Graven is an inconsistent hybrid of retro-FPS, platforming and puzzle-centric adventure, and quest-driven RPG with hubs, dungeons, and light progression systems. It’s an incredibly methodical experience and, as someone who appreciates player-driven pacing, a degree of resource management, and games that reward caution and planning, Graven scratched just enough itches to keep me pushing forward despite its flaws. The problem is if you stop and consider each element in isolation, they can feel underdeveloped or unpolished, while the increasingly prevalent combat is never particularly fun. It often felt like I was trying to exploit game systems to progress, which gave it an immersive sim vibe I appreciated at first; however, the longer I played, the harder it was to ignore weird design choices, the lack of simple quality-of-life features, constant jank, and the potentially quest-breaking bugs.
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The Graven 1.0 release was played on PC. It's also coming to Xbox One/Series S|X, PS4/5, and Nintendo Switch at a later date.