Publisher: 17-BIT
Platform: PC (Steam), Xbox Series S/X, PlayStation 5
Release Date: TBD

Awaysis is one of those games that takes the dungeon brawler genre and twists it into something unique by pushing a physics-based gameplay system that makes it so you can’t just mindlessly mash X, X, X over and over again to kill everything on screen. I was lucky enough at GDC: Festival of Gaming to sit down with the team behind Awaysis to try out a demo of a new Canals level in the story campaign, and I found a fun, addictive, game you just want to keep playing.
So, the physics. During my demo, I was given an Xbox controller to play with. I was armed with a large sword, and I used the left and right triggers to swipe with it. The left trigger caused me to swing left, and the right trigger made me swing right. I could also hold down either trigger to charge up an attack. On top of that, I used the right joystick to block and parry attacks, and I also slid across the ground with another button. The gameplay controls matched how I would expect the attacks to go, and it added a real gravitas to my attacks as the physics made each blow feel like I was really swinging a giant, wieldy sword around. Blocking felt realistic, and I was surprised at how I could not just attack over and over again but that I also needed some defensive strategy if I was going to clear the dungeon. You can also throw items you pick up in the dungeon rooms, and I thought that worked well too, but it was not nearly as effective as the sword swinging.


The movement controls were really slick, too, and the dungeon maps are clearly designed to integrate movement into them. For example, towards the end of my demo, there was a depression bowl in the ground. I ended up using my movement to slide along the edge of the bowl, around enemies, and dropping down to attack them when it felt safe to do so. Jumping and sliding around the stage elsewhere felt natural, and I incorporated it to both attack and retreat as necessary with my sword. It is really easy to get overwhelmed by foes if you aren’t careful, and the fairly nimble movement controls really let me make it more manageable and add a strategic factor. Sometimes, running away really is the best attack strategy, and you need to think about how to integrate the dungeon battleground around you if you want to clear the various dungeons in Awaysis.
Awaysis’ world is quite charming, too. The graphics have a slightly cartoony, brightly warm palette of colors, and you can see both individual blades of grass beneath your feet as you slide down a hill, and water that shimmers in the sunlight as you walk through it. The character and enemy models look great too, and I was impressed with how expressive and well-modeled the characters are during conversation cutscenes instead of going the easier route of just utilizing stock drawings. Awaysis really feels like a lush storybook world begging to have you explore it. The music is also composed by Hirokazu Tanaka, of Metroid and Earthbound fame, and it sounds amazing with a great beat that fits in with everything happening in fights. It is rare that I want to buy a vinyl for a video game these days, but based upon my gameplay experience and what I’ve heard in the trailers, I really hope that 17-BIT will consider releasing one.
A few other notes: first, there is a slidable difficulty setting in Awaysis that does not affect the storyline. I tried out two different difficulties in the game, and I was impressed with how accessible it makes the game for both new gamers who just want to see the story and experience the gameplay versus people who really want a challenge on their hands. The loot that drops at the end of the dungeon also helps to power up your character, making you stronger, and gives you incentive to return and try to clear that dungeon again. It does feel a little roguelike in that aspect, but that clearly is not a focus on Awaysis so much as the physics and the brawling is. There are also four PVP modes coming in the final game (which I did not get to try sadly), and there is a lot of DLC that will be coming, too.


So, what is the demo verdict? Awaysis looks like it is shaping up to be a smart, deep dungeon brawler game that you cannot just mindlessly smash your way through, but you have to really strategize and block, parry, and dodge if you want to survive to the very end. I am looking forward to Awaysis’ release, and you should, too. There is so much fun charm in this dungeon brawler that belies a deep combat system, and it makes me want to get my hands on the final game when it comes out at a future date.
Are you looking forward to Awaysis coming out?
What kind of PVP modes are you hoping to experience in the game?
Let us know in the comments below!


