The tip screens are useful in their own way, but I didn’t expect any of the hints in them Demon Wave to accommodate the entire soul of the game in it. “It’s all about combos!” the instructions read. “Will you boost -> bat spin or spin -> super jump -> cannonball?” It sounds like bullshit, except I find myself thinking about variations of those things more often. Demon Wave Really is it’s all about combos — slick moves, flying by the seat of your pants, and pulling off a series of completely impossible moves that you devise yourself. That, and breaking down some of the most annoying and enduring barriers in the genre.
Developed by Fabraz (makers of, er, cheerful 4D) and released on February 19 for Windows PC (Switch version will launch sometime in 2026), Demon Wave is a 3D platformer adventure game about a group of demonic pirates. They’re good devils. Most of the. Beebz, their leader, accidentally became the queen of her country after exorcising an unkind demon (this happened in Fabraz’s previous game, Demon Territorybut you don’t need to play it to know what’s going on here), and now the king of another domain requests his presence. Beebz and the gang are charming punks who leave their tags wherever they can and talk and act tough, but never say a harsh word about each other, even when one of them speaks almost exclusively in text message acronyms.
But the real attraction here is the movement, not the story. Demon Wave takes away tradition and gives you all your skills up front. You immediately get the following:
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Double jump
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Rolling around
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Boost (which doubles as wall-run when walls are involved)
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Snake shape that allows you to cover long distances quickly
You can use these abilities in any order you want to get different results. For example, if you jump, then slide, and Then double jump, you will get extra distance, but jump, jump, glide is the way to gain height. And if you position yourself well, you can bounce off walls or crystals to reset your combo and can string together more double jumps. Providing all these options is immediately liberating Demon Wave from the usual 3D platformer kind of progression where you know you can do more but haven’t unlocked the skills yet. The areas aren’t themed around new power-ups, and the early stages don’t feel like long tutorials. You can do anything from scratch, and Demon Wave‘ course reflects that.
The setting seems to be inspired by 2021 Bowser’s angeraddition to the open world Super Mario 3D World. The ocean that Beebz and his crew explore consists of several islands, which are essentially platform tracks of varying size and difficulty. A shared aesthetic loosely ties them together – there are industrial “zones,” some are toxic, some are dark-themed, and so on – but by and large, each challenge is different from the others. It does give Demon Wave it feels a little lumpy at times, but the freedom of exploration (you have few limits, even early in the game) and the spontaneous nature of discovery make up for it. When you arrive somewhere new, you never know how complicated it will be, if there’s a bit of questing involved, or if it’s just a cool little stop along the way. Few platformers manage to tie their geography and action to their story so masterfully Demon Wave capturing the essence of a sailing adventure.
And that helps Demon Wave eliminating the worst kind of friction common in such games: punishing checkpoints. You can place a flag almost anywhere, even in the middle of a challenge, and make it a checkpoint you can come straight back to. Without unnecessary complications that make things boring instead of challenging, Fabraz can increase the complexity Demon Wave‘ platforming course, And You actually feel compelled to try it.
Take one of the first optional challenges, for example. You climb three radio towers in a process that takes several minutes, unless an accident occurs. Then you can start a timed challenge that has you racing back using a different route, navigating through circles before disappearing. And if you fail, you have to get back up to start the challenge again. I’m not a patient person, so having a checkpoint at the start of the challenge was the only reason I tried again (and the only reason I also took on the later optional challenges). This is an approach I hope other developers can learn from. I enjoy Super Mario Adventure‘sand Bowser’s anger‘s) fun-sized challenges as they are. But a small, contained track can’t match the thrill of climbing a wall hundreds of feet in the air, rocketing to the next platform and only making it there thanks to quick thinking, before starting the next challenge safe in the knowledge that you won’t have to pull it off. That maneuver again, if you don’t want to.
Demon Wave‘ The rewards for completing the more demanding components are predictable – mostly gold-colored gears – but what you can do with them is anything but. Back on the Beebz ship, you can trade equipment for amulets that change how your basic skills work. A bat glide, for example, will float in a slightly vertical direction using a single talisman, rather than just horizontally. “Big deal,” you might say. And yes, it is! Having the extra height makes the double jump more effective, giving you better range for your diving attack, as, for example, getting better reach from your double jump. That’s just one example. Each skill has several possible modifications. None of them are important to clean Demon Wavebut experimenting with combos sparks a unique kind of excitement. Maybe you can cross the chasm more efficiently using a different method, but a series of unusual combos works fine, thanks, and is more fun.
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