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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?

The Relic: First Guardian is worth it only if strong parry combat and dark folklore atmosphere matter more to you than polish. There is a real game here. The best parts are the boss fights, the weapon-and-relic tinkering, and the sad mythic mood that gives the world its own identity. When those pieces line up, it feels like a scrappy action RPG with heart. The problem is that the rough edges are not small. Performance issues, camera friction, uneven localization, and save anxiety can drag down a night fast, and the semi-open exploration does not always reward curiosity as well as it should. Buy at full price only if you already know you can forgive jank when the combat clicks. Most players should wait for a sale or a few more patches, because the current version still sounds more promising than reliable. Skip it for now if smooth presentation, clear questing, and trusted save systems are must-haves for you.

What is The Relic: First Guardian like?

Opinions of The Relic: First Guardian

What Players Love

  • Players Love

    Parry combat and standout bosses carry the game

    Even many negative reviews praise the feel of parries, weighty melee hits, and several memorable Brutal fights that show how good the combat foundation can be.

  • Players Love

    Korean-folklore mood gives the world real identity

    The tragic folklore framing, ruined landscapes, and boss backstories give the game a flavor that stands out from more generic dark fantasy action games.

Common Concerns

  • Common Concern

    Technical problems and save risk can ruin good sessions

    Players often report performance drops, blur, bugs, camera trouble, rollback, and in worst cases lost progress, making even strong boss fights hard to trust.

  • Common Concern

    Localization, voices, and menus break immersion often

    Players frequently call out awkward translation, strange line delivery, tiny or messy text, and interface roughness that makes the whole package feel unfinished.

  • Common Concern

    Exploration often feels repetitive or thinly rewarded

    Several players say side paths and detours look inviting but too often end with weak rewards, unclear purpose, or filler fights between the better boss moments.

Divisive Aspects

  • Divisive

    Patches are helping, but the recovery feels unfinished

    Recent players report better performance and a smoother experience after updates, yet plenty of others still recommend waiting because the rough edges remain obvious.

What does The Relic: First Guardian demand from you?

Time

MODERATE

Time

Think month-long evening game, not a forever hobby, with good pause support but awkward stopping points because manual saves are missing.

MODERATE

A satisfying run usually looks like 20 to 30 hours, which makes this a solid month-of-evenings game rather than a giant ongoing commitment. It is also fully single-player, so you never have to organize a group, keep raid times, or worry about falling behind friends. That part is easy. The trickier part is how sessions end. You can pause when real life happens, which is genuinely helpful, but the lack of manual saves means the game feels best when you choose a stopping point on purpose. Camps and checkpoints matter. If you quit in the middle of a risky push, you may come back feeling less sure of where you were and why. That also ties into the return-after-a-week problem. This is not impossible to re-enter, but it does ask for a few minutes of memory rebuilding because the route logic and build logic are not always obvious. Plan for 60 to 90 minute sessions, and it fits much better than quick, distracted 20 minute drops.

Tips
  • Quit from camp
  • Plan 60-90 minutes
  • Take screenshot notes

Focus

HIGH

Focus

You need to stay locked in during fights and navigation, with parry timing, route reading, and build choices all competing for your attention.

HIGH

This is not a background game. During active play, it wants your full eyes-and-hands attention because defense is where the real cost lives. Attacks are easy to throw out, but dodges, blocks, and parries are where mistakes get punished, so you are constantly reading enemy tells and deciding when to spend your limited safety. That already asks a lot, and the semi-open structure adds another layer. You are often checking whether a trail looks like main progress, a side folktale, or just a material detour, while also deciding whether your current weapon and relic mix still makes sense. The good news is that the game gives that attention back when a boss pattern finally clicks or a side area pays off with lore and a useful upgrade. The bad news is that it does not tolerate second-screen play very well, and the camera plus unclear reward signaling can make even simple decisions feel busier than they should. Best case, it feels absorbing. Worst case, it feels mentally messy.

Tips
  • Play with full attention
  • Learn one weapon first
  • Use camps to reset

Challenge

MODERATE

Challenge

It takes a few evenings to feel comfortable because the combat has rhythm, the systems are muddy, and the game does not teach itself especially well.

MODERATE

This lands in the medium-hard range to learn. The basic moves are not impossibly strict, and several reports suggest the parry window is kinder than the genre's harshest examples, so you do not need elite hands just to function. What slows the learning process is everything around that combat core. The game asks you to understand a defensive stamina economy, weapon-specific growth, relic passives, and gear choices without always explaining why one option is better than another. It also seems less interested in clearly guiding you from problem to solution than polished action adventures usually are. The upside is that mistakes are not punished in the most brutal way possible. You are more often losing time than losing everything, and that makes experimentation viable. Try a new weapon rhythm, swap relics, see what happens. If you enjoy learning through trial, the rough edges are manageable. If you want clean tutorials, clear rewards, and immediate confidence, the onboarding may feel like part of the challenge instead of support for it.

