Its combat system is tight and rewarding, encouraging people to master precision and timing in fights. Particularly speaking the style this game enforces on players is exactly the way I've forever played the Souls-like titles, so this …

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This title is a compact Souls-like action RPG that emphasizes fast, aggressive combat with mechanics centered around dodges, deflects, and plague weapon abilities. Its combat system is tight and rewarding, encouraging people to master precision and timing in fights. Particularly speaking the style this game enforces on players is exactly the way I've forever played the Souls-like titles, so this was not a first for me, quite the opposite, this game felt natural to my way of approaching these titles.

But I can totally see somebody that plays a totally different way to dislike this one, since it doesn't really have the same amount of depth and complexity of a traditional Souls-like RPG, so not a big amount of builds and ways to play this. The dark, plague-ravaged world it presents is atmospheric, with strong art direction and some striking level and boss designs.

Despite its strengths in combat, the game struggles with repetition and limited variety. Enemy types and environments often feel recycled, and the story is vague and underdeveloped, leaving little narrative depth to explore. Technical roughness, from occasional performance issues to imprecise hit detection, can also dampen the experience, especially in a genre that relies heavily on precision.

Overall, this game offers a solid, fast-paced alternative for fans of Souls-likes who want a shorter and more focused challenge. While it lacks the polish and variety of its inspirations, it delivers enough intensity and atmosphere to make it a worthwhile experience for people who can overlook its shortcomings. I consider this a must-play if you enjoy Souls-likes, while at the same time, your playstyle is somewhat similar to what this videogame is trying to promote.

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tulpaglint

Status tulpaglint Jan 16, 2024

In general - I like it. But honestly, the game feels more like a showcase of a small team than a finished full game.

There are many quite good ideas, I would like to see Thymesia 2 with a proper budget

For now - this is Bloodborne Lite (but available on PC and with 60 fps)

tomáš.tomášek

Status tomáš.tomášek Jan 20, 2023

Thymesia is not souls-like, rather it's Sekiro-like. The combat is very fast-paced and in the later stages it puts real focus on parrying rather than dodging. Seriously, one boss is purely about parries.

For a beginner, it's a very hard game, cause the difficulty can be all over the place. The very first map after tutorial gives you some hints …

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Thymesia is not souls-like, rather it's Sekiro-like. The combat is very fast-paced and in the later stages it puts real focus on parrying rather than dodging. Seriously, one boss is purely about parries.

For a beginner, it's a very hard game, cause the difficulty can be all over the place. The very first map after tutorial gives you some hints here and there, but overall doesn't really push it to extremes. And then Odur comes. Your first boss. Suddenly, the game is 10 times faster, he dashes all over the place, attacks from invisibility, his ult is barely escapable and gives you very little space to breathe. This is a difficulty spike that, I'm sure, can deter quite a lot of people. Which is sad cause the combat systems are pretty good. Once you learn them, it's quite satisfying. The irony just is, that it's Odur that forces you to hard-train those mechanics and after him, rest of the game becomes quite easy.

I read zero lines of the story, so I don't know anything, the maps were fine but ultimately a little maze-like and quite bland. The "tutorial" map is really good and then...some forest with a circus and yellowy fog? Like...huh? That sort of destroyed he atmosphere. There are four different zones, though, so you still can find your favorite. The only shame is that each zone is quite disconnected from the other, losing the overall sense of the connected world.

Funny thing: game has quite interesting Alchemy system, that is SO uneaxplained, that only 9% of people managed to craft a recipe. You don't even get to know there are some recipes (3 ingredients that not only give you bonus from each ingriedient, but has bonus effect) at all. You don't find them in the world, you don't see them anywhere explained. I found out about them through achievements.

All in all: if you love the genre, go for it. It's not a long game and the time you spend with it is quite fun. It CAN be very frustrating, as some enemies seem to break the rules of the game, but ultimately it's (probably) like your first souls/borne/sekiro game: it is frustrating until you learn their damn moves and then you watch them die with utmost satisfaction. It's a rollercoaster, but fun one.

