Honor Quest

"When we demand for more linear games, we don't mean having waves of enemies on straight hallways."

- Some YouTuber

Honor Quest is an action role-playing game developed by Courageous Soft with the Unity engine and released on October 20, 2024. It was proclaimed to be an indie-style spiritual successor & homage to Monster Hunter. After a disastrous launch, it was then delisted on April 10, 2025, after 6 months after launch and nearly three years of development, with Courageous Soft filing for bankruptcy after millions in debt.

Gameplay
The game plays more like typical action RPGs like Diablo, with a 3D style perspective similarly to Monster Hunter. As usual, pressing Square is the primary melee attack while Triangle is the secondary melee attack.

Enemies/bosses have lifebars over them, indicating how much health they have left.

Loot is indicated in the following rarites; white for common, green for rare, purple for epic, gold for legendary, and rainbow for Mythical. They can also be enchanted through gems as well.

Why It's Dishonorable

 * 1) While its trying to capitalize on being an indie-style spiritual successor to Monster Hunter, it fails to innovate by making most of the early game missions straight hallways where you just take on waves of enemies. Instead of crafting, it relies on the looter-slasher style of having the monsters drop treasure chests that have "Legendary" (Gold) to "Mythic" (Rainbow) gear.
 * 2) Unbalanced weapons. While the game innovates by having magic weapons as Monster Hunter doesn't even have much in terms of mage-style builds/weapons, the game makes it so that the magic weapons do even more ranged damage. Even worse, enemies are programmed to do more damage at melee than at ranged, making the game essentially force you to use ranged weapons and punishes you for not using them. In fact, this game does not have elements and utilizes the cookie cutter "physical/magical" damage separation. In fact, a majority of the bosses/monsters do not have any magical damage resistance, rendering the other weapons; the Great Sword, the Long Sword, and Sword and Shield worthless with the exception of one Mythic-rarity weapon (see below).
 * 3) Enemies do not receive any knockback and barely react to your attacks. On top of that, your character also does not receive any feedback from taking damage, even on heavier ones. In fact, some attacks like the Dragon's Fire Breath can hit you for 100+ times, killing you instantly regardless of how much health you have left because there is no hit reaction. In fact, a streamer even showed that the Dragon's Fire Breath hits for an infinite number of hits, because the developer forgot to put any hit detection delay on the Fire Breath attack, which even if the Fire Breath does only 1 hit thanks to defense, it ends up instant-killing you because of how many hits it registers per second. Sound familiar? (Zelda CD-I/Yaris)
 * 4) Very short length. Unlike Monster Hunter which utilizes quests with objectives on non-linear maps, it uses a linear stage selection structure similarly to Babylon's Fall in the sense that each stage consists of waves of enemies followed by a boss fight each set in a different setting. In fact, a few of these stages are just one boss fight. There are a total of 17 stages and their average length ranges from 5-6 minutes (on the four boss-only stages) to 10-15 minutes on the normal stages. In fact, one YouTuber even stated that the it took him just three hours to beat the game start to finish, as within 1 hour of the game, he was already on Chapter 8. He even said that with this kind of structure, unlike Devil May Cry and Bayonetta, which both utilize this structure, this game makes it so that there is no real reason to play the stages again aside from farming an extremely rare weapon from one of the boss-only stages. Said weapon, the Infinity Blade (reference to the game), has a 100% maximize (the stat that lessens the gap between the lowest damage denominator and the highest, similar to what Monster Hunter has with the Affinity system) and 25% critical chance buff, making it the most broken Greatsword in the game, and its farmed from the first boss-only stage, or the fifth Chapter.
 * 5) *In addition, instead of an endgame campaign/2nd campaign for after the storyline, the game pads it out with two additional loops; "Hard", and "Hell", each requiring you to beat the game to unlock Hard, and to unlock Hell you need to beat the game on Hard. Also, there isn't any story and the enemy placement is basically the same, but with higher stats and different equipment drops. In fact, a datamine of the game suggests that this game uses a "multiplier" code for enemies/bosses in Hard/Hell, with enemies getting 2x the health/attack in Hard, and 4x in Hell.
 * 6) *On top of that, unlike Monster Hunter and more similarly to Babylon's Fall, the game combines both the single player storyline and designs it optimal for 4-player co-op. Not only does the game look very redundant to replay the same stages over and over and fighting against the same waves of enemies, it also makes the game feel like a typical mobile RPG than a proper console game. Plus, the game consists of 75% waves of enemies on straight hallways and 25% being bosses. There are only five generic enemies (ignoring palette swaps) and six bosses (excluding the final boss) in the game.
 * 7) The story is an idiot plot where the Hero Man causes several unlikable decisions that leads to the Villain stealing the Artifact and each chapter is just him chasing the Villain from area to area on a straight line.
 * 8) The enemies in the game aren't any better. There are three types of wolves, blue wolves, yellow wolves, and red wolves, which are just palette swaps of each other. Aside from their own unique attack, all of them do the same thing. They only four other enemies are goblins, skeletons, orc knights, and five palette swapped ghosts that have their own attacks.
 * 9) The graphics in this game feel outdated at best. Often times, for an indie game, it feels like a Xbox 360 game. Allegedly, the devs decided to utilize Xbox 360 standard graphics and have the game run on 60fps on all platforms. Still, given this game had a Nintendo Switch port, though. In terms of co-op, it even reuses the outdated 4-player corner UI that bad games like Super Dungeon Bros, Fat Princess Adventures, and Ghostbusters (2016) also utilized. One reviewer even said that this game's cartoon-like artstyle made it feel like a bad F2P mobile game with micro-transactions.
 * 10) There are no items or treasures to be found in the game. Instead, gear is acquired after the end of each stage, where is then revealed in a Babylon's Fall style.
 * 11) Game-breaking glitch: In Chapter 11, there is a chance that one of the enemies will end up walking into a wall/obstacle and getting stuck, and with no way to get it out and move on to the next wave of enemies, you have to restart the entire stage.
 * 12) Little to no challenge. While there is challenge on the boss/monster aspects with the "Respawning Restricted" system that was used in Destiny and Marvel's Avengers, the fact that your health regenerates really fast makes boss fights almost trivial. Not to mention, unlike Monster Hunter, there is no time limit and players can respawn infinite times and be revived by allies infinitely.
 * 13) The main protagonist looks like one of the knights from Castle Crashers.
 * 14) Many of the achievements only serve to artificially pad out the game;
 * 15) * Hell Hero requires you to beat all stages on Hell difficulty. The fact that the bosses take too much health (15 minutes, about comparable to Babylon's Fall level of sponginess and Teenage Mutant Ninja Turtles: Mutants in Manhattan, which calculates to 500+ hits of them doing the same attack patterns over and over, and enemies taking like 40+ hits with also barely giving any reaction to your attacks), makes this an absolute chore. One person even state that on stage on Hell difficulty, it took him twenty-seven minutes to finish because of how spongy the enemies were and the fact that they barely did enough damage to even be considered a challenge.
 * 16) * Millionaire is an achievement that requires playing the same stages over and over, as it requires you to accumulate one million gold. Given how the best enchantments for your gear only cost 10,000 gold and you get 1000-2000 per stage, this will take absolutely forever without hacking. In fact, the only players that had gotten this achievement mainly are from cheaters.
 * 17) Overpriced. The launch price of this game was $70, and has very little content and Xbox 360-standard graphics.
 * 18) Sequel baiting: After Hero Man leaves the lair, the main villain comes out of the ruins to reveal that he's not yet dead, with the screen cutting to the credits. In fact, this ending is just weak as its just the protagonist beating the final boss, and then leaving afterward, where it then shows that the villain survived.