Tips
  • Practice parries on mobs
  • Swap relics often
  • Read logs after breaks

Intensity

HIGH

Intensity

Most of the stress comes from boss retries and a bleak tone, not nonstop panic, with technical roughness sometimes adding the wrong kind of pressure.

HIGH

The pressure here is real, but it comes in waves. Quiet stretches of exploration, reading, and loadout tinkering give you room to breathe, then a boss or tough dungeon spikes the temperature fast. That makes the game more draining than cozy, but not the kind of constant panic machine that leaves your nerves fried every minute. The best version of that pressure is the satisfying kind: you spot a tell, hold your ground, land the parry, and finally break through a fight that looked impossible ten minutes earlier. The worse version comes from things outside the intended challenge. Camera trouble, uneven polish, and save anxiety can create frustration that feels less earned. The dark fantasy tone also keeps the whole journey emotionally heavy. It is more sad and oppressive than playful, and that mood matters even when the gameplay calms down. If you like intense boss fights with breathing room between them, this can work well. If you want a smooth, low-stress unwind, it is a rougher fit.

Tips
  • Expect boss retries
  • Skip weak detours
  • Stop after big clears

Frequently Asked Questions

The Relic: First Guardian is medium-hard overall. It is tougher than a typical story-first action game, but it does not sound as brutally exacting as Sekiro or the harsher end of Soulslikes. The main challenge comes from boss fights that ask you to learn patterns, time parries and dodges well, and manage your defensive stamina instead of mashing through mistakes. The bigger issue for many players is that some of the difficulty feels messy rather than clean. Weak tutorials, unclear progression, camera trouble, and technical problems can make the game feel harder than its combat design alone would suggest. The good news is that it is not built around the harshest punishment model. You are usually losing time and momentum more than everything you own. If you like learning bosses through repetition, this will probably feel demanding but manageable. If you want smooth onboarding, clear direction, and consistently fair presentation, it may feel harder than the raw mechanics actually are.

Most players should expect about 20 to 30 hours for a satisfying main run, with 35 to 45 or more if you chase extra bosses, hidden spaces, and more of the world. That makes it a month-of-evenings game for someone playing a few nights a week, not a giant long-haul commitment. Sessions work best in 60 to 90 minute chunks because bosses can take a few tries and the game feels safer when you stop at camp instead of quitting mid-push. The full pause helps if real life interrupts you, but the auto-save-only setup means end-of-session planning still matters. Replay value is there, mostly through trying different weapons, relic setups, and optional fights rather than seeing a bunch of different story branches. You can absolutely finish it without making it your whole gaming life, but it is not ideal for tiny drop-in sessions unless you are very disciplined about where you stop.

The Relic: First Guardian is tense more than terrifying. Most of the stress comes from boss retries, dark atmosphere, and the fear of wasting time on a failed push, not from jump scares or nonstop panic. In its best moments, that stress is the good kind. You study a boss, hold your nerve, land a few clean parries, and feel that satisfying rush when the fight finally turns in your favor. In its worst moments, the pressure comes from things you did not sign up for, like camera friction, uneven polish, or worry about whether stopping at the wrong time is a bad idea. That makes it a poor choice when you want a smooth, sleepy wind-down after a rough day. It works better when you are in the mood to focus and push through a few hard attempts. If you enjoy dark action games with spikes of pressure, it should feel engaging. If you want calm comfort, look elsewhere.

Yes. In fact, it is built entirely for solo play. You never need co-op partners, online matchmaking, voice chat, or any kind of group coordination to see what the game offers, so from that angle it is very easy to fit into an adult schedule. The bigger question is whether it feels casual-friendly, and the answer there is yes with real caveats. You can pause at any time, which helps a lot when life interrupts. But the lack of manual saves means the game feels best when you end sessions at camp or another safe point, not whenever the clock says stop. It also takes some mental effort to return after a break because the route flow and build logic are not always obvious. So it is very solo-friendly, but only moderately easy to play casually. If you can give it focused 60 to 90 minute sessions, it fits much better than if you need quick, half-distracted bursts.

No, The Relic: First Guardian is not pay-to-win in any meaningful sense. The game is a paid single-player release, not a competitive live-service game, and there is no ranked ladder or PvP economy where spending money gives you an unfair edge over other players. Some storefront listings did include a bundle with helpful items like gold, relic energy, equipment, or upgrade materials, which is worth noting if you dislike any form of paid boost. But even that sits much closer to optional convenience in a solo game than true pay-to-win design. You can ignore it and still play the full game normally. The bigger buying question is not monetization. It is whether the current state of the game is polished enough for your taste. If you are worried about fairness, you can relax. If you are worried about quality and stability, that is the real concern.

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