REVIEW★ EDITOR’S CHOICE

Deified 1.0 Review – Is It Worth Your Time?

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DEIFIED

Review details

PC REVIEW
Developer
Unexpected
Publisher
Goblinz Publishing
Platforms
PC
Genre
Turn-based tactical roguelite
Release date
September 21, 2026
Starting price
14,99€
Reviewed version
PC
GAME TAGS

Turn-based roguelites can offer endless combinations and still make each run feel strangely familiar. Deified understands the appeal of experimenting with a new build, and its relics, slots, and synergies kept me coming back. Yet the more confident I became in combat, the more I noticed how often I was fighting through the same opening area. It is an oddly addictive game that gradually exposes the limits of its own variety.

I spent around ten hours with the 1.0 release and beat all six Lords with Sator. The first three or four hours were the hardest for me. Deified presents a lot of relics, upgrades, traits, and restrictions before you know which decisions matter most. Once I understood what I wanted from a build and learned how enemies moved, my runs became much faster. It took time to find that rhythm, but getting there was satisfying.

Source: Unexpected / Ivan Katić

A build is more than a collection of abilities

The central idea is simple: relics give you abilities, and the slots holding them change what those abilities can do. A slot might increase damage or apply a useful effect, but it can also limit when a relic is used or end your turn after activation. You have to think about the relic, the slot, and the order in which you use your attacks. Matching traits adds another layer of bonuses, a little like assembling a team around shared synergies in Teamfight Tactics.

What surprised me was how straightforward the battles felt despite all that planning. There is no mana or action point pool to juggle. I could look at an enemy’s intended movement and attacks, examine a boss’s abilities, then decide where to stand and which relics to use. Positioning matters, but the rules become easy to follow once the opening flood of information settles down. The complexity lies in putting together a set of abilities that works under pressure.

There are plenty of directions to take that set. Bows and other ranged attacks let me keep my distance, they left me vulnerable when enemies closed in. A blood-focused build could spend health to attack, use the blood it produced for stronger effects, and try to heal back what it lost. Poison offered another route. Weapons ranging from swords and maces to a reflecting mirror gave me room to find an approach I enjoyed, then select relics that complemented it.

I learned quickly that armor or healing was close to essential for my runs. It was tempting to chase an exciting damage combination, but surviving long enough to use it mattered more. That tension gave my choices weight: a relic that looked powerful in isolation was not necessarily the one my current build needed.

Source: Unexpected / Ivan Katić

The Citadel rewards experimentation, then tests your patience

Moving across the map helped break up the fights. Friendly encounters could award gold, experience, or relics. Healing fountains offered a chance to recover; merchants sold stronger equipment; random events carried risks and rewards. I particularly liked visiting the forge to adjust relics and their troublesome effects. Choosing a route was more engaging when I had to decide whether my build needed another fight, a useful purchase, or a way to repair a weakness.

Permanent progression is one of Deified’s strongest features. Its large upgrade tree offers meaningful reasons to begin another run: more starting gold, extra armor, better rewards, stronger attacks, and additional relic or trait options. I could feel the difference those upgrades made. Beating bosses and learning more about the available weapons also gave me new ideas to try. Even after a loss, I usually had a reason to return rather than feeling that the previous hour had achieved nothing.

That does not mean the losses always felt fair. An hour or two can go into a run, depending on how carefully you plan. If the early relics fail to support the build you are aiming for, the middle and later fights can punish you severely. My assassin attempt stalled because I could not assemble enough of the appropriate relics. Rerolls and ways to improve the odds of seeing certain traits helped in theory, but they did not always solve the problem when I needed them to. Some setups felt dramatically stronger than others, and the occasional difficulty spike made the balance feel uneven.

I do appreciate that Deified asks me to adapt instead of handing me a perfect build. Randomness is part of this genre’s appeal. Here the gap between a promising combination and one that struggles later could make a defeat feel determined by the options I had been offered as much as by a mistake I made. The more I understood the combat, the easier it became to spot that distinction.

Source: Unexpected / Ivan Katić

A readable world that repeats too soon

My bigger problem was the structure of the Citadel. Every run begins in the same area; only after clearing it can you choose where to go next. Its familiar enemies became repetitive after roughly five hours, especially once I could clear early encounters quickly. Bosses could also turn up again later in a run. Meeting a familiar opponent in another stage took some excitement away from discovering what came next.

That repetition affected my interest more than the story did, because I found the story forgettable. The game has a premise and characters, but after ten hours I could not recall much of the narrative. What stayed with me was the act of planning a build and testing it against the next fight. Once the initial excitement of discovering those combinations faded, the repeated opening had little else to pull me forward.

Visually, Deified does the job. Its illustrated style and simple environments look decent without being especially memorable to me. More valuable was how easily I could read the battlefield, enemy intentions, and UI. Despite the amount of information involved, the interface rarely made planning feel like a chore once I understood its terms. I also had no stutters or performance problems during my time with 1.0.

After ten hours, I had learned to move through runs quickly and had defeated the six Lords, but I was less eager to keep going than I had been midway through. Deified gave me that familiar urge to try one more combination, and its upgrades made each attempt feel worthwhile. I just wish the journey through the Citadel changed as readily as my builds did.

Source: Unexpected / Ivan Katić
THE VERDICT

Final thoughts

I recommend Deified to players who enjoy tactical roguelites and want to experiment with relic synergies and meaningful permanent upgrades. Its combat becomes approachable once the early information overload passes. The repeated starting area, uneven build luck, and occasional difficulty spikes may shorten your interest even if the first few runs hook you.

THE VERDICT AT A GLANCE

Deified — review summary

Pros
Flexible relic, slot, and trait synergies
Meaningful permanent upgrades
Readable battles and enemy intentions
Stable performance
Cons
Repetitive starting area and returning bosses
Uneven build luck and difficulty spikes
Forgettable story
Early information overload
Final score
CategoryScore / 5
Content4
Gameplay4
Graphics3
OVERALLDeified3.7 / 5
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