
Stonemachia is one of the best indie soulslikes I've played and a game everyone should try.
Wow, Stonemachia, what a gem of a game that succeeds in everything it attempts to do, from its mechanics, to its level design, to its dark, dream-like locations and atmosphere. Developers Crossfall Games just simply understand what souls fans are looking for, and have crafted not only one of the best indie sous-likes out there, but one of my favourite games of 2026.
You play as a chess piece, a pawn called Zefiro, who reawakens after an event known as the plague of Angels, a sort of divine disease that has transformed most of the populace into stone statues and other objects. Your goal is to guide Zefiro through the ruined city of Medhelan to reach a spiral tower that presumably leads to heaven itself.
As in many souls games, this rather thin premise is expanded upon with documents found in the environments, item descriptions, and beautifully illustrated cards that you gain upon defeating enemies and that serve as the game’s main collectible.
Things start off fairly simple: as a pawn you have your traditional dodge and parry, with the added bonus that perfect parries refill your healing flask, giving you the added incentive to stand your ground and repel enemy attacks rather than dodging away. I’ll admit I didn’t find the early hours especially interesting. There are no different weapons or armour to equip, and levelling is a simple button-press without any stat allocation, so you’re more or less just going through the motions without any control over the evolution of your character.
This all changes once you start to unlock other chess pieces. The bishop is a glass canon: fast and fragile. The horsey … I mean knight, has a supporting role; able to create health globes on successful parries or with its special abilities. And lastly, the rook is the heavy-hitter: slow and ponderous but with the capacity to absorb and reflect damage.
Once you unlock all the classes (well, nearly all the classes, there’s a fifth class I won’t spoil here), everything changes and the combat becomes much more satisfying as you’ll be constantly switching between forms to reap the benefits of each chess piece. For example, I would often start off with the knight and lay down a healing circle, then get some heavy hits in with the rook before switching to the pawn to use his parry to refill my flask. Everything is fluid and responsive, with the only caveat being you really need to turn off the camera shake in the options to get those parries down correctly.
There’s also a class upgrade system that allows you to unlock synergies between different chess pieces, so parrying the pawn’s special ability with another chess piece will summon an ally, for example, or releasing the knight’s drill attack while switching pieces will create an AoE wave of drills. To be honest, these are pretty tricky to pull off, and often happened more by accident than through a well-thought-out strategy, but it was always cool to see them activate.
It’s lucky you have all these options because I found Stonemachia to be a rather difficult game, especially for someone who’s not great at parrying like me. I’d say its comparable to Sekiro in terms of parrying skill, so if you got through that game without any issues you’ll be fine here. There are over 40 bosses in Stonemachia, and they range from massive pushovers to deadly opponents that take more than a few tries. Most of them I found to be challenging but fair, except for Mikhaim which for some reason took be a good dozen tries, and a late game fight where the game falls into the unfortunate trope of taking all your powers and abilities from you, forcing me to play only as the pawn.
The environments are another spectacular stand out, large, beautiful, and a real joy to explore. Unfortunately Stonemachia doesn’t start off well by having you explore a small, corridor-ridden castle followed by an equally corridor-ridden village, but once you actually get outside you’ll be presented with a sprawling windmill-strewn plain complete with ruined towers, rivers, and a castle under siege. It was a moment that reminded me of Elden Ring and elicited that same sense of wonder at everywhere I could go.
It’s not just the size, though. Every area is brimming with side quests, secrets, hidden collectibles, optional bosses, and often paths to entirely new locations. In fact, the amount of optional and missable content in this game is staggering. I like to take my time exploring, but after finishing up the game I scoured the message boards and found out I had completely missed two massive optional areas; one that had me travelling by boat away from the mainland and diving into an underground city, and another that sent me through a labyrinthine maze to a painting that transported me back into the past. Stonemachia is not an incredibly long game if you barrel down the main path, but if you seek out all the optional content you’ll be looking at twenty-five to thirty hours.
There’s really not much I can find wrong with Stonemachia. It has the occasional camera issues, and I think I got stuck on the environment once, but it’s still incredibly well polished for an indie title. Its combat is fun and strategic, its environments beautiful and otherworldly, and its exploration incredibly rewarding with tons of hidden bosses and areas to discover.
Stonemachia is a true work of art and unless you’re averse to faster, more parry-focussed soulslikes you should absolutely give this game a try. As for me, I’ll be placing it just below Lies of P on the S-Tier.