Cinderia Chronicles: Unleashing Vast Builds in the Dark Fantasy Roguelite

by John Garrett
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The roguelite genre has quietly become one of the most common tags on Steam. Every week, dozens of new titles emerge, all following the same ‘die and start over’ formula. While this has lowered the barrier to entry, it has also made it easy for players to dismiss them as ‘just another one of those games.’ Ultimately, survival in this genre isn’t about randomness itself, but how tightly and cleverly a system supports that randomness.

‘Cinderia’ is another challenger attempting to pass through that narrow gate. Developed by the Shanghai-based indie studio MyACG Studio and published by NPC Entertainment, the game launched into Steam Early Access on March 30. In a kingdom turned to ash on the night the witch’s flame consumed the world, the player takes on the role of one of the few survivors who can absorb corrupted black magic without losing their sanity, uncovering the truth behind the world’s collapse. While the dark fantasy setting is somewhat familiar, the game opts to scatter the narrative across the environment, artifacts, and interactions rather than explaining it directly, allowing players to piece the story together themselves.

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Four Heroes, Vast Builds

The core of ‘Cinderia’ lies in its vast build combinations. As of the current Early Access version, there are four playable characters. The default assassin, ‘Lu,’ focuses on melee combat using daggers; the ranged character, ‘Rivet,’ controls the flow of battle from the rear using cannons and turrets; and the Druid-concept character, ‘Uma,’ fights alongside summoned animals. With the addition of the ice-attribute knight ‘Isdara’—who was revamped in this update—the game offers a total of four distinct combat styles.

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There are four playable characters available (from left: Lu, Rivet, Isdara, Uma) ©MyACG Studio

Isdara, in particular, underwent a major rework in the recent update. Previously, the playstyle was more defensive, waiting for enemy attacks to block with a shield and counter; now, it is much more natural to dive into enemy lines with dashes and apply constant pressure. The resource system has been restructured into a ‘Defense’ system that is consumed when blocking and regenerates automatically while idle. This allows for significantly different growth paths within a single character, ranging from builds that aim for explosive damage via ‘Just Guards’ to dash-oriented builds or ice-attribute crowd control builds.

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‘Isdara’ dives into enemy lines with fast movement skills and deals explosive damage with ‘Just Guards’ ©INVEN

All characters, including Isdara, possess numerous unique skills, and even after repeated playthroughs, players will encounter new ones. While I haven’t counted them myself, the developers state that each character has a pool of over 180 skills, complemented by more than 130 types of equipment. This suggests that the number of possible combinations is virtually infinite, and the ‘build diversity’—the hallmark of the roguelite genre—is exceptionally satisfying.

What makes it even more interesting is that these elements don’t function in isolation. ‘Cinderia’ centers on a structure where players freely fuse Cursed Embers (passive skills), Magic cards (active skills), and equipment to create entirely different combat styles for every run. For instance, with the ranged specialist ‘Rivet,’ the same cannon skill can be used as an offensive tool for direct firing, or as a tactical tool where the cannon is deployed like a summon. In essence, each character hides multiple distinct identities.

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Multiple trait trees exist within a single skill, further maximizing build diversity ©INVEN
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‘Rivet’ can be operated as a long-range artillery unit or a turret-based character ©INVEN
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‘Lu,’ a melee-based character, melts bosses from a distance using throwing knives ©INVEN
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And if you add stealth + shadow generation to that!? ©INVEN

The reward design, characteristic of the roguelite genre, also stands out. Choosing more powerful abilities increases ‘Contamination,’ and if this value exceeds a threshold, a permanent curse penalty is applied for that run. This means players cannot simply pick the strongest options; they must constantly judge whether the current run can handle the cost. This structure captures not only the ‘power of a completed build’ but also the ‘tension that lasts until the end.’

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Powerful abilities come with higher contamination, and managing this at an appropriate level is a key point ©INVEN

There are shortcomings, but the pace of improvement is faster

However, as it is still in the early stages of Early Access, there are some points that leave something to be desired. The most noticeable is the system requirements. The minimum specs listed on the Steam page are an Intel i5-12600KF, GTX 1060 6GB, and 16GB of RAM—not exactly light requirements for a 2D-based roguelite. Early on, there were instances of stuttering during long play sessions. However, this has been largely resolved through recent updates that fixed various issues.

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Since the V0.6.10 update, I haven’t felt any discomfort due to optimization or bugs during gameplay ©INVEN

In terms of content volume, especially world-building, the game is closer to ‘showing potential’ than being a ‘finished product.’ The developers have stated that communication with the community is their most important development philosophy and have consistently added various content since the Early Access launch.

Future plans for ‘Cinderia’ include the addition of multiplayer modes, new playable characters, diverse monsters and bosses, endgame challenge content, and an expansion of the main story and world-building.

Developers have announced an Early Access period of approximately one year. While the combat framework and build system are already well-developed, it may be too early to fully immerse oneself in the world.

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The combat and builds in ‘Cinderia’ are nearly complete, but the world-building is still evolving ©INVEN

Translation and localization are areas that require improvement. While the game supports interfaces in 11 languages, including Korean, there are opportunities for enhancement, such as refining terminology and addressing English boss names. The developer is committed to addressing these issues, as indicated in the Early Access notice upon game startup, allowing for significant improvements in the official release version.

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There is room for improvement in localization and UI aesthetics ©INVEN

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The developer’s commitment to localization mitigates concerns ©INVEN

A Kingdom of Ash Racing Toward Completion

Despite typical Early Access limitations, ‘Cinderia’ demonstrates a high level of polish. Steam reviews reflect an overall ‘Very Positive’ rating, with even higher praise from international users. The game’s exceptional combat and build mechanics, essential to the roguelite genre, have already garnered acclaim. Fans of Hades-like roguelites recognize its potential and eagerly anticipate its progress.

Each character in ‘Cinderia’ offers a unique gameplay experience, influencing combat dynamics and strategies. The promise of a different experience with every run, a hallmark of roguelites, holds true in ‘Cinderia.’

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Each run offers a fresh build experience in ‘Cinderia’ ©INVEN

‘Cinderia’ remains a work in progress. However, its focus on satisfying combat and versatile builds sets a strong foundation during Early Access. System requirements and narrative gaps are expected to be resolved over time.

For fans of fast-paced action roguelites who enjoy experimenting with diverse character builds, ‘Cinderia’ is a title worth monitoring. While the full potential of the kingdom of ash is yet to be revealed, ‘Cinderia’ already encapsulates the unique charm of the roguelite genre.

This article was originally written in Korean and translated with the help of NC AI. It was then edited by a native English-speaking editor. All AI-assisted translations are reviewed and refined by our newsroom.
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