The Mound's Launch Proved Atmosphere Cannot Carry Missing Basics

HorrorGames··5 min read·Alan of Astora

Editor's note, July 29, 2026: this article was originally labeled a review, but Nerdrassil did not record its own review conditions. It has been reframed as an attributed launch analysis. Patch 1.02 has since added blocking and addressed several progression and performance problems discussed below.

Ace Team and Nacon released The Mound: Omen of Cthulhu as a full game rather than Early Access. Its official Steam page describes up to four explorers hunting treasure in a cursed jungle where monstrous creatures alter reality. The ship acts as a hub between contracts, while proximity, noise, and hallucinations make separation from the group dangerous. It is a strong premise because the co-op interface itself becomes unreliable: a familiar teammate may be the jungle lying to you.

A good hook wrapped around a bad launch

The atmosphere is the clearest point of agreement in published coverage. Creative Bloq's review based on a week-long PS5 review period praises the slow, humid dread, memorable creature silhouettes, and hallucinations that make teammates difficult to trust. The comparison with Hunt: Showdown is useful because both games turn sound and separation into risk. The Mound pushes further by making perception itself untrustworthy.

First-person view in The Mound: Omen of Cthulhu of a player drawing a bow beside an ox-drawn cart with hooded companions, deep in a dark misty forest.
The official screenshots sell the expedition dread. Launch coverage agreed on the atmosphere and little else. Image: ACE Team and Nacon

At launch: no jump, no dodge, no block

Launch combat lacked a jump, dodge, or block, leaving melee encounters with very few defensive answers. Patch 1.02, published through the official Steam news hub, has now added a block command and fixes for performance, progression, missing Saints, and absent knives in single-player. That is meaningful progress and makes any present-tense claim that the game has no block incorrect. It also confirms that an important defensive tool arrived after the full release rather than with it.

A Steam review by Chrum, based on 2.4 hours at publication, summarized the distinction between a demanding system and one that withholds a useful response:

Challenging-hard is losing and knowing exactly what you should have done instead. Annoying-hard is losing when there was nothing you could have done at all.

Chrum, Steam user review, July 15, 2026

That's the whole combat loop in one line. Enemies overwhelm you in waves you can't out-position because you have no positioning tools, and tentacle grabs kill outright if you didn't happen to pack the specific item that counters them. I like a punishing game as much as the next person, but punishing has to mean the fight was winnable and I blew it. Strip out every defensive option and hand the monster your health bar instead, and skill stops being the variable. What's left is whether the run generator liked you today.

Nothing you find out there is actually yours

The armor and weapons found during an expedition feed a token and shop-unlock economy rather than returning as persistent gear. That can protect the run-based structure from permanent power inflation, but it also weakens attachment to the exact object that carried a squad home. The newly added block matters for the same reason. Defensive agency is not a cosmetic addition when the game repeatedly places players in close-range combat, and its arrival changes the current evaluation even if it cannot rewrite launch day.

Solo play compounds all of it. You get an AI companion after your first mission, but he's slow, doesn't track fights well, and is sometimes just absent when things go bad. The priest wanders off on his own logic. Multiplayer isn't much smoother on the connective side: there's no room search, no filter, no player ID system, so grouping with a specific friend means both of you refreshing a public lobby list and hoping. Crossplay voice chat reportedly doesn't work reliably across platforms either, with Xbox players able to hear each other fine while PC players in the same group hear nothing.

View across the deck of a wooden sailing ship in The Mound: Omen of Cthulhu, with crew members at work among cannons and rigging as the ship approaches a fog-covered island.
The expedition sails in looking gorgeous. The launch complaints started once players stepped off the boat. Image: ACE Team and Nacon

Six characters, one build

There are four playable characters at launch with two more unlockable, six total, and every single one of them plays identically. No skills, no perks, nothing that makes picking one over another anything but cosmetic. The Deluxe Edition adds two extra characters plus weapon skins, a soundtrack, and an exclusive mission, and those extra characters are, again, cosmetic only: different look and voice, same moveset as everyone else. At least the skin-sharing is generous, letting you hand teammates your starting cosmetics for a run even if they don't own the DLC. It's a nice gesture that doesn't make up for a roster with no mechanical identity. This isn't the first period-set extraction shooter to catch our attention this year either; we've been keeping an eye on HUNGER's Napoleonic take on the genre, and the contrast in ambition versus execution is hard to ignore.

Wishlist it, check back later

Steam reviews split roughly the way you'd expect from a game this rough around a genuinely interesting core. The positive reviews lean on the atmosphere, the proximity voice chat, and the fact that no two runs play out quite the same. The negative ones point at the same list I just walked through: performance, missing basics, gear that doesn't stick, guns that need ammo you can't buy and stop working outright in the rain, which happens constantly. More than one reviewer lands on the same word for the actual problem: price. Full retail cost for a game several people are describing as an early access build in a full release's clothing is the part nobody's willing to let slide.

The setting, sanity system, and dread of not knowing whether the shape near the cart is a teammate or a hallucination are worth building a game around. They also deserve systems sturdy enough to preserve the spell. Ace Team's first updates address real launch complaints, and adding defensive tools may change the combat substantially. That makes a simple scored verdict less useful than following the patch record. Watch uncut play, read the current notes rather than launch-week summaries alone, and judge whether the studio has closed the gap between the horror it imagined and the tools players actually receive.