Main game
3.58 average rating based on 281 ratings
The changeling mechanic is fairly inovative, but the combat... It's hard to hit where you want furthermore enemies are so simple, they have one attack, even the bosses. The game just throws a insane amount of then in you. This makes the game feels a little monotonous and removes any sensation of increasing your mechanical abilities, just feel a little injusticed about dying because more than 50 enemies are attacking you.
Beside that the game have some nice NPC interactions, and the map is very beautiful and well worked. Not a game to finish, but, kinda good. Deserves a try.
Playtime: 24,5 hours (completed + done most quests, level 74)
Played 2026
Context: Basegame only. I had no idea what this was, just wanted the cards.
The Good
The Bad
Playtime: 24,5 hours (completed + done most quests, level 74)
Played 2026
Context: Basegame only. I had no idea what this was, just wanted the cards.
The Good
The Bad
The Ugly
Conclusion
Nobody Saves The World was a really nice surprise. Based on the art i expected a platformer, but it's a really fun action game in which you bounce around as a turtle, spook people as a ghost and crush enemies with dumbbells as a bodybuilder. The balance is a tiny bit off, the keyboard-only controls are a pain and a couple of optional quests made me ragequit but other than that i really enjoyed my time with this.
To get the good stuff out of the way: the world and story are cute if fairly simple, the combat is fun, and it's cool to mess around with mixing and matching different abilities on different characters; it's a multiclasser's dream.
So, it's fun—until you have to pause to switch out your abilities. Or pause to switch to a new character (who you realize you haven't used in a while and now you need completely redo that build). Or pause to complete a quest. By the time you get to the end of the game are tackling more complex dungeons and have 10 infinite quests that you need to make sure you complete as soon as possible because they won't keep progressing if you do, it feels like you're spending more time in the menu than actually playing the game.
The quest completion is particularly egregious, because that problem was solved decades ago. Just give me the XP when the requirements are met, don't make me pause the game to complete it, especially not when I'm completing quests all the damn time.
For that matter, having to switch builds frequently is also a solved problem: just let me save builds. …
To get the good stuff out of the way: the world and story are cute if fairly simple, the combat is fun, and it's cool to mess around with mixing and matching different abilities on different characters; it's a multiclasser's dream.
So, it's fun—until you have to pause to switch out your abilities. Or pause to switch to a new character (who you realize you haven't used in a while and now you need completely redo that build). Or pause to complete a quest. By the time you get to the end of the game are tackling more complex dungeons and have 10 infinite quests that you need to make sure you complete as soon as possible because they won't keep progressing if you do, it feels like you're spending more time in the menu than actually playing the game.
The quest completion is particularly egregious, because that problem was solved decades ago. Just give me the XP when the requirements are met, don't make me pause the game to complete it, especially not when I'm completing quests all the damn time.
For that matter, having to switch builds frequently is also a solved problem: just let me save builds. This would be especially helpful for going between dungeons and exploration; the horseshoe is basically useless in combat, but great for travel.
It just really dragged the game down for me, and exacerbated any other aspect I found frustrating.
At first glance I didn't expect much from Nobody Saves the World, but SkillUp's review and praise for the game opened my eyes to it, and I decided to play it in 2023 when I had time. I have now beaten it, and upgraded every character and almost every ability, and I can say, my 28 hours with the game was a good time. It can definitely be completed in less time, probably half, if you're not aiming to explore every nook and cranny and upgrading the characters to max rank.
Speaking of, the levelling system in this game is quite clever and intuitive. You don't gain experience points by killing enemies, you level up your characters (called forms, because you can transform into any unlocked form at any time) by completing character-specific challenges, which will force you to experiment with equipping abilities from the other forms, to create sort of unique classes. It's a fun system, and I'm sure my description of it here was kinda bad, as it's late and I basically just finished the game, but it's a fun system that deserves praise.