Reception
Honor Quest received negative reviews, getting a 27 on Metacritic from 12 critics. IGN gave it a 3/10, stating that it feels incredibly underbaked and feels like a linear stage-driven game with RPG elements slapped on it. GameSpot gave it a 3/10, stating that this kind of linear system does not work on RPGs at all, and while it was trying to capitalize on being a spiritual successor to Monster Hunter, it ends up insulting the game franchise.

It was reported from Courageous Soft's bankruptcy that only 84,541 digital copies were sold, which wasn't enough to break even on their 10 million debt that they were sitting on due to the delays and troubled production. Alongside the bankruptcy, the game has been delisted off Steam, the Nintendo eShop, Xbox Marketplace, and PlayStation Store as the game was digital-only.

Courageous Soft was listed as number 3 on "Top Twenty Worst Indie Devs", on Game Rant, stating that Honor Quest took way too long to be considered 3-years in development worth it, and says that a competent indie dev could do what they did in only 1 year and still wouldn't be any better.

"Indie devs can be hit or miss, but mostly a hit, but Honor Quest is an example of an indie dev that was a big miss. The game sells itself as a spiritual successor to Monster Hunter, but ends up rehashing things from other bad games, like Babylon's Fall. The game feels like one of those F2P mobile games that ended up being slapped for a console release. The enemies are just pure recolors of each other, with bosses just being damage sponges and none of them actually response to your attacks, which you can't either. In fact, you can die instantly because when you take damage, you literally let out zero reaction, making them easily kill you in seconds from a ton of hits, making it possible for certain enemies to stun lock you to the point where death is an inevitability. The game barely has any form of story and is the same objective over and over (Which, the plot revolves around some villain who hops from place to place on literally every chapter). The game is littered with the same enemies on straight hallways over and over. The game flopped so hard commercially that it caused its dev to file for bankruptcy and the game to be delisted because it was digital-only."

- "So Bad, It's Horrible" TVTropes