THE SPIRIT LIFT Review

I double deckbuilding dare you to set foot in the Vexington Hotel.

If you were trying to summon me with a bubbling cauldron of game genres or an indie game incantation, I’m pretty sure the Steam description for THE SPIRIT LIFT has all the ingredients you might need. “A retro horror deckbuilder roguelike set in a haunted hotel in the 1990s” might just be all I’ve ever wanted wrapped up into one gaming experience. This latest release from prettysmart games got its claws in me real quick with an elevator pitch like that.

THE SPIRIT LIFT beacons you into a scenario that nights around a campfire are made of: telling scary stories about a thing that totally really happened because you heard it from a friend of a friend of your cousin. Three teens enter an old abandoned hotel with a dark past and quickly find themselves in over their heads. Ghosts and ghouls lurk in the shadows, around every corner, and the teens must fight their way to the top floor to escape.

THE SPIRIT LIFT in Action

When starting a run, you get to select three teens who will make up your party and contribute their starter cards to your deck. Each teen represents a twist on a classic high school archetype. You have your jocks, your nerds, your cool kids. You first start out with Sako and Tobias, the two jocks, and Quintin the photography geek. Although they’re based on stereotypes, each character also feels fresh, unique and charming. I loved the banter between them, which you see pop up in text bubbles as they wander the haunted halls of the hotel. My favorite moment so far is when Tobias the jock asks “is this the longest we’ve ever hung out before?” to which Indy the gamer replies “we’ve never even talked before.” Just that little relatable high school slice of life that you love to see.

Unexpected early victories

The first surprise that THE SPIRIT LIFT delivered came in the form of a win. Specifically the fact that I won my first run. And my second. This will surely raise eyebrows among staunch roguelite fans, but for folks new to or just dabbling in the genre, just trust me that this is far from typical. Most roguelites build up a big barrier to success right up front, and let players beat their heads against the wall, failing run after run. Eventually players either develop a winning strategy or unlock enough metaprogression buffs and bonuses that they can finally overcome the obstacles.

And before you ask, no, I’m not some kind of strategic deckbuilding genius. I do love these types of games, but I still have plenty to learn and improve on, especially with deck composition. That said, I didn’t really sweat at all throughout my first run of THE SPIRIT LIFT. When choosing between cards or gear to purchase or upgrades to apply, I was able to be pretty successful purely by following my instincts that “this seems cool” or “this effect seems useful,” rather than “this really synergizes with my current strategy.” 

It felt a little breezy and I wasn’t quite sure if I liked that. After beating four out of my first five runs, I started to wonder if I was going to have a reason to keep playing. But I’m glad I didn’t stop there and I hope that you don’t stop reading here.

Too often in deckbuilders I find that any kind of world-building is purely surface-level and the games could easily be reskinned with almost any other theme or aesthetic. In contrast, THE SPIRIT LIFT bakes the world of the game into all aspects of the combat system.

Commit to the (world-building) bit

The thing that got me immediately interested in THE SPIRIT LIFT and the thing that held my attention even when I was feeling uncertain was the thoughtful commitment to its thematic design. From the visual aesthetic to the concept behind each card, gear item and playable character design, it all fits together into one cohesive package. Too often in deckbuilders I find that any kind of world-building is purely surface-level and the games could easily be reskinned with almost any other theme or aesthetic. In contrast, THE SPIRIT LIFT bakes the world of the game into all aspects of the combat system.

Each teen and all of the cards throughout the game are categorized by gameplay style. You have Physical, Spiritual, Tactical and Gifted teens and cards. Of course the jocks are Physical type, the nerds are Tactical, etc. I immediately fell in love with everyone’s starter cards. Everything feels exactly like what these teens would have in their backpack as they enter a mysterious hotel on a whim or a dare. Tobias the athlete can come equipped with a baseball bat, a basketball, and a signed yearbook. Briar the art goth has her palette knife, oil paints and a bundle of sage.

What’s more, every card’s effect is both cleverly designed to parallel what it is and does in the real world while adding clear value to combat. One swipe of the tennis racket deals smash damage to all enemies. Burning the sage gains purity to dispel negative effects from incoming enemy attacks. The compact mirror offers a chance to reflect incoming damage back at the attacker. Every new card I discovered in a run offered this same combination of cohesive world-building and potential value. I rarely came across any card that seemed uninspired or entirely unhelpful.

When metaprogression IS the point

Although I was initially surprised at the relatively low challenge threshold at the start of THE SPIRIT LIFT, I soon found that it still packs plenty of staying power through its compelling metaprogression. I quickly felt extremely invested in unlocking new battle items. Not only are there hundreds of very cleverly designed cards to discover and combine into fun and satisfying strategies, there is also a ton of additional gear (which offer passive buffs and abilities) to unlock, and even narrative-level metaprogress to be made.

From slap bracelets to Tamagotchis, all the way to roller blades, engagement rings and priceless gems, new gear never failed to produce a chuckle and then a “oh damn, this is actually really good.” Even the Vexington Hotel itself has secrets to uncover and mysteries to solve. You’ll find evidence hidden throughout the rooms, accessible by successfully navigating story events. Very quickly I found that winning a run took a backseat to trying to unearth as many secrets and new items as possible.

THE SPIRIT LIFT Trailer

The longer I played, the more I realized I had only seen the tip of the iceberg in THE SPIRIT LIFT, and that diving deeper, unlocking additional strategies and more lore, really feels like the main goal of the game. Often with other roguelites, I find that unlocking the metaprogression has diminishing returns once I’ve found a tried and true strategy. New cards and bonuses start to feel lackluster. But because THE SPIRIT LIFT offers so many viable strategies, every new unlockable feels like a little gift, filled with potential. 

Candidly, I think that many hardcore roguelite fans won’t immediately vibe with THE SPIRIT LIFT, due to its relatively low early game challenge level. I do hope many will keep an open mind and give it a chance, though. This might even make a great first roguelite, and I hope that many new players who are roguelite-curious will check it out.

Overall I think this is an approachable and very clever take on the genre. THE SPIRIT LIFT has the potential to be part of a new vanguard generation of roguelites that are expanding our understanding of the genre. Not all of them have to start with soul crushing defeat that forces the player to relentlessly hone and polish their strategy. There’s plenty of room for some to focus on fun, on exploration, on wonder, and on the thrill of possibility.

Get to the point, girl

Emily’s Score: 7.5/10

Emily was provided with a review key of THE SPIRIT LIFT by Stride PR

About No Small Games

No Small Games is an indie game recap and review podcast brought to you by hosts Kate and Emily! They became friends while streaming on Twitch and bonded over their love of indie video games. In each episode of No Small Games, the two will discuss an indie game they both played independently. They’ll compare their experiences: the good, the bad, their most memorable moments of their playthroughs.

Learn more about the podcast and its hosts on the About page.

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