13Z is a roguelike action game where players take on the Zodiac Trials to earn the title of the 13th Zodiac. Read on to learn everything we know, our review of the demo, and more.
Everything We Know About 13Z
13Z Plot
The plot of 13Z is straightforward yet intriguing. For ages, the 12 Chinese Zodiac signs have safeguarded humanity, preserving peace and balance. However, as traditions evolved, their powers began to wane. To protect their fading influence, they restored the ancient Zodiac Trials, seeking a new champion to embody their virtues.
This champion—the elusive 13th Zodiac—will serve as a bridge between the old ways and the new. Players begin their journey as Lyra, a fox-like creature, but other playable characters will be available eventually. As these kindred spirits, players must prove their worth by battling both powerful demon lords and the 12 Zodiacs themselves.
13Z Gameplay
The gameplay of 13Z is a blend of fast-paced action combat and roguelike mechanics. Players will harness various elemental attacks through primary, secondary, charged, and special moves. Before each stage, you’ll choose from different elemental powers or gold bonuses to strengthen your character. Once the battle begins, you’ll face waves of enemies, and after clearing mobs, players can choose from a variety of scrolls to enhance their playstyle.
While the gameplay may appear repetitive, the constant introduction of new skills and well-designed stages keeps things fresh. Each stage is distinct, and the diverse mobs have unique designs and attack patterns, adding layers of strategy to the combat.
13Z Release Date
There is no official release date for 13Z yet, but it is confirmed to be coming to PC via Steam and the Steam Deck.
Digital Storefronts | |||
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Steam | |||
Price | Wishlist Only |
13Z Review (Demo)
Roguelike Combat with a Zodiac Twist
I’ll admit, I was a bit apprehensive going into 13Z. With its roguelike features, I thought the stages would start to feel repetitive after a while. I couldn’t have been more wrong. The game keeps you on your toes from the get-go, with each trial starting off by giving you a choice between two or sometimes even three paths. These paths offer various upgrades in the form of scrolls and boons from the 12 Zodiacs, each offering a new way to enhance your abilities.
After finishing a stage, you’re rewarded with either coins or elemental powers that embed themselves into your primary, secondary, charged, or special attacks. The real game-changer, however, comes from the Zodiac statues—these boons give you an upper hand, offering everything from powerful techniques to easier ways of gathering scattered coins or even healing HP. Of course, each boon comes with a cost: 100 coins.
One of the first things I noticed was how crisp the graphics were, but it’s the fighting that really won me over. I won’t lie—most of the time, I didn’t have much of a strategy. I was dodging, jumping, sprinting in mid-air, and just slashing away at enemies. And honestly? I loved it. The ability to sprint and attack mid-air became my go-to move, and I think that’s what I enjoyed most about the combat in 13Z. It’s chaotic in the best way possible.
But don’t mistake that chaos for simplicity—you still need to be strategic with how you use your stage upgrades and boons. Choosing the right elemental powers for the right attacks is crucial for staying on par with mini-bosses later on.
Speaking of elements, I found myself gravitating toward lightning more than anything else. There’s just something incredibly satisfying about upgrading your skills and watching as the elemental resonance boosts your damage output. That said, there are plenty of other elements to experiment with, like fire and water. You’re not limited to one, either—one of my more successful runs saw me imbuing water into my primary attacks, lightning into my secondary, and fire into my specials.
Each element has its own unique upgrades as well. For example, after upgrading lightning enough, I had a storm cloud following me around for eight seconds after a special attack. Fire offered a familiar that dealt additional damage. These little touches keep things fresh and give you endless possibilities to customize your playthrough.
It’s a roguelike and repetition is built into the formula, but there’s always something new to discover—new skills, different scrolls, or boons to experiment with. Even the stages themselves felt distinct from one another. Each one stood out thanks to clever design, and the enemies you encounter come with their own set of challenges. Their attack patterns vary, forcing you to adapt rather than just button-mashing your way through.
The combat in 13Z might not reinvent the wheel, but it’s undoubtedly one of the game’s strongest aspects. It keeps you engaged and offers enough variety that you’re never bored, even when you’re running through a stage for the umpteenth time. I honestly think it’s the game’s shining star.
