Arkheron
8.5
Game Reviews

Arkheron beta cross platform test – Fast Matches and a Clear Vision That Works

Arkheron: Arkheron already shows a clear vision and a solid gameplay formula in its Beta Cross-Platform Test. Fast matches, intuitive controls, the Relics system and team-based gameplay work well together, while the cosmetic side has room to expand before launch. The experience still depends heavily on your team, but the foundation is promising. – NikolaOtasevic

8.5
von 10
2026-09-30T14:11:15+02:00

Arkheron makes it very clear from the beginning what it wants to be. It does not try to overwhelm the player with a huge number of systems, nor does it present itself as a game that is going to reinvent the genre. Its idea is fairly simple – form a team, enter a match, explore, fight, find Relics, and try to make it to the final stage before other players stop you. After spending time with the Beta Cross-Platform Test, this approach is probably what left the strongest impression.

I had the chance to spend a good amount of time with the test, and the overall impression is that Arkheron is a genuinely good game at what it is trying to be. Most importantly, its formula already works, and the test showed that the developers have a solid foundation they can continue building on.

A Test That Did Not Make Us Wait for a Match

One of the first things I noticed during the test was how quickly I could get into a match. With multiplayer games of this type, matchmaking can often become one of the biggest problems, especially during testing when the player count is nowhere near what it will be after launch.

Here, however, I generally did not have to wait long for a match. When you finish one game, there is no long downtime before you can jump back in. You simply return to matchmaking and, very quickly, you are back in the action. That is particularly encouraging for a test like this, because it shows that even during a limited testing period, there were enough players for matches to come together relatively quickly.

This also fits perfectly with Arkheron's overall structure. Matches are relatively short and move at a fast pace, meaning the game does not require you to set aside an hour or two just to play a few matches. You can play one game, take a break, and come back later for another.

I think this is one of the better decisions for this type of game, because that feeling of “just one more” can be extremely important when the gameplay loop is already engaging enough.

Not Every Match Feels the Same, and Your Team Matters

Of course, the quality of each match depends quite a lot on who you end up with. When you get a good team, Arkheron can be a lot of fun because everything the game offers starts to come together – exploration, combat, Relics, decisions about how much risk you want to take, and, of course, encounters with other players.

On the other hand, when the team does not work well together, the experience can be quite different. That is not something that is easy to solve because it is simply part of multiplayer games. When playing with people you do not know, you cannot expect everyone to have the same mindset, communication level, or idea of how a particular situation should be handled.

When everything comes together, a match can be very enjoyable and make you immediately want to play another one. When the team does not click, the experience is naturally weaker, but the good thing is that the matches are short enough that one bad game does not feel like a major time investment. This is one of the reasons Arkheron does not feel like a game that punishes you by taking up a huge amount of your time when things go wrong.

Short Matches Are a Big Plus

This is probably what I liked most about the test. Matches are short, they develop quickly, and there is very little downtime.

With games like this, it is easy to end up spending a large part of your time running around the map, waiting for the next event, or trying to find players to fight. Arkheron makes better use of its time. Things get moving relatively quickly, and once the serious action starts, the situation can change within a matter of seconds.

That gives the game a good pace. You never get the feeling that you have just spent half an hour waiting to reach the part that is actually interesting.

At the same time, a short match does not mean there is no room for decision-making. Quite the opposite. Because you have limited time, you have to think about what your priority should be. Do you continue exploring in search of a better Relic? Do you risk another encounter? Is it time to move on?

Those decisions are what give a short match enough substance, while the fast pace makes Arkheron well suited to players who do not want every gaming session to turn into a multi-hour commitment.

Relics Remain at the Heart of the Gameplay

The Relics system is probably what will make Arkheron most recognizable. Instead of choosing a traditional class, you build your character throughout the match based on what you find and equip.

That means the beginning and end of a match can look completely different. You are not locked into a specific role from the start; instead, the way you play develops depending on what you find.

I particularly like this system because it gives every match a certain degree of unpredictability. Not everything is decided before you even start playing. Your build gradually develops based on what the game gives you.

Of course, the number of Relics, their combinations and overall balance will be extremely important once the game reaches its full release. The beta showed that the foundation works, but the long-term value of this system will depend on how much room there is for different builds and how often the game can surprise you with a new combination.

Controls That Require Almost No Adjustment

The Beta Cross-Platform Test was played on PS5, and the controls were one of those things I practically did not have to think about while playing. Everything was laid out intuitively, and there was no need for a lengthy adjustment period before I could properly focus on the game itself.

Movement, attacks and abilities quickly become second nature, which is especially important when a match becomes chaotic and you do not have time to think about which button you need to press. Arkheron does not try to cram too many commands onto the controller, so the experience on PS5 felt very straightforward and easy to follow.

It may seem like a minor detail, but in a game that relies on fast combat and short matches, it is important that the controls do not become an obstacle between the player and the gameplay. That simply was not an issue during this test.