The overall presentation of the game is kinda bland to me - the art …
At first glance I didn't expect much from Nobody Saves the World, but SkillUp's review and praise for the game opened my eyes to it, and I decided to play it in 2023 when I had time. I have now beaten it, and upgraded every character and almost every ability, and I can say, my 28 hours with the game was a good time. It can definitely be completed in less time, probably half, if you're not aiming to explore every nook and cranny and upgrading the characters to max rank.
Speaking of, the levelling system in this game is quite clever and intuitive. You don't gain experience points by killing enemies, you level up your characters (called forms, because you can transform into any unlocked form at any time) by completing character-specific challenges, which will force you to experiment with equipping abilities from the other forms, to create sort of unique classes. It's a fun system, and I'm sure my description of it here was kinda bad, as it's late and I basically just finished the game, but it's a fun system that deserves praise.
The overall presentation of the game is kinda bland to me - the art style of the game is reminiscent of 2000 Flash animations, which has its charm, but ultimately it doesn't really excite or wow you, and same goes for the music and sound design: it's fine, but nothing more.
Overall, the game is a fun, streamlined take on the Action RPG formula known from games like Diablo, that I recommend you play if you're into the genre :) Plus, it' really cheap at ~20€, with a 40% sale right now on gog.com.
There are few games that have the power to absolutely "consume" me until I hit the credits. Those that made me load Steam and grab the controllers even if I only have five minutes to play. Nobody Saves the World is one of those games. I knew that every second of gameplay made me closer to a goal: unlocking a new form that could change the way to play or a new ability that would make my previous forms more powerful.
And the best thing of all, working towards those goals is really fun.
You can read my review in spanish in GamerFocus.

I know that there are a few of you that couldn't enjoy this game the way I do (Hi, @BMO). I get it. The combat is not that deep and that could be a bummer. But I'm one of those that enjoy creating and experimenting with builds. I can find fun not neccesarily in pressing the button, but in mixing skill so that those presses feel more satisfying.
Also, this game is really funny and the map is great to explore. The side quests are really varied and the art is great. What's not to love? …
There are few games that have the power to absolutely "consume" me until I hit the credits. Those that made me load Steam and grab the controllers even if I only have five minutes to play. Nobody Saves the World is one of those games. I knew that every second of gameplay made me closer to a goal: unlocking a new form that could change the way to play or a new ability that would make my previous forms more powerful.
And the best thing of all, working towards those goals is really fun.
You can read my review in spanish in GamerFocus.

I know that there are a few of you that couldn't enjoy this game the way I do (Hi, @BMO). I get it. The combat is not that deep and that could be a bummer. But I'm one of those that enjoy creating and experimenting with builds. I can find fun not neccesarily in pressing the button, but in mixing skill so that those presses feel more satisfying.
Also, this game is really funny and the map is great to explore. The side quests are really varied and the art is great. What's not to love? He he he.
Pairing the Forager quest system, where there are like a trillion quests and you are constantly unlocking things via them and always have clear options for what you should be doing next, with a Diablo style action RPG, is genius. I love this game, the feeling of pleasure from the constant drip of progress from the quest system, and the dynamic combat and class system that lets you mix and match abilities from the myriad transformations you unlock, come together like peanut butter and chocolate. The Guacamelee pedigree shows, here, because I felt the same kind of pure polish all through that game, as well.
Very fun concept and unique dungeons! Making different combinations was what made the game, and the art carried the fun style along.
3 and a half months later, I finally finished this game.
It's a grind. Breaks from the grind were an absolute requirement if I was to enjoy my playtime. The story was cute. I'm not typically one to absorb much story in a game. Cutscenes trigger ADHD, and unless the writing is on point, it just doesn't sink in.
This story, coupled with the need to press A for each line of npc speech text (annoying but sparse enough to not detract from the game), actually registered for me as something more than meaningless banter. It was an adventure tale, with clues and revelations. It was silly and never took itself too seriously. The illustrations complemented the story and dialog nicely.
