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The Relic: First Guardian

Perp Games • 2026 • Xbox Series X|S, PC (Microsoft Windows), PlayStation 5

Rewarding skill growth
The Relic: First Guardian cover art

The Relic: First Guardian

Perp Games • 2026 • Xbox Series X|S, PC (Microsoft Windows), PlayStation 5

Rewarding skill growth

Is The Relic: First Guardian Worth It?

Based on pre-release footage, The Relic: First Guardian looks worth watching if you love boss-focused action and do not mind a tougher climb. Its clearest hook is the mix of tragic boss stories, Korean-folklore flavor, and a build system that seems more about shaping a fighting style than simply raising levels. That could make the journey feel more personal than a standard stat chase. What it asks from you is patience, attention, and a tolerance for retry-heavy fights. This does not look like a laid-back explore-and-coast adventure, and the checkpoint structure may be awkward if you need to stop instantly. There is also real pre-launch risk: early interest is strong, but questions remain about hit feel, animation polish, and whether it will feel too familiar if you have already played a lot of Souls-style games. Buy at full price only if reviews confirm the combat has real weight. Wait for reviews or a sale if polish matters most. Skip it if you want low-stress comfort or strongly guided story pacing.

What is The Relic: First Guardian like?

Opinions of The Relic: First Guardian

What Players Love

  • Players Love

    Korean-folklore atmosphere and tragic bosses already feel distinctive

    Preview reactions keep circling back to the mournful art, haunting music, and the idea that each major foe carries its own sadness and history.

  • Players Love

    Combat style and build variety look like real hooks

    Players like the mix of flashy melee, different weapon identities, and Relic-based passives that suggest more room to experiment than a simple stat grind.

Common Concerns

  • Common Concern

    Some worry it feels too close to familiar soulslikes

    A common hesitation is that the overall shape looks recognizable, so players tired of dark boss-chasing adventures may choose to wait for stronger proof.

  • Common Concern

    Hit impact and animation polish still look uncertain

    The biggest concrete concern is whether attacks will feel heavy and readable in your hands, not just stylish in trailers filled with effects and slow motion.

Divisive Aspects

  • Divisive

    The tough boss-focused style sells it or scares people off

    For genre fans, the hard-fight identity is a draw. For others, that same promise signals stress, retry loops, and a reason to wait for reviews.

What does The Relic: First Guardian demand from you?

Time

MODERATE

Time

Expect a sizable solo run that fits into weekly chunks, though checkpoint saving and boss walls make stop-anytime play less seamless.

MODERATE

For most people, this looks like a mid-sized commitment rather than a forever game. A satisfying run is likely somewhere around 30 to 40 hours if you mostly follow the main path, explore a fair amount, and beat a good share of the major bosses. Optional detours and extra cleanup could push that higher, but it does not seem built as a lifestyle sink. The good news is that it should work in chunks. A solid session probably means exploring one area, making a few serious boss attempts, then ending with a gear or Relic check. The less good news is that sudden interruptions may feel awkward. The current information points to checkpoint saving and menu-only pausing, which usually means you can stop between pushes more easily than during them. Coming back after a week also may take a little warm-up while you remember your route, your preferred setup, and which boss was giving you trouble. On the social side, this is as flexible as a game gets because it appears to be fully solo. No party schedules, no raid nights, no pressure to keep up with friends. It asks for regular personal time, then mostly lets you manage that time yourself.

Tips
  • Plan for 60 to 90 minute sessions so you have time for exploration, a few real boss attempts, and post-fight loadout cleanup.
  • Keep a short note on your current boss, route, and favorite Relic setup so returning after a busy week feels much smoother.
  • Because saves appear checkpoint-based, stop after reaching a safe rest point instead of pushing down one more risky side path.

Focus

HIGH

Focus

Most sessions ask for steady eyes on enemy tells, spacing, and stamina, with only short breathers during exploration and gear checks.

HIGH

The Relic: First Guardian looks like the kind of game that wants your full eyes and a reasonably fresh brain. During exploration, you should get short stretches to breathe, check corners, and think about gear, but combat appears to be a different story. Bosses seem built around reading tells, watching spacing, and managing defensive stamina, so careless button mashing will likely get punished fast. On top of that, the game’s no-level progression means you may spend more time thinking about what kind of fighter you want to be, not just equipping the biggest number. That creates a nice payoff if you enjoy learning a build and seeing it come together. It also means this is a poor fit for half-paying-attention play while chatting, folding laundry, or keeping one eye on TV. What it asks for is steady attention and a willingness to study fights. What it gives back is a more personal sense of growth, where success should feel like your timing, route choice, and setup finally clicked.

Tips
  • End sessions after a boss attempt or clear checkpoint, not halfway into a fresh route, so your next return starts with a clear plan.
  • Pick one weapon style early and learn its dodge rhythm before chasing every Relic combination the game offers.
  • Use quieter exploration stretches for experimentation, then save serious boss attempts for times when you can give the screen your full attention.

Challenge

MODERATE

Challenge

You learn by reading patterns, refining a build, and improving execution, not by casually grinding levels until every hard fight softens.

MODERATE

The hard part here looks less like memorizing a giant rulebook and more like learning a combat language. You probably will not spend dozens of hours deciphering hidden systems, but you will need time to understand how defense, stamina, weapon choice, skills, and Relic effects all support one another. Because the game skips a traditional level grind, getting stuck may push you toward changing your setup or sharpening execution instead of simply farming power. That can be refreshing if you like feeling responsible for your progress. It can also be rough if you prefer games that let you outlevel a problem. Expect the first several hours to feel the heaviest, when enemy rhythms are unfamiliar and you have not settled into a weapon identity yet. Over time, the reward should be a strong sense that you actually learned something, not just watched numbers go up. In simple terms, it asks for patience, observation, and small adjustments. In return, it promises the kind of improvement you can feel from one session to the next.

