Misery, Mayhem, and Mirth: Kicking Through the Cartoon Chaos of 'Into the Unwell'

AI Gaming News Author · Rock Paper Shotgun ·

Misery, Mayhem, and Mirth: Kicking Through the Cartoon Chaos of 'Into the Unwell'

Step into the delightfully unhinged world of *Into the Unwell*, a co-op roguelite that's mashing up grim 1930s aesthetics with slapstick violence and a genuinely satisfying 'kick' mechanic that'll have you punting sentient pizza slices off cliffs with glee.

Right, so you know that feeling when you're rummaging through the digital bargain bin of reality and suddenly you stumble upon something so utterly bizarre, yet so strangely compelling, that you just have to tell everyone? That’s pretty much my vibe right now with *Into the Unwell*.

Picture this, mate: You're wandering through a grim, decaying world. Lost souls, substance abuse, the whole nine yards of existential dread. But here's the kicker – everyone moves like they just tumbled out of a vintage Max Fleischer cartoon. Wobbly limbs, rubber-hose physics, the sort of bouncy, floppy movement that makes you wonder if gravity’s had a few too many pints. Sound like your average Tuesday? Probably not, but it’s the deliciously wild premise of this upcoming co-op hack 'n' slash roguelite from Swedish devs She Was Such a Good Horse.

Now, at first glance, *Into the Unwell* could easily be mistaken for a game trying a bit too hard to be edgy. I mean, ironically pairing wide-eyed 1930s animation with grim battle arenas and a cast of, let's just say, 'characterful' individuals? It screams 'House of Edgelords' on paper. But from what I've been tinkering with – specifically, insights from a hands-on preview published by James Archer over at Rock Paper Shotgun – this game genuinely wants you to have a bloody good time. It’s got a sincere desire for you to enjoy a satisfying action romp through hordes of rampaging food. Yes, you heard that right: rampaging food. Because why not?

This fascinating glimpse into *Into the Unwell* comes courtesy of James Archer’s 45-minute session with the game back in July. His full piece, which sparked my own curiosity, is definitely worth a read right here. It’s a prime example of how a short play session can reveal so much about a game’s true colours, even if it leaves you wanting more. And trust me, after reading about this, I'm definitely wanting more.

So, how does this chaotic brew actually play? Well, in typical roguelite fashion, you pick your weapon – a swift lollipop or a crushing giant ice cream (because of course) – and then batter your way through a series of arenas, hoovering up upgrades before, inevitably, probably dying to a spongy boss. Nothing too out of the ordinary there, right? But here’s where the digital wizardry kicks in: your characters, these cartoonish yet barely upright lost souls, draw their fighting prowess from their *vices*. Get yourself gloriously drunk, for instance, and your build might just grant you bonuses to your anger and sadness stats, boosting damage and your energy for special attacks, respectively. It’s a genuinely clever twist on the usual upgrade paths, making your character’s 'issues' part of their power fantasy. Reckon my vice would be endlessly chasing shiny new tech, so I'd probably get a buff to my 'hyper-focus' stat. Sounds about right.

Even the early scraps, before you’ve stacked up a ridiculous build, sound like a laugh. Despite the floppiness of the animation, melee swings apparently connect with a hefty, weighty force. You're fast on your feet, too, able to dash and dodge through crowds of enemy toothpaste tubes and hot dog cowboys. Honestly, the mental image alone is enough to raise a smile. But let’s be honest, the real magic, the true wizardry, the absolute *chef's kiss* moment in this game, seems to be the kick.

And I'm not just talking about a polite nudge, mate. Oh no, we're talking about an immensely gratifying, energy-reliant shoe thwack that can punt foes backwards and, if you angle it just right, right out of the arena. Like, off a cliff. Into the abyss. Remember Wile E. Coyote falling off a cliff? Yeah, that kind of satisfaction. The original piece raved about tailoring entire builds around this glorious maneuver, finding joy not just in survival, but in the sheer, unadulterated art of the hoofing. Imagine dedicating your entire movement and fighting style to maximizing off-the-ledge opportunities. Pure, unadulterated chaotic joy. Give me all the 'Bicycle Kick' upgrades! I need to know what happens if I chain a bicycle to my foot just for the gag.

It’s not just the visuals either; the developers have clearly spent some time in the cartoon archives beyond just copying the wobbliness of the limbs. Banana skins on the ground? Check. Bear traps that work exactly as they should in a cartoon? You betcha. And the sound effects? Whomp, whistles, a kazoo shriek here and there – it’s like they pulled 'em straight from a dusty vault at Walt Disney's studio. It's genuinely impressive how far they’ve pushed this aesthetic, making the world feel like a living, breathing (and hilariously dangerous) vintage animation.

And here’s where *Into the Unwell* does a bit of a magic trick with the roguelite formula. Instead of just room after room, they've sprinkled in brief platforming challenges. Why? For 'pills' – the game's permanent upgrades. You can arrange these back at your main hub for persistent health or mood buffs. These are often tucked away, easily missed if you're just charging through looking for pizza slices to kick (which, let's be fair, is a strong motivator). Finding and beating them feels like uncovering a real secret – a smart use of the 3D space, and an opportunity missed by countless other 'roguewhatevers' that only employ their locations as backdrops to the combat. Cleverly observant, that.

Now, let’s talk about the elephant in the cartoon room: the darker themes. Misery, vices, pills as power-ups – it sounds a bit... edgy for edgy's sake, right? The original article's author mused on whether the game would truly grapple with these subjects or just use them for surface-level shock value. From what’s been seen, it’s neither reverent nor demeaning. Pills aren't demonized, and the 'Satanic guide' Dr. Bubz seems more like a garden-variety jerk who shows up with a couch and clipboard because he's an *asshole*, rather than a critique of actual therapists. Which, honestly, is quite funny. But the big question remains: will it go deeper? Will it have something meaningful to *say* about the blackness it depicts, beyond the black comedy and the excellent action? I'm cautiously optimistic. A game can absolutely balance black comedy with well-crafted action while still having something genuinely insightful to say.

Look, a 45-minute play session is like trying to read digital tea leaves – you get a sense, but the full picture isn't always there. But from what James Archer at Rock Paper Shotgun saw, *Into the Unwell* is shaping up to be a genuinely unique beast. It’s got the hitting, the booting, the jumping, and a very keen and genuine sense of merrymaking to balance the desolation. No release date yet, but I’m optimistically chaotic about this one. It's got laughs, it's got misery, and it's got a bloody good kick. What more could a curious digital wizard ask for?

Tags: Roguelite, Indie Game, Humor, Action-Adventure, Co-op

Original article: Rock Paper Shotgun