Pyre gameplay
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#107Sports RPG · 2020 · Supergiant

Pyre

You lead a group of exiles through three-on-three magical sporting matches, moving pieces around a small field to score points while blocking your opponents. Whether you win or lose a match, the story simply continues in a different direction rather than ending in failure. Choices about who stays with you and who returns home shape a personal, quieter kind of story than most games in this genre.

Gameplay video

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Screenshots & review notes

Pyre screenshot 1: The verdict

The verdict

The least talked-about Supergiant game deserves more attention, taking real risks with its structure by refusing to let losing feel like failure. A quietly bold design choice.

Pyre screenshot 2: The mechanics

The mechanics

The three-on-three rites play like a stylized sports minigame, simple to learn but layered enough to stay engaging across dozens of matches. It's an unusual hook that mostly works.

Pyre screenshot 3: Presentation

Presentation

Visually it's every bit as painterly and atmospheric as its stablemates, with a soundtrack that leans folk rather than synth. The mood is warmer, more communal.

Pyre screenshot 4: Staying power

Staying power

The emotional weight of choosing who to free hits harder the more attached you get to your exiles. A great pick for anyone tired of typical RPG stakes.

Frames captured from the gameplay video above; notes are our own take on the game.

What it's like to play

You lead a group of exiled travelers across a fantasy wilderness in a visual novel style journey, reading dialogue and making choices between destinations, and periodically your party competes in a three on three sport called a rite instead of fighting a traditional battle. In a rite you control one character at a time, running, passing an orb between teammates, and using short dashes to knock opposing players out of the way, all while trying to carry the orb into the enemy team's flame before they do the same to yours. Switching between your three active characters and timing dashes is the entire mechanical core, so it stays approachable even without heavy dexterity demands.

Your goal is to win enough rites to eventually free your exiled companions and send them back to civilization, but the story's clever twist is that losing a rite does not end your game, it just sends the story down a different path, sometimes freeing a rival instead. Each character you eventually free leaves your party for good, which makes both winning and losing feel meaningful rather than like a simple pass or fail. A full campaign takes around fifteen hours, mixing match segments with much longer stretches of reading and decision making.

The sport itself is simple enough that some players may find it repetitive by the later chapters, and the amount of reading between matches will not appeal to anyone hoping for constant action. The way it treats losing as just another story beat rather than a failure state is unusual and worth experiencing on its own. It is best suited to people who enjoy narrative-driven games and do not mind a light, unusual sports minigame carrying the plot forward.