I appreciated the loadout system, creating combinations of attacks from different unlocked forms. I like the passives. Building combinations of abilities to counter a specific dungeon/castle is satisfying. I wish there were an option to save a loadout/build. At any time, a loadout built around form-progression quests will be vastly different from what is needed for the next dungeon.
The map and exploration dynamic felt like a love letter to the 90s game boy games, with some paths blocked …
3 and a half months later, I finally finished this game.
It's a grind. Breaks from the grind were an absolute requirement if I was to enjoy my playtime. The story was cute. I'm not typically one to absorb much story in a game. Cutscenes trigger ADHD, and unless the writing is on point, it just doesn't sink in.
This story, coupled with the need to press A for each line of npc speech text (annoying but sparse enough to not detract from the game), actually registered for me as something more than meaningless banter. It was an adventure tale, with clues and revelations. It was silly and never took itself too seriously. The illustrations complemented the story and dialog nicely.
I appreciated the loadout system, creating combinations of attacks from different unlocked forms. I like the passives. Building combinations of abilities to counter a specific dungeon/castle is satisfying. I wish there were an option to save a loadout/build. At any time, a loadout built around form-progression quests will be vastly different from what is needed for the next dungeon.
The map and exploration dynamic felt like a love letter to the 90s game boy games, with some paths blocked by campaign milestones, others by side quests, and always many different options. The multifloor map display and navigation is excellent.
All in all, the game is very well crafted. It is clear that much thought went into all parts of the game, influencing and gently nudging players towards sets of objectives without ever forcing a direction or sequence of actions. Nothing has to be done in order and for me, nothing broke along the way. I ran into a bug once. Just once. I had to redo a dungeon from start to boss because the game didn't process an unlock the right way. Not a huge deal, especially when compared to the number of bugs that make it into production in most modern games.
Lots of save points, easy to pick up and play for 15 minute increments, or for a couple hours. I wouldn't want to play more than that at a time. Overall a nice light-hearted indie game.
Unfortunately, Nobody Saves the World is inferior to the studio’s Guacamelee! games. Using the different forms seems to be a bit derivative and the whole experience depends in completing countless of small tasks, which at some point resembles a shopping list. It’s still a fun experience, thanks to its humour and lively visuals but this feeling is constantly intertwined with that of a chore.
Divertido y desenfadado juego de rol de acción con mucho mazmorreo en el que ponerte en la piel de un pringao que puede transformarse en hasta 20 variopintos personajes: desde una rata, un bodybuilder, un huevo, una babosa o un dragón. Ta guay.

Follow effort up from the Gaucamelee folks but entirely different type of game. I liked it, they had some interesting ideas, it's kinda of diablo-y in terms of gameplay as in you are going into dungeons and killing hordes of baddies with abilities, and kind of LTTP zelda, it's 2D top down and you are uncovering a big world map with towns and questgivers. The cool thing is that you unlock forms like rat, horse, bodybuilder with 4 different abilities and some passives your main attack is set for each class but then you can mix and match any of the unlocked stuff from other classes, ie you put the bow and arrow from your rogue onto the horse. The dungeons have a bunch of modifiers that make it hard and you have to kind of solve the puzzle of building a class or two that will get you through. It was a little grindy though the enemies scale I think so each new area is like 3 levels above you and to level up and unlock the abilities you had to kill thing in specific ways instead of just beating them.
I can't remember any other game that is such a rollercoaster. I've changed the rating between 3 and 4 stars at least four times now. For the most part the game is really fun and then it just gives you the middle finger with some awful archery challenge or escort quest. "Oh, you enjoy our little ARPG in which you are a Pokémon? How about you guard this crystal that shatters in one hit while enemies shoot homing projectiles at you.". FFS.
