Away From Home Review - A Beautiful Mirage
I was fully prepared to roast this game for being a broken disaster, but the developer relentlessly patched the bugs, leaving behind a gorgeous rhythm adventure that tragically ends right when you finally get invested.
I have been tracking the development of Away From Home for quite some time. The initial pitch was undeniably strong and tapped into a very specific craving I have for quirky, melancholic roleplaying games. Take the unsettling, surreal atmosphere of classic RPGs, inject a heavily stylized rhythm combat system, and wrap the entire package in some genuinely breathtaking pixel art. It is the exact kind of passion project that makes me root for independent creators.
If you looked at the steam reviews during launch week, you would have seen a bloodbath of players complaining about hard crashes and infinite loops. I fully intended to join that chorus of anger. However, credit must be given where it is due. The developer stepped up, listened to the community, and patched the game with an absolute vengeance. The soft locks are gone. The game no longer crashes when you try to walk through a simple wooden door. The technical foundation is finally solid, which allows the actual game to shine through. Unfortunately, lifting that veil of glitches reveals a completely different, much more frustrating problem entirely.
A Gorgeous World Lacking Context
The absolute strongest aspect of Away From Home is its visual identity. The world is beautifully realized, relying on a painterly pixel art style that makes every single screen look like a carefully crafted diorama. The lighting shifts gracefully across narrow alleyways, and the character sprites animate with a tremendous amount of personality.
The music elevates this aesthetic even further. The soundtrack is a incredible mix of catchy combat tunes and understated, ambient overworld tracks that perfectly capture the feeling of being slightly lost in a strange place. The audio design does a massive amount of heavy lifting to keep you immersed in the weirdness of the setting.
The atmosphere is cheffs kiss, but the actual world building feels entirely absent. You are dropped into this bizarre city with a teleporting companion and absolutely zero context. You wander around talking to anthropomorphic ducks and random humans in the desperate hope that someone will give you a clear objective. I actually enjoy games that refuse to hold my hand, but there is a massive difference between a mysterious narrative and a completely disjointed one. You walk from screen to screen, experiencing completely random encounters that feel entirely disconnected from any central plot. The dialogue is occasionally funny and heartfelt, but it mostly feels like a collection of random thoughts rather than a cohesive, driving story.
Catching the Brutal Rhythm
When you finally stumble into an enemy, the game shifts into its rhythm combat system. The core concept is fantastic. You have charted attack and defend notes that you must hit in sequence to the beat of the music. Chaining together a solid combo allows you to unleash power attacks, and you can weave items into your note streaks to heal yourself or modify the tempo.
In theory, this should feel like a graceful, lethal dance. In practice, it is a frustrating exercise in punishment. The difficulty spike hits you like a brick wall almost immediately after the tutorial. The notes fly at you with blistering speed, and the punishment for missing a beat is severe. Early on, missing a single block essentially results in a brutal combo from the enemy that melts your health bar before you can even react.
I love a good challenge, but the learning curve here feels slightly malicious. If you do happen to die during a fight, the game disrespects your time in the worst possible way. You are forced to replay the entire preceding dialogue sequence just to retry the boss. I spent nearly two solid minutes mashing the confirm button to skip through text I had already read just to get back to a fight that killed me in ten seconds. There is no quick restart option. There is no practice mode to learn the incredibly fast tempos. You just suffer through the text boxes over and over again until your muscle memory finally kicks in.
A Flawed Progression System
Adding to the combat frustration is a progression system that feels entirely half baked. When you level up, you get to choose where to invest your stat points. Your options are health, defense, or attack power.
However, health and defense functionally achieve the exact same goal of keeping you alive longer. Because the combat relies so heavily on clearing enemies quickly before you miss a note and get punished, investing in anything other than raw attack power is a complete waste of time. When a roleplaying game gives you a choice but makes only one option viable, the illusion of choice completely shatters. I would much rather the game just auto level my stats than offer me a meaningless skill tree.
The Ultimate Bait and Switch
All of the combat imbalances and missing context could perhaps be overlooked if the game delivered a profound, sweeping narrative. It does not.
After surviving the brutal rhythm mechanics and wandering aimlessly through the gorgeous pixelated streets, the game just ends. You reach the forest, your characters experience a mildly dramatic event with a weeping man, and the screen fades to black. There are no credits. There is no real resolution. The narrative simply stops dead in its tracks.
The scope of the content here is roughly equivalent to a single opening chapter. You get a tutorial, two mandatory fights, a handful of optional bosses, and then a brick wall. The advertising implies a grand adventure, but the reality is that you are purchasing a two to three hour teaser.
Selling a prologue without the transparency of an Early Access label is a terrible business practice. If a game is unfinished, it needs to be clearly labeled as such on the storefront. I genuinely respect the developer for working overtime to fix the bugs and make the game playable. That shows real passion and dedication to the craft. But demanding a high asking price for a concept that has barely left the prototyping phase is entirely deceptive to the consumer.
Away From Home is a beautiful mirage. The pixel art is incredible, the soundtrack is phenomenal, and the rhythm combat is genuinely engaging once you learn the timing. But the abrupt ending and lack of a complete campaign completely sour the experience. There is a very real core of brilliance buried in here, but you should not have to pay full price for a fraction of a story. Keep your money in your wallet until the rest of the game actually exists.
The Verdict
Away From Home boasts incredible art and a fun combat loop, but selling a three hour unfinished prologue as a full release is a deeply frustrating choice.
Score: 5.5/10 - A gorgeous, beautifully functioning appetizer that leaves you entirely starved for the main course.
We at NLM received a key for this game for free, this however didn't impact our review in any way.