This morning, I stumbled upon an indie game EthrA while scrolling through videos. After checking it out on Steam, I found it’s a pixel art, third person RPG developed by StoneLab Games.
I’m a big fan of AAA titles, but I also have a soft spot for well crafted indie games like this one.
There’s no official release date yet, but you can already add it to your wishlist on Steam.
Next, let’s learn more about the game through the official videos released by the developers.
Note: Since there’s no playable demo available yet, all the information is based on the developer’s videos and my own speculation.
First, I’ll quote the developer’s brief introduction to the game:
“EthrA is an RPG/Adventure and open-world game that revolves around the misadventures of two characters: Bob and Veil. Both will explore the land of EthrA and uncover a thousand-year-old lie the world already forgot about.”
So it’s an open world RPG awesome! It’s not yet clear whether the map consists of pre-designed, fixed areas or uses an infinitely generated system like Minecraft.
Either way, players will at least be able to freely control their characters and explore the world.
The game uses a pixel art style, blending 2D pixel graphics into a 3D environment for a nostalgic yet modern visual experience.
Game HUD and Combat System

© 2026 StoneLab Games
Used for editorial and informational purposes only.
A simple and intuitive status bar that includes the player’s avatar, health (green), stamina (yellow), as well as the pet’s health and a purple meter though it’s still unclear whether the purple bar represents the pet’s mana or stamina.
However, from the video, we can see that both the stamina and the purple meter regenerate automatically over time.

© 2026 StoneLab Games
In the bottom-right corner of the screen, you can see the item quickbar.
It’s currently unclear whether these items are fixed or if players can customize them.

From the control interface, you can see that each controller button corresponds to four different actions, each represented by its own icon.
I won’t speculate, feel free to guess what each button does based on the icons.
Enemies have an exclamation mark above their heads as a warning indicator: when they detect the player, the background of the exclamation mark gradually turns red.
This design reminds me of similar mechanics used in many Ubisoft games, which also provide players with an early warning.

Actual combat isn’t easy at all.
As shown in the gameplay footage, you absolutely can’t just stand still and trade blows with enemies. you need to keep dodging and look for the right moment to strike back.
Once enemies spot you, they attack very frequently, which significantly raises the challenge, but that’s exactly what makes the combat engaging.
Backpack and Inventory

The game uses a classic menu-based inventory system with a clean and intuitive layout. On the left is a category navigation panel, including Weapons, Armor, Materials, Consumables, Misc, and Key Items making it easy to quickly find and manage your gear.
The right side displays your currently equipped items and inventory list. For example, the “WolfArmor” set can be equipped piece by piece, while items like the “Iron Helmet” remain in storage as backups.
In the bottom-right corner is a Quick Items bar, letting you assign frequently used tools or consumables for instant access during combat or exploration.
Overall, the design prioritizes functionality and smooth usability a hallmark of inventory systems in action-adventure games.
Fishing
The fishing system feels familiar somewhat like Minecraft but with key differences.
When casting, a green meter appears, likely indicating how hard you throw the line. After the bait lands, fish will nibble a few times before fully biting, and you need to reel in right as they take the bait.

The real challenge comes during reeling: the screen shows a series of quick-time prompts, and you must press the correct buttons in time.
It usually takes several successful inputs to finally land the fish, mimicking the tension of real fishing.
It’s not a simple or passive minigame, you need to be fully involved throughout.
Trading Post

There are trading posts like this scattered in the wild.
Judging from the dialogue, players can trade various collectibles and treasures they’ve gathered during their adventures.

The game features a day night cycle, and there’s even a bed inside the trading post, but it’s unclear whether it can be used to skip night time directly or if it’s just for decoration.
Character Customization
Given the game’s long development cycle, it’s unclear whether the character customization system is still in use.

That said, the equipment system overall works really well, armor and weapons equipped by the player are visually reflected on the character in real time.

In addition to what’s been mentioned above, the game also lets you chop down trees though it’s not clear yet whether the wood is meant for gathering resources, crafting materials, or construction, as this aspect hasn’t been shown in any gameplay footage.
Earlier development videos also mentioned that players receive a large, fully usable house right after spawning similar to the little estate you get after finishing The Witcher 4. I think this is a great feature, especially for an open world RPG: having a dedicated space to store all your collected items is practically essential.
Final Thoughts
Judging by the date of the developer’s first video, it’s already been seven years likely the work of a solo creator or a small team.
That’s completely understandable. Developing a game like this takes immense time and effort, especially given the sheer scope of an open world.
Looking at the timeline of released videos, it’s clear the game has been steadily refined over the years.
It’s now live on Steam and available to add to your wishlist.
As a player myself, I’ve always loved indie open world games—most of the titles in my library fall into this category.
That’s why I’m genuinely excited to see what the finished game will look like.
Disclaimer: This article is based on the developer’s logs. The final version of the game is subject to the official release.