Hey everyone, Elias here from Rivalsector.com. In the endless sea of indie games, it takes a lot to make my radar ping. We are absolutely swimming in “survivors-like” titles and clones of Diablo, and frankly, most of them are forgettable. But every so often, a game pops up that isn’t just trying to copy a trend, it’s trying to smash two or three of them together into something new. That’s exactly why GOD FORSAKEN from indie developer Insight Studio has my full attention.
This game is not some distant dream, it is set to drop into Steam Early Access on October 22, 2025. That is just a few days from now. As our resident ARPG and roguelike fanatic, I have been digging into the demo, scouring the community feedback, and poring over the developer’s plans. What did I find? An ambitious, dark, and potentially brutal new contender that wants to steal all your free time.
So, should you be wishlisting this one? Let’s break down exactly what we should expect from GOD FORSAKEN.
What is This Unholy Mix of Genres?

At its core, GOD FORSAKEN is a top-down, isometric, dark-fantasy action game. But that description is too simple. The dev team at Insight Studio is clearly cherry-picking their favorite mechanics from some of the biggest games on the market.
Imagine this: you take the loot-driven, class-based, build-crafting obsession of Diablo and Path of Exile. Then, you slam it head-first into the “one-versus-ten-thousand” bullet-hell chaos of Vampire Survivors. This is not your typical ARPG where you fight a pack of 20 monsters. This is a game where the screen fills up, and your survival depends on your build and your reflexes.
The game’s Steam page calls it a “roguelike survival adventure game”. The setting is pure grimdark. The world is “The Land Forsaken by Gods,” a place of despair being swallowed by darkness. You will face “tidal waves of monsters” and, in a really cool twist, the night itself is a an enemy. The darkness will “gradually consume your sanity,” meaning you are not just managing health and mana, you are managing your mind.
This blend is what makes it so enticing. I love the strategic planning of an ARPG, but I also love the pure adrenaline rush of a survivors-like. If Insight Studio can find the right balance, this could be the next indie addiction.
The Core Mechanics That Will Make or Break It

A game can have a great concept, but it lives or dies on its gameplay loop. From what I have seen in the demo and dev logs, GOD FORSAKEN is focusing on a few key pillars.
Deep, Replayable Build-Crafting
This is not a one-button-wonder. The devs are promising serious depth for us theory-crafters. Here is what we know about the build system so far:
- Multiple Classes: The full game plans to have at least six unique classes. We have seen hints of a powerful Warrior, a mysterious Warlock, a Necromancer, and an agile Hunter. The demo gave players access to the Barbarian, a classic melee powerhouse.
- Unique Talent Trees: This is standard for an ARPG, but it’s essential. Each class will have its own skill tree to dump points into, letting you specialize your playstyle.
- Path of Exile-Style Skill Runes: This is the big one for me. The game will feature a skill rune system. You can reportedly find and socket runes into your abilities to completely change their effects. This is what gives Path ofE its legendary replayability. Want your fireball to split into three? Or maybe leave a trail of burning ground? Skill runes are how you do it.
- Diablo-Like Loot: Get ready for the grind. The equipment system is pure Diablo. Loot is randomly generated with a whole mess of attributes and affixes. You will be hunting for those perfect pants to complete your build, and that chase is one of the most addictive loops in all of gaming.
Survival is More Than Just HP
I am genuinely intrigued by the darkness and sanity mechanic. In most ARPGs, light is just window dressing. Here, it is a resource. The game description explicitly states, “Lighting a torch will be the only way for you to survive!”
This implies a push-pull tension. You want to explore to find more loot and XP, but straying too far into the dark could drain your sanity. This could lead to debuffs, new monsters appearing, or other terrifying effects. It adds a strategic layer of survival-horror on top of the ARPG chaos, and I am all for it.
The Early Access Roadmap
Insight Studio has been refreshingly clear about its Early Access plans. This is not a “buy it and hope” situation. They have a plan.
The initial Early Access launch on October 22 will include three playable characters, multiple unique levels, the core gameplay mechanics (loot, skills, etc.), and a “vast amount of equipment.” They say it is already in a fully playable state.
The full 1.0 version, which they estimate will take about six months to complete, aims to expand everything. We are talking six or more characters, four to six complete maps, the full story background, and even more equipment and affixes. They also stated the price will be lower during Early Access to reward us early supporters, which is always a good move.
The Good, The Bad, and The AI Elephant in the Room

Now, let’s be real. I am an expert, and that means I look at the whole picture, not just the hype. The demo for GOD FORSAKEN gave us a lot of hope, but it also raised some red flags.
The good news is that players who vibed with the demo really loved the core loop. The combat looks fast, the Diablo-esque loot is satisfying, and the potential for crazy builds is clearly there.
However, the demo also suffered from some very “Early Access” problems. Many players reported “ineffective optimization” and performance stutters, which is a big problem for a bullet-hell game that relies on smooth framerates. Others pointed out a lack of “reward and item indicators,” making the loot-chase feel a bit confusing. These are fixable, but Insight Studio needs to prove they have tackled these issues for the EA launch.
Then there is the controversy. There has been significant chatter in the community about the “alleged use of AI in-game,” specifically for art or assets. The developer has denied these claims. In 2025, this is a serious topic for gamers. We value the human craft that goes into games. While the studio denies it, this is something we as a community will be watching closely. Transparency will be absolutely key for Insight Studio to build trust.
How Does GOD FORSAKEN Stack Up?
So, where does this game fit in the current landscape? It is attacking three Goliaths at once. I put together a quick table to show you exactly what I mean.
Feature | GOD FORSAKEN (Early Access) | Diablo IV | Vampire Survivors | Path of Exile |
Core Loop | Wave Survival + Loot | Dungeon Crawling + Loot | Wave Survival + Auto-Attack | Map Grinding + Loot |
Combat | Hack-and-Slash / Bullet Hell | Methodical ARPG | Auto-Attack / Bullet Hell | Fast-paced ARPG |
Build-craft | Classes, Talents, Skill Runes | Skill Tree, Paragon, Glyphs | Item/Weapon Synergies | Massive Skill Tree, Gems |
Genre Mix | ARPG / Roguelike / Survivors | ARPG / MMO-lite | Roguelite / Bullet Hell | ARPG / “Spreadsheet Sim” |
Price Point | Indie EA Price | Full AAA Price | Budget (Very Low) | Free-to-Play |
As you can see, it is trying to take the best parts of all of them. It wants the build depth of Path of Exile, the satisfying loot of Diablo, and the simple, addictive combat of Vampire Survivors. That is a tall order.
My Verdict (For Now)
GOD FORSAKEN is one of the most ambitious indie ARPGs I have seen this year. It is a high-risk, high-reward project. If Insight Studio can polish the performance, flesh out the content, and maintain a transparent relationship with its players, they could have a massive hit on their hands. The core concept is an absolute banger.
If they stumble, if the optimization is not there, or if the “AI” controversy proves true, the community will be merciless. The line between indie darling and forgotten flop is razor-thin.
I am officially “cautiously optimistic” and have my press key ready. I will be jumping in the second it unlocks on October 22 to give you our full hands-on impressions. This is exactly the kind of passion project I love to see, and I am rooting for it.
What do you think? Is this the genre-mashing hybrid you have been waiting for? What class are you hoping to play first? Let me know your thoughts in the comments below.
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