Dropping this. I got a bit past the point where you unlock full customization and that completely ruined the appeal. Just grind a form until you can take the attack you want and plop it on something else, making most forms obsolete aside from traversal. The story is also really generic and boring.
nice art but the game is not for me combat feels janky and repetitive
I am not quite getting this game. It just feels incredibly grindy without interesting mechanics or elements to it. I love the art style and the humor but early on the forms are too limited and don’t seem to play that different. I contrast that with a game like Children of Morta wherein each of the family’s combat mechanics was different enough to keep it fresh through the runs. I also agree with others that have said the mini-quests feel like a chore list and don’t make it more engaging.
It leaves GamePass soon so I am glad I tried it out.
I can see how this can appeal to a lot of people. The game does a lot of things to give you a dopamine hit, however, it just didn't work for me. It felt too repetitive after a certain point in everything the game does, even if it does them pretty well. I put in almost 20 hours and I'm good. Worth a try if you have xbox game pass already, see if it works for you.
You know, I was going strong for a couple days there, unlocking new forms, starting to enjoy the combat. And then I took a break and can’t find the desire to return. I feel like the side effect of the achievement based leveling system is that Nobody Saves the World feels like a game as a service and that taking a break from it makes diving back in daunting. Anytime I break with a game as a service, be it an MMO or any other genre that employs the retention techniques of a game as a service, I find it incredibly hard to find the desire to go back to it. It feels like there is a huge hurdle simply to find the groove I was in while playing previously. And that feels unappealing. So now, having taken a break from Nobody, I’m afraid to go back to it because I don’t know where I left off, what I need to grind out and where to go next, and rediscovering that feels exhausting. I think this is the problem when you replace actual enjoyable mechanics with a system of addictive grinding and reward mechanics, because as soon as you …
Read MoreYou know, I was going strong for a couple days there, unlocking new forms, starting to enjoy the combat. And then I took a break and can’t find the desire to return. I feel like the side effect of the achievement based leveling system is that Nobody Saves the World feels like a game as a service and that taking a break from it makes diving back in daunting. Anytime I break with a game as a service, be it an MMO or any other genre that employs the retention techniques of a game as a service, I find it incredibly hard to find the desire to go back to it. It feels like there is a huge hurdle simply to find the groove I was in while playing previously. And that feels unappealing. So now, having taken a break from Nobody, I’m afraid to go back to it because I don’t know where I left off, what I need to grind out and where to go next, and rediscovering that feels exhausting. I think this is the problem when you replace actual enjoyable mechanics with a system of addictive grinding and reward mechanics, because as soon as you step away you realize you were playing for the wrong reasons and refocus your priorities away from the game.
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Anyone thinking about picking up a Razer Kishi, reconsider. Compared to the Backbone One, it’s very poorly designed. Squishy buttons, poor grip on the phone, cheap materials, and no passthrough audio. Somehow I missed that last fact when reading reviews. If Backbone One is an A+ phone controller, the Razer Kishi is a D+, maybe C- at best.
Update: what an asinine move by Razer, omitting the passthrough audio. Of course all of my headphones use AAC as the audio codec over Bluetooth, and Android doesn’t support AAC, so there is immense audio lag when I play anything via Bluetooth audio. All the Kishi needs is a simple 3.5mm audio connection but nope, not on this thing. So this thing is ultimately pointless unless I want to invest in new Bluetooth headphones, which I don’t.
And I’m an ass for not looking thoroughly through reviews to find out that there was no pass through audio. But why wouldn’t there be? Why would you leave out something this basic and fundamental to portable gameplay? I hate returning products, especially because I didn’t do my due diligence and research it thoroughly. But this thing is useless. What a complete dingus move Razer. …
Anyone thinking about picking up a Razer Kishi, reconsider. Compared to the Backbone One, it’s very poorly designed. Squishy buttons, poor grip on the phone, cheap materials, and no passthrough audio. Somehow I missed that last fact when reading reviews. If Backbone One is an A+ phone controller, the Razer Kishi is a D+, maybe C- at best.