Tips
  • Build around one clear idea like mobility, burst damage, or survivability instead of mixing Relics randomly and losing a readable playstyle.
  • When stuck, change one thing at a time—weapon, Relic set, or skill choice—so you can actually feel what helped.
  • Expect your first five to ten hours to be the roughest while the rules of stamina, spacing, and boss timing settle in.

Intensity

HIGH

Intensity

Boss retries, bleak atmosphere, and one-mistake punish windows create real pressure, but it looks more draining and tense than flat-out terrifying.

HIGH

This looks tense and demanding, but not in a nonstop horror-movie way. The pressure seems to come from hard boss fights, limited defensive resources, and the feeling that one greedy mistake can swing an attempt. The world itself also appears heavy and mournful, with tragic enemies and a bleak dark-fantasy tone that keeps the mood serious even when you are just moving through the map. That can make sessions feel weighty, especially if you are already tired. The good side is that the stress seems purposeful. The game appears built around the release that comes from finally reading a fight correctly, surviving a dangerous pattern, and landing the winning sequence. Failure will likely sting, but mostly because you were close or because you know exactly what you missed. So the trade is pretty clear: it asks you to sit with pressure, retries, and a somber atmosphere, then pays that back with real relief and triumph when a wall finally breaks. Best for nights when you want something sharp and absorbing, not soft background comfort.

Tips
  • Treat early boss attempts like scouting runs and watch tells first, instead of forcing damage before you understand the fight’s rhythm.
  • If frustration spikes, switch to exploration or gear cleanup for a few minutes before throwing yourself back into the same wall.
  • Play this when you can tolerate retries and pressure; it looks better for focused evenings than for tired late-night wind-down sessions.

Frequently Asked Questions

Projected difficulty is medium-hard to hard, closer to Elden Ring than to a story-first action game, though likely a bit more flexible than Sekiro. The main reason is not just enemy damage. It is the whole package of boss patterns, defensive stamina management, punish windows, and a progression system that seems to reward better choices and cleaner play more than simple grinding. Hard to learn and hard to master are slightly different here. Getting basic footing will probably take several sessions, especially while you learn a weapon style and how Relics shape your build. After that, the challenge may feel fairer because you should understand why you lost. If you enjoy learning bosses and adjusting your setup, that can feel satisfying rather than punishing. If you prefer games where you can coast through on reflexes alone or overpower walls with levels, this may feel rough. Because the game is still unreleased as of this analysis date, final accessibility options could change the picture, so reviews will matter a lot.

Projected main-path time looks to be about 25 to 35 hours, with something like 40 to 55 hours if you explore widely, chase optional bosses, and spend extra time testing builds. For many players, the real satisfaction point is probably in the 30 to 40 hour range: finish the relic-restoration journey, learn a favorite weapon style, and beat a solid share of the major fights. Sessions should work best in 60 to 90 minute chunks. That gives you enough room to clear some map space, make a few real boss attempts, and sort gear before stopping. The current technical read points to checkpoint saving and menu-only pause, so it should be possible to stop between pushes more easily than during them. Coming back after a week may take a little reorientation because you will need to remember your route, your setup, and which boss was blocking you. This looks substantial, but not endless.

Yes, it looks fairly stressful in a good, focused way. The pressure seems to come from boss retries, tight timing, and the feeling that one greedy mistake can undo a strong attempt. That kind of stress is different from cheap frustration or horror panic. It looks more like the tense concentration of a hard duel than the dread of a scary game. The darker world and tragic tone may also make sessions feel heavier than a bright, breezy action game. The upside is that the stress should have a payoff. If the combat lands, each retry should teach you something, and wins should feel genuinely earned. The downside is that tired evenings may make it feel harsher than it really is, especially if you only have a short window and get stuck on one boss. This is probably best when you want something absorbing and sharp. It is a poor fit for nights when you want to relax, multitask, or mentally drift while playing.

Yes. In fact, it appears to be built entirely for solo play. Everything official points to a single-player experience with no co-op, no PvP, and no group obligations. That is great news if you want something you can own at your own pace without coordinating with friends or worrying about staying current with a community. The upside of that design is freedom. You can explore, retry bosses, change your build, and stop between sessions without letting anyone else down. The tradeoff is that all progress and all challenge pressure rest on you. There is no partner to revive you, cover a weak build, or make a hard fight easier through teamwork. So if by soloable you mean “Can I fully enjoy this alone?” the answer looks like an easy yes. If you usually rely on co-op to smooth out difficult games, this may feel more demanding than its structure suggests.

No. Based on current store pages, The Relic: First Guardian is a standard one-time purchase with no sign of cash-shop boosts, paid power, battle passes, or other shortcuts that would let you buy strength. It also appears to be a fully single-player game, which already lowers the usual pay-to-win risk because there is no competitive ladder or shared economy to distort. Right now, the only real caution is that the game is still unreleased as of this analysis date, so monetization can only be judged from official storefront information available before launch. Still, there is nothing in the current materials that suggests power will be sold separately or that progression will be tuned to push extra spending. If that changes after release, it would be a meaningful shift from the game’s current premium positioning. As things stand, this does not look pay-to-win at all.

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