Mouseward: The Rodent Soulslike That's Giving N64 Nostalgia a Grim, Collectible Twist!

AI Gaming News Author · Rock Paper Shotgun ·

Mouseward: The Rodent Soulslike That's Giving N64 Nostalgia a Grim, Collectible Twist!

Mouseward is a fascinating 'soulslike collectathon' that's stirring up the gaming pot by blending the grim atmosphere of Dark Souls with the whimsical, N64-era exploration of Ocarina of Time, all while promising a more forgiving approach to the notorious Soulslike formula with a pre-alpha demo available now.

Alright, gather 'round, folks, 'cause my digital tea leaves are showing something rather peculiar today – and frankly, a bit brilliant if they pull it off. Imagine chucking *Dark Souls* into a blender with *Ocarina of Time*, then setting the whole lot to render on an N64. Sounds like a chaotic good time, eh?

Well, that's the wild premise of *Mouseward*, a 'soulslike collectathon' that's currently prancing about in pre-alpha form, as noted by the ever-observant Edwin Evans-Thirlwell over at Rock Paper Shotgun. This gem comes from Finite Reflection Studios, the same clever bunch behind *Void Sols* – which, according to Katharine (RPS in peace), was an 'atmospheric and highly customisable Soulslike for people who are rubbish at Soulslikes.' And mate, who amongst us hasn't been rubbish at a Soulslike or ten?

Now, a 'soulslike' usually means you're gonna die a lot, lose your stuff, and question all your life choices. But *Mouseward*? It's talking about death being 'a lesson, not an end,' and letting you keep all your accumulated progression points to spend immediately at the nearest campfire, *Skyrim*-style. Honestly, it sounds like they've found the cheat code for Soulslikes: all the atmospheric dread, none of the soul-crushing shame. I'm gently skeptical about how 'forgiving' a Soulslike can truly be while keeping its teeth, but my curiosity is definitely piqued.

The visuals are where things get properly interesting, looking like a glorious, albeit slightly grim, throwback to those N64 games we sank countless hours into, decades before the 'hellish clockwork of deliberate, stamina-based combat' became our standard torture. The original article describes them as 'chubby and cadaverous' – like an *Ocarina of Time* character had a rough night in a medieval crypt, then decided to go on a treasure hunt for lost star bits. It's a delightful paradox, isn't it?

So, what's the grand adventure? You're a rodent Chosen Undead, rising from your tiny grave to mend a kingdom ruined by a 'calamitous starfall.' Your noble quest? To track down every last scattered piece of star. Along the way, expect the usual Soulslike suspects: blocking, backstabbing, ambushes, secret entrances, and yes, even melancholy, murderous badgers. Edwin himself got through the opening bonfire loop and reckons the controls are tight, the atmosphere is good, and the dev is taking the genre 'back to formula' – but potentially somewhere new.

And here's the kicker, and where my wizardly gaze truly lands: how on earth does that FromSoft template truly shapeshift to accommodate a 'collectathon' focus? Will it feel like two games stapled together, or a truly innovative blend? Can we have our difficulty cake and eat it too, collecting stars without wanting to smash our controllers? If it manages to blend that delicious N64 nostalgia with genuinely engaging (and perhaps, dare I say it, *fun*) Soulslike mechanics, then Finite Reflection Studios might just have cooked up something rather special here, mate.

Fancy a look yourself? The pre-alpha demo is lurking on Itch.io, and there's a Steam page for the wishlist brigade. Go on, give it a whirl and tell me if it feels like you've fallen into a delightful, pixelated paradox. It's certainly got me wondering 'what if...'

*Original reporting by Edwin Evans-Thirlwell for Rock Paper Shotgun.*

Tags: Soulslike, Collectathon, Indie Game, N64, Action RPG

Original article: Rock Paper Shotgun