Update: what an asinine move by Razer, omitting the passthrough audio. Of course all of my headphones use AAC as the audio codec over Bluetooth, and Android doesn’t support AAC, so there is immense audio lag when I play anything via Bluetooth audio. All the Kishi needs is a simple 3.5mm audio connection but nope, not on this thing. So this thing is ultimately pointless unless I want to invest in new Bluetooth headphones, which I don’t.
And I’m an ass for not looking thoroughly through reviews to find out that there was no pass through audio. But why wouldn’t there be? Why would you leave out something this basic and fundamental to portable gameplay? I hate returning products, especially because I didn’t do my due diligence and research it thoroughly. But this thing is useless. What a complete dingus move Razer.
Oh and again, this is Apple’s fault for not supporting game streaming apps in the first place.
iOS desperately needs a dedicated Game Pass app. The input lag via the browser app is horrendous. Under the same network conditions on a laptop with an Xbox controller there is really no discernible lag. Yet when played through the browser app, the lag is very pronounced with reaction to button presses severely delayed. And it’s not a controller issue because the lag is the same when using the touchscreen controls built into the web app.
I already have a Backbone One for my phone. I don’t want to have to buy a Razer Kishi for an Android phone just so I can play Game Pass using a dedicated app. Come on Apple, stop being jerks!
Well, I did end up finishing the game. I had fun despite the issues with audio-visual clarity, UI around the central mechanic, unsatisfying combat and slightly annoying leveling mechanics. In the end, it's just a lot of fun to slide around as a slug inflicting status ailments and critting enemies or clunk around as an inevitable robot of doom. That said, the combat is too simple to be enjoyable if you're losing. There's a bit of an early-mid game difficulty spike while I was getting strategies online to deal with the different dungeons that almost had me quit. It's really not that bad of a spike, but the game just doesn't have good enough combat to make me want to replay a dungeon when I biff it. Still, I'm glad I stuck with it and had fun with the end game builds. I even liked the ending of the (admittedly basic) story more than I expected.
See my full review HERE
Overall I thought that Nobody Saves the World was a beautiful, fun game and the form system is ingenious, that paired with the quirky world and memorable characters made for a great experience that I could happily recommend to anyone not looking for an experience that is too difficult or challenging.
I found a review that hits on the problems I have this this game. Here are some relevant excerpts:
An action role-player vaguely in the style of Diablo, the central appeal of Nobody Saves The World is to unlock all the different forms and so long as there’s always another one to look forwards to it remains compelling. The further you get though, the more you start to realise that the underlying gameplay and structure is just a means to an end and there’s far too much anticipation and not enough payoff.
Each form has its own signature attack and passive ability, but they can also be mixed and matched with abilities from the other forms to create a character that’s able to perform all manner of different status attacks and special moves. It’s a great system, that’s cleverly thought out and very flexible, but it does have one important flaw: the combat it enables is extremely dull and repetitive.
Despite all the excellent work with the abilities and different characters the combat doesn’t involve anything more complicated than keeping your finger down on the attack button. Crowd control is important but beyond making sure you don’t get cornered, …
I found a review that hits on the problems I have this this game. Here are some relevant excerpts:
An action role-player vaguely in the style of Diablo, the central appeal of Nobody Saves The World is to unlock all the different forms and so long as there’s always another one to look forwards to it remains compelling. The further you get though, the more you start to realise that the underlying gameplay and structure is just a means to an end and there’s far too much anticipation and not enough payoff.
Each form has its own signature attack and passive ability, but they can also be mixed and matched with abilities from the other forms to create a character that’s able to perform all manner of different status attacks and special moves. It’s a great system, that’s cleverly thought out and very flexible, but it does have one important flaw: the combat it enables is extremely dull and repetitive.
Despite all the excellent work with the abilities and different characters the combat doesn’t involve anything more complicated than keeping your finger down on the attack button. Crowd control is important but beyond making sure you don’t get cornered, and dodging the occasional projectile, there really isn’t much tactics necessary at all; not given the very limited artificial intelligence of the enemies. This is underlined by the horribly dull boss battles, which are always anticlimactic and are usually just a slightly bigger version of a monster you’ve fought a dozen times before.
