Book of Demons Review: A Paper-Crafted Dungeon Crawler with Character
"Book of Demons delivers a refreshing take on dungeon crawlers with its charming paper craft style and innovative card-based mechanics. While movement feels restrictive at times, solid combat and flexible session lengths make this an engaging adventure worth your time. 4/5 waffles."
TL;DR:
After spending two hours delving into Thing Trunk's Book of Demons, I've emerged from its paper-crafted catacombs with plenty to share about this unique take on the hack-and-slash dungeon crawler genre. Released in 2017, Book of Demons puts an interesting spin on familiar action RPG mechanics while adding its own distinctive flavor.
The Paper Trail to Hell
The first thing that catches your eye is the game's striking visual style. Taking inspiration from pop-up books and paper craft, Book of Demons presents its world and characters as 2D cut-outs moving through 3D environments. While reminiscent of Paper Mario, the aesthetic serves the game's gothic horror theme surprisingly well. The paper doll presentation adds a hint of whimsy without undermining the spooky atmosphere.
Your journey begins in a demon-plagued town where you'll choose between three character classes - though initially only the Warrior is available. The other classes (Rogue and Mage) unlock once you reach level 5 with the Warrior. It's an interesting progression system that encourages you to learn the basics before experimenting with different playstyles.
Mechanics That Pop
Unlike traditional ARPGs where you freely roam the landscape, Book of Demons constrains movement to set paths through its dungeons. While this might seem limiting at first, it actually works well with the paper craft aesthetic and adds a tactical element to combat positioning. You can't just kite enemies indefinitely - you need to work within the confines of each area's layout.
Combat itself strikes a nice balance between accessibility and depth. Basic attacks happen automatically when enemies are in range, but there's plenty of active gameplay in managing your position, timing special abilities, and dealing with various enemy mechanics. Some monsters have shields that need to be broken, others explode into poison clouds, and bosses feature multi-stage fights with unique patterns to learn.
The card-based equipment and skill system is another clever innovation. Instead of traditional gear slots, you collect and upgrade card-based items and abilities. Cards can be freely swapped in and out of your limited active slots, encouraging experimentation with different builds. The upgrade system using runes adds another layer of customization without overwhelming complexity.
A Tale Well Told
While the story isn't breaking new ground in the "hero saves demon-plagued town" department, the writing and character interactions add welcome personality. The various townsfolk have distinct personalities and relationships - I particularly enjoyed the rivalry between the gruff Sage (with his Sean Connery-esque accent) and the mysterious Fortune Teller. The voice acting strikes a good balance between serious and slightly hammy that fits the game's overall tone.
The sound design deserves special mention too. From the deliberately cheesy wind sound effects during dialogue to the satisfying combat sounds, the audio work enhances the atmosphere while maintaining that slight tongue-in-cheek quality. The music sets an appropriately dark mood without being overbearing.
Flexible Fun
One of Book of Demons' most interesting features is its "Flexiscope" system, which lets you adjust the length of your gaming sessions. Whether you have 15 minutes or several hours to play, you can choose an appropriate dungeon size that will provide a complete experience within your available time. It's a thoughtful addition that makes the game more accessible for busy players.
The difficulty options are equally well-considered. Playing on Casual mode, I found the challenge level engaging without being frustrating. Normal and Roguelike modes are available for players seeking a tougher experience. The core mechanics are solid enough that I'm eager to try the higher difficulties now that I've learned the basics.
A Few Paper Cuts
The game isn't without its minor flaws. Having to replay the early story content with each new character class feels a bit tedious, even if the different playstyles keep things fresh. The path-based movement occasionally feels overly restrictive, especially when you just want to grab a nearby item. These are relatively minor gripes though, and don't significantly detract from the overall experience.
The Waffle Verdict: 4 out of 5
Book of Demons earns a solid 4 out of 5 waffles for successfully putting its own spin on the ARPG formula. While it may not replace Diablo or Path of Exile as your main dungeon-crawling addiction, it offers enough unique ideas and polished execution to be worth your time. The paper craft aesthetic, card-based character building, and flexible session lengths combine to create something that feels both familiar and fresh.
The game shines brightest when you embrace its particular quirks rather than comparing it directly to more traditional ARPGs. It's not trying to be the next Diablo - it's doing its own thing, and doing it well. Whether you're a genre veteran looking for something different or a newcomer interested in a more accessible take on dungeon crawling, Book of Demons is worth adding to your Steam library.
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FAQ:
Q: How long does it take to complete the game?
A: Completion time varies based on playstyle and Flexiscope settings, but expect 15-20 hours for a single character playthrough.
Q: Can I play with a controller?
A: The game is primarily designed for mouse and keyboard controls, with limited controller support.
Q: Do I need to play all three characters to experience the full story?
A: No, the main story remains the same across all characters, though each class offers different gameplay experiences.
Q: What's the difference between difficulty levels?
A: Casual is more forgiving with easier enemies, Normal offers balanced challenge, and Roguelike features permadeath and increased difficulty.
Q: Is there multiplayer?
A: No, Book of Demons is a single-player only experience.
Q: How does the card system work?
A: Cards represent equipment and abilities that can be equipped in limited slots and upgraded using runes found in dungeons.
Q: Are the dungeons randomly generated?
A: Yes, dungeons are procedurally generated, offering different layouts each time you play.
Q: How do you unlock the Rogue and Mage classes?
A: Reach level 5 with the Warrior class to unlock these additional character options.
Q: Is there endgame content?
A: Yes, the game features additional challenges and content after completing the main story, including higher difficulty modes.
Q: Are there microtransactions?
A: No, Book of Demons is a complete package without microtransactions or additional paid content.