P.S.: And taking into account that this game was made by seven people, the results could've been a whole lot worse. Good job.

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SIGINT

Review SIGINT 3/5 · Aug 19, 2022

A plague tale

It should be obvious looking at Thymesia that it takes a lot of cues from Sekiro and Bloodborne. It's not easy inviting comparisons to such beloved titles, but for its lower price point, this game does its thing quite well. I'd like to see more polish, more areas, etc., but for me, this was easily one of the most …

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It should be obvious looking at Thymesia that it takes a lot of cues from Sekiro and Bloodborne. It's not easy inviting comparisons to such beloved titles, but for its lower price point, this game does its thing quite well. I'd like to see more polish, more areas, etc., but for me, this was easily one of the most fun Soulslikes not from... From.

The star of the show here is the combat system, which brings its own spin to the styles of the games that inspired it. I'll try to explain—you must use normal sword attacks and parries/deflections to take out what's basically "armor", and then a claw weapon to damage the actual health underneath. If you're not fast enough on the actual health, they'll recover those points of "armor" back up to however much actual health they have left.

The game definitely encourages a hyper-aggressive playstyle, and makes it fun to play in that way. The combat strikes a great balance, feeling super fast while also having a lot of power behind it. Finishing moves particularly give a real power trip feeling, punctuating each kill with a real punch.

No foe felt particularly monumental like some stuff in Souls games, but the bosses were enjoyable and varied in their style and behavior. Even basic enemies were usually pretty fun to dispatch, though most stuff including bosses does tend to be relatively easy. If there's a notable question mark with the combat system, it's that the overall easiness makes some parts of it feel superfluous. Side weapons you can unlock are nice, for example, but the game rarely demands you do more than parry well and stay aggressive with your main attacks.

This is part of a larger feeling I had with the game that it's just a taste of a broader hypothetical experience. It's like I just played the first chapter of a big RPG. I never felt the difficulty or complexity notably increase, and honestly there really isn't much time for that. The core path of the game is extremely short, extended by side quests that will push you along to the true ending and additional boss fights. But there are only a few areas, a few main bosses, simple character progression, etc. I wasn't really enjoying the side content's retreading of the main levels, so it definitely left me wanting a bit more on the main questline that would let me explore new places.

Levels are decent, occasionally memorable in their theme and look but overall a bit generic. They have quite a few invisible walls, which can break the immersion a bit, and are lacking a certain sense of pace and progression for sure. The camera in those levels can be a bit of a weird thing here as well. It tries to avoid getting caught behind stuff, but ends up just kinda jerking around out of your control at times. You can disable this, but it’s not clear if that’s much better.

This may not be an Elden Ring killer, certainly not the most ambitious or memorable game on earth. But if you can meet it where it's coming from, it's an enjoyable experience. I would like to see more Soulslike games at this level of budget that can bring their own flair to combat. If this game was able to deliver more content and polish at a higher price, that would be great, but as-is, I still definitely enjoyed it. Give it a shot, especially once it's on sale.

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SIGINT

Status SIGINT Aug 18, 2022

This game definitely takes influence from Bloodborne and Sekiro (nice!), with its own twist on the fast-paced combat formulas of those games, and it feels great to play. Similar to Sekiro's posture meter, here you whittle down a sort of armor/posture bar using light attacks (R1/RB) and deflections, which reveals a segment of their actual health, which you then …

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This game definitely takes influence from Bloodborne and Sekiro (nice!), with its own twist on the fast-paced combat formulas of those games, and it feels great to play. Similar to Sekiro's posture meter, here you whittle down a sort of armor/posture bar using light attacks (R1/RB) and deflections, which reveals a segment of their actual health, which you then lower using claw attacks (R2/RT) before the posture recovers. Then when it's all depleted, you get this really explosive execution attack to finish them off. There's this whole big skill tree that you can respec at any time, which includes fun skills like lifesteal and adjustments to make combat faster or more defense to your preference. I really like it so far.

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