Nobody Saves The World has a number of interesting elements but in the end they’re largely wasted on a repetitive and frequently boring experience. The degree to which it manages to hide this, by repeatedly convincing you that the next unlock is worth slogging on for, is impressive but it’s really just hiding the fact that the gameplay is every bit as hollow as the main character.
I feel as though gamers have been so thoroughly trained to chase achievements that Nobody Saves the World is hitting bigger than it warrants. I do wonder once every form is unlocked and every achievement won whether the majority will stick around to see the game through. Somehow I suspect a good number who got hooked on the game’s cycle will quit before the end once that dopamine supply is exhausted.
This game is designed around grinding and the type of quests you get as daily/weekly challenges in games-as-a-service.
And it works.
It's beautiful. I'm 10 hours and still having a blast.
I don't know that I'm going to make it through this one. I really enjoy shapeshifting in games -- I always loved playing a Druid in Diablo, for example. I don't mind that the combat is simple, it's just that there are some frustrating factors that frequently cause it to get into the "not fun" territory.
The visual and audio clarity is awful. Why are my ability cool downs hidden in the bottom right corner of the screen? Why isn't the health bar bigger? Why isn't there a stronger sound effect when I'm taking damage? The game really likes to swarm you with enemies, making it easy to lose your character. Instead of using some sort of indicator with transparency to show where you are, you get a large, completely opaque indicator that covers up enemies.
For a game based around shapeshfting, the interface to do so is horrible too. If you want to pause to do it, you have to go through a couple of menu pages and then navigate a tree to get to the form you want. If you want to do it on the fly, you get a fiddly menu that maps 8 directions on the …
I don't know that I'm going to make it through this one. I really enjoy shapeshifting in games -- I always loved playing a Druid in Diablo, for example. I don't mind that the combat is simple, it's just that there are some frustrating factors that frequently cause it to get into the "not fun" territory.
The visual and audio clarity is awful. Why are my ability cool downs hidden in the bottom right corner of the screen? Why isn't the health bar bigger? Why isn't there a stronger sound effect when I'm taking damage? The game really likes to swarm you with enemies, making it easy to lose your character. Instead of using some sort of indicator with transparency to show where you are, you get a large, completely opaque indicator that covers up enemies.
For a game based around shapeshfting, the interface to do so is horrible too. If you want to pause to do it, you have to go through a couple of menu pages and then navigate a tree to get to the form you want. If you want to do it on the fly, you get a fiddly menu that maps 8 directions on the joysticks to forms. That's frustrating enough, but there are more than 8 forms in the game. As far as I can find, you can't select which 8 you want on there. It just seems to be the most recent 8, with the positions filling in for the one that just fell out. Meaning, you can't just remember a certain form is in a certain spot. Just map triggers + face buttons to specific forms like a sane developer.
For all of those complaints, though, I really enjoy a lot about the game. Mixing passives and abilities from different forms together is fun. Being a horse and kicking enemies around or sliding around as a slug is just inherently fun for me. It'll probably have to go on the "play in short bursts when I feel like taking a break from a better game" list.
Nobody Saves the World doesn't make a great first impression. Combat is not particularly fun and I deeply dislike the fact that you have to enter a menu to redeem quests in order to level up. I have absolutely no clue why you don't just automatically level up after completing quests. And the quest mechanic feels like an achievement system, a game that has been gamified. If your game is fun, I'll play it. I'm not going to play it because you turned the entire affair into achievement hunting.
And while I usually enjoy Drink Box's 2D art, I'm not loving it in this game. It feels strongly like a game that would have been better served by a pixel art aesthetic.
I want to give this a fair shake so I might keep playing it but so far I don't know if this scratches any itch I have in respect to dungeon crawlers.