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Othercide’s sacrifices are its best trick, six years on

Othercide review: Lightbulb Crew's tactics game makes you sacrifice one Daughter to heal another, wrapped in black, white and red. Score: 7.3/10.

By mitch·5 min read
A doll stands guard before a dark forest, ready to face the monsters that threaten it.

Othercide asks you to do something no other tactics game asks: kill one of your own to save another. That is not a story beat. It is the healing system.

Lightbulb Crew built a turn-based tactics game around sacrifice, and the French indie studio shipped it on July 28, 2020 for Windows, PlayStation 4 and Xbox One, with a Nintendo Switch version following on September 10, 2020. Focus Home Interactive published. The game holds a 7.3 out of 10 on the IGDB critic aggregate, drawn from five outlets, and that number feels right: a sharp, strange tactics game whose best idea is also its most punishing.

Trailer, via Focus Entertainment.

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The Daughters and the Dark Corner

Othercide is set in a dimension called the Dark Corner, an esoteric world beyond our reality. You command the Daughters, female warriors described as echoes of the greatest warrior to ever live. They are all that stands between humanity and the Suffering, a nightmarish enemy force trying to shatter reality itself.

The premise is horror, and the game commits to it. This is not a tactics game with a dark coat of paint. The world sits behind the mirror of your own mind, and the enemy is named for what it does to you.

Three Classes, One Timeline

Combat is turn-based, but the turns do not simply alternate. Othercide runs on a dynamic timeline system. Skills can delay an opponent’s turn or push a Daughter’s turn forward. Every action costs action points, and overspend them and the Daughter becomes exhausted, waiting longer before she can act again.

Three classes carry the roster. The Blademaster fights in melee. The Shieldbearer soaks damage with a deep health pool. The Soulslinger works at range as support. Each has unique skills, and the classes are built to chain together into reaction combos. Skills can be customised extensively.

Class Role Weapon or trait
Blademaster Melee damage Wields a melee weapon
Shieldbearer Frontline Has a lot of health
Soulslinger Ranged support Fires from distance

Your playstyle shapes the Daughters themselves. Traits and personalities shift based on how you use them, which means the squad you end up with is partly a record of your own habits.

Sacrifice Is the Only Medicine

Here is the mechanic that defines Othercide. A fallen Daughter cannot simply be patched up. The only way to heal her is to sacrifice another Daughter in exchange.

The survivor does not walk away unchanged. She gains altered traits, which opens further customisation. So the game turns every loss into a decision about what you are willing to spend. You are not managing a health bar. You are managing a roster of people who exist, in part, as fuel for each other.

That is a genuinely new pressure for the genre, and it lands harder than most tactics games manage.

Roguelike Rules and Remembrances

Othercide folds in roguelike elements. Battles play out on small maps. When your squad is wiped, you do not lose your progress. Instead you unlock items called Remembrances.

Remembrances improve combat efficiency and let your Daughters survive longer. They are the game’s answer to the usual roguelike reset, trading a hard wipe for a slow accumulation of advantages across runs.

Release Platform
July 28, 2020 Windows
July 28, 2020 PlayStation 4
July 28, 2020 Xbox One
September 10, 2020 Nintendo Switch

Black, White, and a Touch of Red

Othercide renders its world in black, white and a touch of red. Nothing else. The palette is the whole visual argument, and it does something the genre rarely attempts: it drags players into a new universe rather than a familiar one with different monsters.

The camera sits at a bird’s-eye, isometric angle, which is standard for the genre and the right call here. You need to read the timeline, the board and the enemy positions at once, and an overhead view makes that legible.

Single player only. No multiplayer, no co-op, no live service. The game is a self-contained campaign about a desperate struggle, and it does not pretend otherwise.

Where Othercide Stumbles

The sacrifice system is the best thing in Othercide and also the thing most likely to push players away. Losing a Daughter you have spent hours shaping, then being told the only fix is to destroy another one, is a brutal trade. Some players will find that thrilling. Others will find it exhausting, and the game does not offer a way around it.

The roguelike layer is thinner than it looks. Remembrances soften a wipe, but they do not change how a run plays the way the best roguelikes do. They make you stronger. They do not make you think differently.

And the small maps cut both ways. They keep battles tight and readable, but they limit the tactical space the timeline system deserves. A game this interested in turn order could use more room to stretch.

What holds it together is the commitment. Lightbulb Crew picked a palette, a tone and a central mechanic, and refused to soften any of them. Othercide is not a game that hedges.

What Othercide Gets Right

Othercide earns its 7.3. The timeline combat is smart, the three classes interlock cleanly, and the sacrifice mechanic is the rare design idea that changes how you feel about every unit on the board. The black, white and red art direction gives it an identity no other tactics game has.

The weaknesses are real. The roguelike structure does not carry its weight, and the maps are too small for the systems built on top of them. But the core loop is worth the frustration. This is a tactics game that asks a question most games avoid, then makes you answer it over and over.

7.3 of 10.

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