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In Maple Town, your battle party lives next door

EPIC
ENDED ON SEPTEMBER 28

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The voxel art wins people over; the turn-based adventure splits them once the fights drag on and the central mystery shuts its doors without answering everything.

In Maple Town, your battle party lives next door

You don't recruit warriors in armor. You recruit the neighborhood pets, each with its own set of skills, and you march that unlikely squad against whatever the town buried after an accident that sets everything off. Combat is active and turn-based, and Maple Town vanishes under layers of mystery the moment the first monsters show up.

Progress runs through comic books: more than 30 of them to collect, each one triggering a minigame of its own and unlocking skill and stat upgrades. The residents pitch in where they can — finishing a quest or cracking a puzzle opens a new route, or points to another secret — and that is how the town unfolds, one neighbor at a time.

Underneath the supernatural lies a story about family and the nostalgia of growing up in a small town, set in the nineties. Visually it is all voxels: the second title in the 'Voxel Trilogy' that studio Cococucumber has been building arrived on June 19, 2024 — the middle of a larger plan that would only come into focus later.

A father heads into space; a stranger turns up somewhere else

The studio unveiled the sequel in late 2025: Echo Generation 2 follows Jack, the father of the family from the first game, stranded in a strange dimension and setting off on a turn-based adventure among the stars, with more than 100 skills to unlock and new allies to recruit in battle.

Months later, the demo that arrived to play left Jack out. It put you in the shoes of a child with psychic powers trying to break out of a research facility that keeps them trapped in 1987. Turn-based combat picks up a layer of cards — you build the deck and decide how to face each encounter — a take on the formula far removed from what Maple Town already offers.

A single write-up, and it recommends without reservation

The game draws little comment, and on Steam, where it is sold, the players who left something in writing came away recommending it, by and large. The most detailed voice puts in 8 hours in September 2026 and praises, above all, the way in that the game offers: easy to pick up, welcoming to anyone who has never touched the genre, short without being shallow, and interactive from start to finish. It is the kind of write-up that lands if you have never opened a turn-based game — and for that player, the trim running time counts in its favor, not against it.

158 liked itVery Positive11 didn’t

Long fights, an ending that doesn't settle the accounts

Not everyone came away satisfied. One person stopped after 1 hour, in July 2026, and has nothing but praise for the art direction: the atmosphere, in that account, is what carries the game on its own. The trouble sits in combat. A standard attack takes off 8 points of damage, and a boss carries more than 100 health, arithmetic that resolves slowly and wears thin ahead of any real challenge. In that view, the fetch quests pile up as filler, and no final endorsement comes — anyone drawn to the mood can take a look, with no promise of finishing satisfied.

Players who went further had a different complaint. A text in Chinese, from someone who played 9 hours in June 2026, opens by celebrating the same thing: the visual polish and the world-building hold you across the early hours, to the point that the player felt they had finally found the right game. Then repetition weighs in — maps walked again for collectibles, too many enemy encounters, interactions that stop surprising. But the complaint that decides the score is a different one: the closing. For that player, the mystery the town builds over the course of the game ends without tying its own threads, as if the answer had been put off — the feeling of finishing a jigsaw and noticing that the missing piece is the one you most wanted to find.

For players who'll take a sluggish middle in exchange for a beautiful opening

Anyone who has never played turn-based combat and wants a short first experience comes out ahead: pets as allies, a small town to turn upside down, no demand for dozens of hours of commitment. It is good company for an afternoon, not for a season.

Anyone who has run the genre for years and wants brisk fights hits the same complaint as the player who quit early: weak attacks against high-health bosses stretch out what ought to be quick. And anyone who chases a mystery all the way, expecting every loose thread to come back tied, leaves Maple Town with the taste of an unfinished story — the rest, to all appearances, was left to Jack and to the stranger from the other demo, in the sequel the studio has already unveiled, and not in this first chapter.