Eriksholm: The Dream That Was Taken - An Analysis

Eriksholm: The Stolen Dream – An In-Depth Review

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Overview of Eriksholm: The Stolen Dream

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Eriksholm: The Stolen Dream is an intriguing game that, while simple in its structure, aims to deliver an immersive isometric stealth experience that intertwines narrative depth, historical ambiance, and strategic gameplay. Developed by the Swedish studio River End Games, a small team of industry veterans led by artistic director Anders Hejdenberg, and published by Nordcurrent Labs, this title marks the studio's first major project and showcases an impressive debut. Released on July 15, 2025, the game establishes a narrative framework that, despite its contained nature, unfolds into epic proportions as the story progresses.

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Setting and Storyline

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Set in the fictional city of Eriksholm, characterized by early 20th-century Nordic architecture, the game follows the journey of Hanna, the protagonist. The central plot revolves around the mysterious disappearance of her brother, Herman, and the ensuing police pursuit that not only drives the main narrative but also unveils a city in turmoil. Here, larger forces influence both individual and collective destinies. Hanna's quest becomes entangled in a grand conspiracy, with the fate of the entire city hanging in the balance. Amid melancholic landscapes, caves, and dilapidated neighborhoods, the game hints at hidden agendas behind her brother's vanishing, creating a narrative that thickens as players progress. The influence of Studio Ghibli's Kiki’s Delivery Service is evident, not just in the visual charm of Eriksholm but also in its endeavor to evoke a sense of coziness and safety, or “mys,” amidst peril.

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Gameplay Mechanics and Exploration

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Players are invited to guide Hanna through the narrow streets, shadowy alleys, and crumbling districts of Eriksholm, where every shadow serves as a hiding spot and each corner harbors new dangers. The isometric camera perspective allows for a comprehensive view of the surroundings, encouraging careful planning and observation. Players are rewarded for keenly studying guard patrol patterns and the sounds that disrupt the guards’ routines. The art direction is remarkable, with visually stunning and functional environments that are integral to the tactical puzzles each level presents. The sensation of navigating through a vivid diorama is enhanced by excellent lighting and sound design, with Rosie Day's voice acting bringing Hanna to life, infusing the character with sarcasm and tension, especially in quieter moments.

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While the marketing campaign highlighted impressive cutscenes created using Unreal Engine 5 and MetaHuman technology, which indeed evoke a Hollywood aesthetic, much of the gameplay unfolds from a tactical perspective with a distant camera angle. The visual coherence and stylistic sophistication are particularly evident in the composition of environments, and the game runs smoothly even on modest hardware. Although the cutscenes are limited in number, they maintain a satisfying quality, featuring precise direction and honest visual impact, even if they don’t reach the levels of a game like Death Stranding 2.

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Narrative Pacing and Character Development

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However, the promise of a more engaging “narrative adventure,” as suggested by both the official description and the strength of these cutscenes, falls short in the pacing during the first half of the game. Despite a strong opening filled with heavy atmospheres and subtle intrigue, the narrative progression suffers from an excessive slow burn in the initial chapters. For about half of the eight acts, the plot drags on, and characters, particularly Hanna, find themselves constrained to a limited set of actions. This can frustrate players accustomed to a quicker escalation of complexity or tension in gameplay. The retention of critical gameplay elements for too long diminishes the impact of entire sections, although the pacing significantly improves towards the end when new characters are introduced and narrative pieces finally fall into place.

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The gradual introduction of companions Alva and Sebastian injects a new tempo into the gameplay, allowing players to switch between characters with distinct skills and abilities. This transformation shifts Eriksholm from a linear stealth game to something akin to real-time tactical games such as Desperados or Shadow Tactics. The comparison to Commandos lies in the puzzle-like nature of the maps, the limitations of abilities, and the rigidity of routes, making each stage a meticulously designed puzzle. Within this framework, the game holds its ground. Traditional combat is absent; failure means restarting. Guards' detection, which even reacts to the fall of their companions, leads to an immediate game over. Eriksholm does not tolerate improvisation, instead building its experience on complete control over rhythm and possibilities.

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Challenges and Limitations

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This strict control may deter those expecting freedom or improvisation, and this could arguably be the most significant flaw of Eriksholm. The paths are singular, solutions are closed, and the AI of enemies, while functional, sometimes operates with an overly predictable logic. Nevertheless, this predictability allows designers to orchestrate well-crafted narrative and strategic moments. There is a notable attention to detail in the construction of spaces, including subterranean sections like mines, which lend the game a darker atmosphere reminiscent of titles like Little Nightmares.

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Despite its linearity, Eriksholm: The Stolen Dream is generous with checkpoints and provides a player-friendly structure for revisiting previous chapters. This feature allows players to collect documents, observe new dialogues, or explore at a leisurely pace. However, the checkpoint system significantly undermines the overall experience. Players can make numerous mistakes without real consequences, as progress is automatically saved after minor advancements, even after just a few seconds of movement. This constant saving and reloading diminishes the repercussions of stealth failures. Consequently, the learning curve relies heavily on immediate repetition, leading to careless execution of actions, as players may adopt a "try and see what happens" approach.

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Another major issue arises in how enemies react upon encountering Hanna or her allies. They charge toward the characters in a clumsy manner, never actually catching up or causing any impact. There is no immobilization, capture, or surrender mechanic, leaving encounters devoid of the tension they should evoke. Finally, the initial puzzles leave much to be desired, especially those involving machinery to move containers. The game’s physics can be inconsistent, causing boxes to settle in unpredictable positions, which compromises puzzle logic and leads to persistent frustration.

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Conclusion

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With an average campaign length ranging from 10 to 15 hours, depending on exploration pace, Eriksholm may not achieve the commercial impact of other standout indie titles of 2025, such as Clair Obscur. However, in terms of world-building, polish, and aesthetic sophistication, it holds its own against any competitor this season. This debut work from River End Games, led by industry veterans like Anders Hejdenberg, serves as a reminder that small studios can still deliver refined, authorial, and memorable experiences, especially when they embrace their limitations with intelligence and sensitivity. While the game is far from perfect, it certainly merits a look.

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