Roguelites live and die by the strength of their loop: how satisfying it feels to fight, die, and to get back into the fight again. Towa and the Guardians of the Sacred Tree, developed by Brownies Inc. and published by Bandai Namco, is one of those games that takes a familiar formula and wraps it in something heartfelt and charming. On the surface, it's about swinging swords and surviving dungeons. But underneath, it's also about forging blades, building bonds, and shaping the future of a village caught between beauty and peril.
MP1st gotten a chance to spend full hands-on time with the game and we came away impressed by how Towa blends combat with progression. It isn't perfect, the pacing can stumble here and there, and the lack of a certain skill, such as dodge rolling, may catch players off guard, but it still delivers a roguelite adventure worth keeping on your radar.
Set in a mystic realm where good and evil stir, Towa and the Guardians of the Sacred Tree casts you as Towa, priestess of Shinju. With Magatsu's corruption spreading, your task is to lead eight Guardians and restore balance by defending the Sacred Tree.
The hook is simple but effective: each run is in a pair. One becomes the attacker, wielding the sacred sword (Tsurugi), and the other takes on the supporter role, channeling the staff (Kagura). That attacker/supporter combo is the heart of the combat system and immediately sets this game apart from other roguelites.
It's a design choice that forces experimentation. Do you run with a high-damage attacker and a defensive support to keep you alive longer? Or do you double down on offense and hope you can push through before the enemies' swarm? The answer changes depending on who you pair, what weapons you forge, and which skills you unlock. We try many different combinations, some have a similar skill set, but their role as a guardian does have a small effect on the overall stages.
One of the game's biggest surprises is its world design. From the moment Hitoshi Sakimoto's soundtrack swells, you're dropped into environments that are both breathtaking and corrupting. Vibrant landscapes hide lurking dangers, with Magatsu's influence spreading its poison, what should otherwise be serene.
Shinju Village serves as your hub. This isn't just a menu screen with shops; it's a living place that grows over time. After each run, you return to the village to forge weapons, train at the dojo, trade supplies, or even fish for resources. Yes, you can fish, and yes, it's a welcome breather between battles. My favorite is the forging of your own weapons; it is a rare thing in most games.
The longer you play, the more the village evolves. Buildings expand, residents open up about their customs, and your bonds with them deepen. By the time I was a few hours in, I cared just as much about what was happening in Shinju as I did about the dungeons.
The blacksmithing system is arguably the most enjoyable surprise. Instead of just clicking "upgrade," you gather ores and materials during runs to forge swords and inscription gems. Then you begin an interactive process, with choices about materials and inscriptions shaping not only raw stats, but how it looks.
What's clever is how these tie into progression. Weapons you forge aren't just disposable; they carry the history of your runs and push you closer to mastering tougher dungeons. When paired with skill customization for each Guardian, the result is a progression loop that feels rewarding both short-term and long-term. Of course, you can dismantle your weapon and collect the materials to forge new weapons to become even stronger.
There's also a personal element: forging swords strengthens your Guardians but so does forging relationships. Dialog-heavy as it can be, the time spent talking to villagers and Guardians pays off. Choices ripple across timelines, shaping the village and unlocking new perks. It's the kind of system that actually benefits gameplay, not just story.
Combat plays out in an isometric view and feels familiar if you've played games like Cult of the Lamb. Attacks carry weight, with timing and positioning playing a bigger role than pure button-mashing. What sets it apart is the lack of a dodge roll a decision that initially frustrated me but there is a dash that you can use though limited use with cooldown.
Without dodge, you're forced to read enemy patterns and use the supporter's spells more strategically. Early runs can feel punishing as you adjust, but once you embrace the rhythm, the combat shines. The pairing system ensures variety: each Guardian brings a unique style, attack pattern, skills, and playstyles, making every duo feel different.
It's not without issues. Early in the game, supporters feel less impactful than attackers, with longer cooldowns and weaker effects. But as skills unlock and inscription gems come into play, the balance improves. Eventually, I was relying on my supporter just as much as my attacker, which speaks to how well the system grows over time.
Like any roguelite worth its salt, the game thrives on the cycle of failure and growth. Each run pushes you further into Magatsu's corrupted lands, battling minions and gathering materials. Death sends you back to Shinju Village, but you carry resources and knowledge forward.
Guardians can become unavailable depending on your choices or run, which I have encountered early on. Progression is deliberately tough, but the game gives you perks and upgrades to ease the grind. Between forged weapons, expanded village perks, and upgraded skills, even failed runs feel meaningful.
It's the kind of structure that makes you want to jump back in immediately. I'd often finish a run, fail at a boss, and immediately think, "If I just forge one better sword, I can take them next time." That push-and-pull is the roguelite sweet spot, and the game nailed it.
Here's where the game will divide players: the game is heavy on dialogue. After intense dungeon runs, you'll return to lengthy conversations with villagers and Guardians. These sections flesh out lore, history, and relationships, but they also slow the game's pacing.
For players who love narrative depth, it's a win. The evolving relationships, the customs of Shinju, and the Guardian backstories all add weight to your journey. But for action-first players, it may feel like too much talking between sword swings.
Think of it like a Demon Slayer episode where Tanjiro stops mid-fight to give a heartfelt speech about the importance of family. It's touching, sure, but sometimes you just want him to finish the fight already.
Its painterly art style feels like a storybook come to life, with environments that balance beauty and menace. Combat is clear and readable despite the chaos, and Guardian designs are distinct enough that you always know who's who.
The audio is equally strong. Sakimoto's score ranges from serene to foreboding, perfectly matching the game's shifts in tone. Sound effects hit hard with every sword swing, and support spell feels impactful.
After several hours with Towa and the Guardians of the Sacred Tree, I can safely say it's one of the more memorable roguelites of 2025 so far. It doesn't reinvent the genre, but its focus on forging both swords and bonds gives it a unique identity.
Yes, the dialogue can be too much, and yes, the no-dodge-roll combat takes patience. But when the systems click when you've forged the perfect blade, paired the right Guardians, and pushed deeper into Magatsu's lands than ever before it's hard to put the controller down.