Towa and the Guardians of the Sacred Tree Proves There’s Room for Hades-Likes

September 17 marked the fifth anniversary of Hades. After almost two years in early access, the illustrious roguelite from developer Supergiant Games paved the way for a different appreciation of this Sisyphean genre. Rather than solely offering the pursuit of mechanical mastery, Hades interweaves a sprawling story and myriad smaller tales concerning its cast of characters from Greek myth into the runs themselves. Whether you’re victorious or meet defeat, your progress moves the narrative forward.
As someone who has kept up with the genre before and after, it’s easy to distinguish a developer taking influence from Hades. But everybody seems to pick something different. Reignbreaker and Sworn follow it to the T, evoking similar visual styles, metaprogression, and disdain against those who sit on thrones. Others, like Hell Clock, take the narrative-driven focus alongside influences from elsewhere, also evoking the likes of Diablo and Path of Exile, to tell a story rooted in Brazilian history rather than myth. And then there’s Valhalla, the free DLC for God of War Ragnarök that follows Hades so closely that Sony should have sent Supergiant a paycheck before releasing it into the world. Yet, it works—the DLC reshuffles its combat in a more bite-sized manner, away from the bloat of its blockbuster campaign, while presenting steady novelty after each run.
In contrast, Towa and the Guardians of the Sacred Tree doesn’t just oppose catchy nomenclature with an absurdly long name, but it presents a far more methodical approach. It starts with a long lore exposition, before taking you into a fight that, well, doesn’t amount to much, as it’s only there to show you the basic controls before moving the plot forward. I won’t go into how the story is tangled in timeline shenanigans—basically, you must defeat eight bosses to perform a ritual that will prevent a malign force from completely overtaking a village, and there’s a cast of eight characters that fight together in pairs. Easy enough.
But Towa doesn’t want to be easily digested. Instead, it seems adamant on stopping you in your tracks at every turn. Outside of runs, you control the namesake character and roam the village, which has a subset of NPCs to speak to. Most conversations seem a bit longer than they should be. Later on, when you start forging weapons, you have to complete a series of minigames at the forge, tackling each part of the blade. There’s a funny occurrence during the runs themselves, too. Towa does the thing where it presents new rooms to enter with an icon on each door, but these aren’t easily identifiable. Instead, there’s a button prompt for you to open an icons list and scan for it manually to read the entry and learn what it represents.