The Cosmetics Already Look Good

When it comes to the game's cosmetic side, what was shown during the test already left a good impression. What we saw looks good, but it is also clear that this is an area the developers will continue working on as the game gets closer to full release.

This is actually an aspect of Arkheron that could grow considerably over time. When you have a game where players spend a lot of time with their characters and return match after match, cosmetics become one of the ways players can establish their own identity.

Because of that, I expect this part of the game to become much more substantial over time. For now, what we saw feels like a solid foundation, and it will be interesting to see how much Bonfire Studios expands the offering before launch.

A Game That Knows What It Wants to Be

Perhaps the most important impression I took away from the test is that Arkheron does not have an identity problem. It is already clear what the game is, how it is played, and who it is aimed at.

That may sound obvious, but in today's multiplayer landscape, it is not a small thing. Arkheron is not trying to be ten different games at once. Its formula revolves around relatively short matches, team-based gameplay, exploration, the Relics system and battles that can completely change the course of a match.

And most importantly – that is exactly what it does.

The Beta Cross-Platform Test did not feel like an unfinished idea that still did not know what direction it wanted to take. Instead, it feels like a game with its foundations already in place, now waiting to expand through additional content, balancing and new possibilities.

A Test With a Purpose

When we spoke with Rob Pardo during Gamescom, one of the things he emphasized was precisely this development philosophy behind Arkheron. Bonfire Studios wants to create a game that the team itself can be proud of, while also allowing players to become part of the process through testing and feedback. Because of that, the Beta Cross-Platform Test was not simply an opportunity to play Arkheron before launch, but also an important part of the development process through which the team could see how its ideas work when placed in the hands of a wider audience.

Pardo spoke about how important it is for the team to play its own game on a daily basis and make changes based on that experience, while larger tests help show how the game behaves when a much larger number of players gets involved. This test provided exactly that opportunity, particularly for console players.

After several matches on PS5, the biggest takeaway is that the core formula already works. Matchmaking was not an issue, we did not have to wait long for matches, the games were short and dynamic, and the controls were intuitive enough that you quickly stopped thinking about them. Instead of worrying about which button to press, your attention stays where it should be – on combat, movement, Relics and the decisions you make during the match.

Of course, not every match was the same. A lot depends on the team you get and how well it works together, but the relatively short match length means this does not become a major problem. When you get a good team, Arkheron can be a lot of fun, while a weaker match simply ends quickly enough for you to immediately try again.

That is why it is interesting to look back at what Pardo told us during our interview. The idea is not simply to make a game and release it once it is finished, but to gradually shape it through testing alongside the community. This test was exactly that opportunity – a chance to see how Arkheron works once it leaves the hands of the developers and reaches a much wider audience.

The Beta Cross-Platform Test was therefore more than just an opportunity to play Arkheron for a few days. It provided a good indication of where the game currently stands, while also giving the developers a chance to see whether their core idea actually works the way they intended. From what I experienced on PS5, the foundations are already in a very good place.

If you are interested in what Rob Pardo told us about Arkheron's development, Bonfire Studios’ philosophy and what they want to achieve with the game, you can read our full interview: “Rob Pardo for Buff Gaming: The Best Thing You Can Do Is Make a Game You're Proud Of.“

That is also why this test left a good impression. Arkheron is not trying to reinvent the multiplayer formula from the ground up; instead, it is trying to execute its own idea as well as possible. For now, it is doing that quite successfully, and the most important thing is that there is a clear foundation for Bonfire Studios to continue building upon.

Conclusion

The Beta Cross-Platform Test showed Arkheron in a very positive light. Matchmaking worked quickly, there was little waiting between matches, and the games themselves were short and dynamic, which is a major plus for a game designed to make you want to play “just one more.”

Of course, the experience depends heavily on the team you end up with, so some matches can be much more enjoyable than others. That is expected from a team-based multiplayer game, but what matters is that the core gameplay loop still works even when you do not get the ideal team.

The PS5 controls caused no problems, the Relics system provides room for different builds, while the cosmetics already look good and have plenty of room to expand as the game gets closer to full release.

For now, Arkheron feels like a game that knows exactly what it is. More importantly, it is good precisely because it stays true to that identity. It is not trying to be something else. Instead, it builds its core experience around fast matches, the Relics system, combat and team-based gameplay. If the developers continue expanding the content, working on balance and adding enough variety before launch, the foundation is certainly there.

The game was played on: PS5.

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Kao dugogodišnji zaljubljenik u gejming, prve korake sam napravio na legendarnom Game Boy Advance-u, dok mi je PlayStation 2 ostao omiljena konzola svih vremena. Moj preferirani žanr su JRPG igre, a vrhunac toga je Persona serijal, koji me uvek iznova oduševljava svojom dubinom priče i karakterizacijom likova. As a longtime gaming enthusiast, I took my first steps into gaming on the legendary Game Boy Advance, while the PlayStation 2 remains my favorite console of all time. My preferred genre is JRPGs, with the Persona series standing at the very top, continually impressing me with its rich storytelling and outstanding character development.

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