Following its well-received PC debut earlier, God of Weapons makes its way to consoles, bringing with it a satisfying blend of roguelike action and surprisingly addictive inventory management. The premise is familiar yet fitting – in a world swallowed by darkness, players must ascend the towering spire of Zhor, surviving ever more dangerous floors packed with monsters while collecting gear that can hopefully turn the tide in their favor. But what sets God of Weapons apart isn’t its narrative (which is more of a backdrop than a focal point), but how well it fuses combat and strategy in a tightly designed loop that’s hard to put down.
At its core, this is an auto-battler where the player’s job is to maneuver their character around waves of enemies, relying on weapons that automatically attack in different ways. There’s no manual striking – instead, dodging, positioning, and smart loadout choices become the foundation of success. The gameplay loop is instantly accessible, with short runs and a steadily increasing challenge that keeps the action engaging from floor to floor. Even when you fail, the upgrade system ensures a sense of progression that softens the blow and encourages you to jump back in.
What truly elevates God of Weapons is its clever approach to inventory management. Rather than a passive menu system, your limited grid-based inventory plays a key role in determining your effectiveness. Weapons and accessories need to be carefully slotted in – placement matters, synergies matter, and the puzzle of optimizing space becomes just as important as your dodging reflexes. It’s a smart and well-executed system that gives the game an identity beyond just being another arena-style roguelike.
The presentation is serviceable, if not spectacular. Visually, the game opts for a clean, minimalist pixel art aesthetic that keeps things readable during the most chaotic waves. It won’t win any beauty contests, but it performs well and conveys the necessary clarity for a game that demands quick spatial awareness. The audio design follows suit – the music is energetic but repetitive, and the sound effects do their job without much flair. Still, these functional aspects don’t detract from the core gameplay loop, which is where God of Weapons consistently shines.
Controls on the PlayStation 5 are tight and responsive. The analog movement feels smooth, and navigating menus and arranging items in your inventory with a controller works better than expected. That said, the inventory system – while excellent conceptually – can occasionally feel clunky on console compared to a mouse-and-keyboard setup, especially when quickly reordering items mid-run. It’s a minor friction point, but one that’s noticeable in high-stakes situations.
There are a few limitations to be aware of. The randomized nature of weapon drops can sometimes lead to frustratingly uneven runs, where luck plays a bigger role than you’d like. Additionally, the visual and enemy variety is limited, which can cause longer sessions to blur together a bit. Still, thanks to unlockable classes and gear, there’s decent replay value, and the game’s brevity is arguably part of its appeal – this is a roguelike that knows how to get to the point and doesn’t overstay its welcome.
While it doesn’t reinvent the genre, God of Weapons manages to distinguish itself with a compelling mix of action, planning, and risk-reward decisions. It’s a game that rewards thoughtful play as much as raw reflexes, and its inventory system adds a layer of depth that will click with anyone who enjoys organizing gear just as much as using it. On PS5, the transition has been handled well enough to make this a solid pick for roguelike fans, even if some rough edges remain.
Score: 8.0/10

