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Roguelike Comfort Food, Two Years On

Shiren the Wanderer: The Mystery Dungeon of Serpentcoil Island review — a roguelike about losing everything, with Benemoth Gates, i-Dash, and a bold ending.

By mitch·6 min read
A small adventurer stands before a descending stone staircase leading into a shadowy dungeon.

Shiren the Wanderer: The Mystery Dungeon of Serpentcoil Island is a game about losing everything, and it makes that loss feel like the point. Spike Chunsoft’s sixth main entry in the Shiren series sends the wandering ronin and his talking ferret, Koppa, to a distant isle of pirates and monsters. You will die there. You will lose your gear. You will go back in.

The setup is pure Shiren. A vision of a captive girl pulls the duo toward Serpentcoil Island, a place rumored to hold the lost stronghold of treasure-hoarding pirates. Adventurers and warriors have flocked from all over the realm for a shot at the gold. A powerful monster at the island’s highest peak is said to hold an exquisite treasure in its belly. Shiren and Koppa rush in, and like everyone before them, they get soundly defeated.

That defeat is the story’s engine, not its setback. Undeterred, the two vow to challenge the monster again. The game is set between Shiren the Wanderer GB: Monster of Moonlight Village and Shiren the Wanderer 4: The Eye of God and the Devil’s Navel, a few months after the pair left Tsukikage Village. The placement matters less than the tone: this is a side story that knows exactly what it is.

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Trailer, via Nintendo 公式チャンネル.

Serpentcoil Island and the Treasure in the Monster’s Belly

The island is the best character in the game. It is one of the small islands in the Inland sea, and it carries the weight of everyone who came before Shiren. Pirates and ninja are scattered across it, and their conflicts with each other spill into your path. The mystery girl from the vision is tied to the monster Jakaku and whatever is actually buried on this rock.

The game is patient about that mystery. You travel the mainland first, through a drought caused by Kokatsu, helping citizens deal with the crisis. Suzuna, the innkeeper of Uzumaki-Ya, supports the team throughout, letting them rest at the inn or train in the dojo behind it. Asuka, a recurring side character in the series, joins the adventure to reunite with her allies on the island. Koppa does not remember meeting her before, despite the fact that they did.

That gap in Koppa’s memory is a small, sharp detail. It is the kind of thing Shiren games do well: a throwaway line that makes the world feel older than the player’s save file.

Benemoth Gates and the Return of i-Dash

The dungeons are randomized, and the monsters are unforgiving. If Shiren collapses during exploration, all the gear and experience he has accumulated is lost. That rule is the whole game.

Spike Chunsoft pulled content from the earlier games rather than the latest ones. Little to no material from Shiren the Wanderer 4: The Eye of God and the Devil’s Navel or Shiren the Wanderer: The Tower of Fortune and the Dice of Fate was recycled, including the Day and Night system. The i-Dash from Shiren the Wanderer 2: Shiren’s Castle and the Oni Invasion returns, tweaked and renamed. Benemoth Gates occasionally spawn giant versions of common monsters. Those Benemoth are invincible to your attacks because of their barrier, and the source notes they come with advantages and inconveniences for the player.

The iconic Mamel is back. New monsters join it. The UI got an overhaul, now showing inventory capacity and two semi-transparent dialogue boxes: the Adventure Log in the bottom right, the Notebook in the bottom left. The Notebook logs new findings in a dungeon, such as discovering a new monster or item. It is a small addition that makes a long run feel like it is building toward something, even when the run ends in a wipe.

Two Kinds of Live Display

The Live Display UI returns from the 2020 release of The Tower of Fortune and the Dice of Fate, now with two types for players livestreaming the game: a compact type focused on gameplay and a detailed type. A third type arrived in a later update, mixing the two.

The game also features multiplayer content outside of rescuing defeated players in dungeons. That rescue system turns one player’s collapse into another player’s mission, and a successful rescue into a second chance.

What Happens at the Top of Mount Jatou

The endgame is where Serpentcoil Island takes its biggest swing. Shiren and Koppa face Jakaku and its army of monsters at the top of Mount Jatou. When they win, the island begins to float. Water and a portion of the pirates’ hidden treasure release toward the mainland.

That is not a resolution. It is a promise, and the game is confident enough to leave it hanging. The sixth main entry arrived over 13 years after the last mainline title in Japan, The Tower of Fortune and the Dice of Fate, and 8 years in the west.

What the Series Did Before This One

The mainline entries, in the order they arrived:

  1. Shiren the Wanderer GB: Monster of Moonlight Village — the origin point, and the game this one sits directly after in the timeline.
  2. Shiren the Wanderer 2: Shiren’s Castle and the Oni Invasion — the game that introduced i-Dash.
  3. Shiren the Wanderer 4: The Eye of God and the Devil’s Navel — the entry whose systems this game deliberately left behind.
  4. Shiren the Wanderer: The Tower of Fortune and the Dice of Fate — the last mainline title before this one, and the source of the Live Display.
  5. Shiren the Wanderer: The Mystery Dungeon of Serpentcoil Island — the sixth main entry.

A Warning Before You Rush In

All the gear and experience Shiren accumulates will be lost if he collapses during exploration, so beware of rushing in unprepared!

That warning is the review. Shiren the Wanderer: The Mystery Dungeon of Serpentcoil Island is a game about preparation, and it punishes the player who ignores it. The Benemoth Gates are the clearest expression of that idea: a monster you cannot kill, only avoid. The i-Dash is the reward for learning the map. The Notebook is the receipt for every risk that paid off.

The weak point is the story’s ending. Ejecting the heroes with a fireball is a bold choice, and it leaves the mystery of the island’s origins unfinished in a way that will frustrate players who want closure from a 2024 release.

Everything under that ending is strong. The drought on the mainland, the pirates and ninja fighting their own war while Shiren chases a dream, Suzuna’s inn and dojo as the only safe ground — it all coheres. The game takes the series back to its earlier systems on purpose, and the result is a leaner Shiren that trusts its own rules.

For a series that spent more than a decade between mainline entries, that is the right bet. Serpentcoil Island hands the player a map, a Notebook, and a warning. Then it kills you and takes your stuff.

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