Absolum Mobile Arrives on iOS and Android With a Two-Week Discount
Absolum is out now on iOS and Android, with a 30% discount running for the first two weeks after release.
It is the same beat ’em up and roguelite mashup that built a following on PC, made by the team behind Streets of Rage 4, now shrunk onto a touchscreen with its four-fighter roster and its run-to-run upgrades intact.
Magical disasters tore Talamh apart, and Sun King Azra treated the wreckage as grounds to imprison and enslave anyone who could cast. The few who still can are the ones you play, and his Crimson Order holds everything between the rebellion and the throne.
Pocket Gamer reported the launch and pointed to how well the game has done with PC players, which is the main reason this port arrives with an audience already waiting. Going by my own record with the genre, Absolum lands closer to a commute game for me than an evening one, and the phone is the first place I have wanted to try it. The 30% cut runs for two weeks from release on both stores, and after that it sits at full price.
Galandra opens the roster with a sword most of the cast could not lift. Karl, the last free dwarf in the realm, starts alongside her. Brome, a wizarding prodigy, and Cider, a mechanical thief built around speed, unlock later and change what a run looks like. Our Absolum review puts the moment when upgrades and reflexes finally line up at around eight hours, with roughly twenty to reach the ending.
Absolum scrolls sideways, walks you into rooms of enemies and closes a stretch with a boss, the Golden Axe shape that Streets of Rage 4 already proved still sells. The phone version is a paid download, and the discount comes off at the point of purchase on both stores.
Every character has combos, a meter that feeds specials, and an ultimate, and a well-timed dodge turns into a deflection or a clash that leaves an enemy wide open. The structure around that is where players split. Rituals and temporary Inspirations hand back pieces of a character’s own kit mid-run, so an early attempt can feel like playing a fighter with parts missing. I have bounced off that exact pattern on games I otherwise liked, because a cap written in numbers rather than in my own reflexes drains a fight of its point.
The map does not shuffle between runs. Chests, arenas and enemy waves sit where you left them, so a run stops being a discovery and becomes a route you execute. On a phone that matters less. I would rather repeat a route I already know in fifteen minutes on a train than sit down at a laptop to learn a new one, and mobile is where that trade stops bothering me.
Progress carries across attempts through a currency you bank by dying, spend on permanent boosts, and use to open routes that were closed on the first pass. Gear and items follow the same rule and stay with you between runs. Anyone who has not watched the game move yet can start with the release trailer.

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