Chinese Myths Come to Life
Visually, 13Z draws heavy inspiration from Chinese culture, and it does so beautifully. Each stage feels mythical, as if you’re journeying through realms that exist beyond time and space. The environments have an otherworldly charm that reflect different mystical landscapes. The attention to detail makes each area feel alive, almost as if these places were pulled straight from legend.The high-quality rendering is equally impressive. From the lighting effects to the way elemental powers interact with the environment, everything feels meticulously crafted.
One thing that struck me was the background music (BGM). It perfectly complements the setting. It’s not overbearing but instead provides a soft yet powerful undertone to each stage. The music is also strongly influenced by traditional Chinese instruments, blending seamlessly with the game’s overall aesthetic. The audio design enhances the atmosphere without distracting you from the action at hand, which is always a plus.
Another standout element is the voice acting, especially the narrator. The narrator’s voice has a guiding quality that feels like it’s personally leading you through each trial. It’s not just background noise—it actively enhances the sense of journey and purpose as you progress through the game.
While the core gameplay is action-packed, there are moments of tranquility. Some stages offer peaceful interludes where you can take a breather from the non-stop combat. These areas are gorgeously crafted, offering a chance to appreciate the beauty of the world around you. It’s a nice contrast to the chaos of battle, and I found myself looking forward to these serene moments as much as the action itself.
As for side quests, there are a few sprinkled throughout the demo, offering players more variety. I do hope that the developers expand on this aspect for the full release. More side quests could really elevate the gameplay and provide even more reasons to explore the beautifully crafted world of 13Z.
Not All Smooth Sailing
Of course, it’s not all rainbows and sunshine. 13Z is still in closed alpha playtest, and with that comes a few bugs. I ran into a frustrating issue where I couldn’t move at the start of a new trial. No matter what I did, I was stuck, and the only way to fix it was to exit the game and restart. I wasn’t the only one facing issues either—another reviewer here at Game8 mentioned that at one point, they were forced to keep jumping on the edge of the main city, respawning over and over again, unable to do anything else. Even the "unstuck" button couldn’t save them, which again meant exiting the game entirely. These bugs are understandable in an alpha playtest, but they did interrupt the flow of the game.
Another issue I noticed was the game’s balance—especially when it comes to bosses. Mini-bosses have an enormous amount of HP, and the main bosses are even more of a challenge. Now, I get that this is part of the roguelike experience, where you’re supposed to grind and gather more upgrades, but it does get a little frustrating. There are no save states, which means if you die, you have to replay all the previous stages just to reach that same boss again. And trust me, it stings after you’ve spent a good amount of time progressing only to lose it all in one tough encounter.
The game also offers limited ways to regain HP. You can heal by purchasing items from the rooster airship or from the pig statues scattered throughout the stages, but these options are few and far between. Yes, you get a full HP restore after beating a mini-boss, but sometimes it feels too late.
I also found the mouse movement sensitivity to be a bit too high for my liking. It’s extremely responsive for someone who’s prone to motion sickness. An option to adjust the sensitivity would be a simple but much-needed addition for smoother gameplay, especially for those who prefer more controlled movements.
Additionally, considering the game’s already beautiful design, a map could be another outlet for fun and creative ideas. While it would definitely serve a functional purpose in helping players navigate the intricate stages, I’m excited to see how the developers might incorporate their design flair into the map. It could be a visually captivating addition that enhances the mythical atmosphere of 13Z.
That said, I understand that the challenge is part of what makes roguelikes fun. But in 13Z, the difficulty curve sometimes feels a little too steep, especially for a demo. Hopefully, these issues get ironed out as the game progresses through development. There’s a lot of potential here, but it needs a bit more fine-tuning.
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13Z Product Information
Title | 13Z |
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Release Date | TBA |
Developer | Mixed Realms Pte Ltd |
Publisher | Mixed Realms Pte Ltd |
Supported Platforms | PC (Steam), Steam Deck |
Genre | Action Rougelike |
Number of Players | 1, Co-op (2-4) |
ESRB Rating | N/A |
Official Website | 13Z Official Website |