- Release Year: 2020
- Platforms: Nintendo Switch, PlayStation 4, PlayStation 5, Windows, Xbox One, Xbox Series
- Publisher: Agelvik Games AS, Ratalaika Games S.L.
- Developer: Agelvik Games AS
- Genre: Action
- Perspective: Diagonal-down
- Game Mode: Single-player
- Gameplay: Hack and Slash
- Setting: Fantasy
- Average Score: 78/100

Description
Apple Slash is a compact 2D hack-and-slash action game set in a fantasy world, presented from a diagonal-down perspective where players control a nimble hero exploring vibrant levels, slashing and throwing objects at enemies, solving environmental puzzles, and uncovering secrets in short, satisfying adventures built with Unity.
Gameplay Videos
Where to Buy Apple Slash
PC
Apple Slash Guides & Walkthroughs
Apple Slash Reviews & Reception
opencritic.com (70/100): Apple Slash is incredibly fun but over way too soon.
metacritic.com (75/100): if you’re looking for something more substantial, Apple Slash isn’t it. But if you look at it as a teaser or a prelude for something bigger – which it hopefully is – it certainly seems like the first part of something that could become a truly distinctive experience.
thexboxhub.com (80/100): Slashing your sword is energetic, satisfying, and endlessly fun to watch.
steambase.io (96/100): Very Positive
Apple Slash: Review
Introduction
In an era dominated by sprawling open-world epics and live-service behemoths, Apple Slash arrives like a sharpened blade through the fog—a compact, razor-focused indie triumph that slices away excess to reveal pure, unadulterated joy. Released in 2020 by Norwegian solo developer Agelvik, this 30-60 minute hack-and-slash adventure casts players as an apple-headed knight venturing into a murky marshland to repel bizarre creature invasions and rescue a missing boy known as “Cartboi.” What begins as a quirky pixelated skirmish evolves into a masterclass in tight design, earning accolades like Game of the Year and Best Sound at the 2020 Norwegian Game Awards. My thesis: Apple Slash is a landmark in minimalist game design, proving that brevity and precision can outshine bloat, influencing a wave of “snackable” indies while cementing Agelvik’s reputation as a visionary in retro-inspired action.
Development History & Context
Apple Slash emerged from the fertile solo-dev scene of late-2010s indie gaming, a period when tools like Unity democratized development, allowing creators like Agelvik to bypass traditional studio hurdles. Started as a passion project in February 2019, it was explicitly designed as a “short little experience” to test mechanics for larger ambitions, self-published on Steam for Windows on February 5, 2020. Agelvik, operating under Agelvik Games AS, handled every aspect—from hand-drawn pixel art and animations to core programming—using Unity’s 2D engine, which enabled fluid physics for its signature rotating sword combat.
Console ports followed in 2021 via publisher Ratalaika Games S.L., hitting PlayStation 4/5, Xbox One/Series X|S, and Nintendo Switch amid a console indie boom fueled by digital storefronts and Game Pass curiosities. This era’s gaming landscape was saturated: 2020 saw Hades redefine roguelikes, Doom Eternal amp up spectacle, and COVID-19 accelerating digital releases. Yet Apple Slash thrived by rejecting sprawl; its technological constraints—low-spec requirements (1GHz CPU, 2GB RAM)—echoed NES-era limitations, forcing innovation in a single mechanic. No massive budgets or teams here; Agelvik’s lean approach, informed by retro hack-and-slash like Golden Axe or modern twins like Enter the Gungeon, birthed a “twin-stick slasher” prototype that punched above its weight, foreshadowing Agelvik’s future titles like Gun Devil.
Narrative & Thematic Deep Dive
At its core, Apple Slash‘s narrative is a whisper amid the slashes: Cartboi, a village boy, vanishes while apple-gathering in an ancient marshland overrun by “mysterious charming creatures.” His father frets, enlisting the apple knight protagonist to investigate. What unfolds is no epic saga but a tapestry of ambiguous encounters—befriending quirky beings, uncovering power-ups, and culminating in a boss rush that ties the invasion to familial loss. Dialogue is sparse, punchy, and laced with humor: odd characters deliver cryptic quips, humanizing the fantasy without verbosity.
Thematically, it explores isolation and intrusion in a vast, foggy world. The marshland symbolizes uncertainty—”these are uncertain times, but hope is not lost”—mirroring indie dev struggles against industry giants. The apple knight, a doctor’s nightmare with its fruity helm, embodies absurdity amid peril, blending whimsy (charming foes) with gore (exploding eggs). Encounters brim with personality: a father-son reunion evokes heart, while creature designs mix menace and cuteness, probing themes of otherness. Puzzles and hidden paths reward thoroughness, turning narrative into environmental storytelling. Critics like Pure Nintendo praised its “humor and heart,” yet its brevity leaves themes ephemeral, much like the marsh’s mist—potent but fleeting, inviting replays for deeper ambiguity.
Gameplay Mechanics & Systems
Apple Slash distills hack-and-slash to god-like elegance: direct control in a diagonal-down 2D scroller, where your rotating sword is both attack and aimable boomerang via twin-stick input. Core loop—explore swamp mazes, slash hordes, collect skills—builds exponentially. Start bland with basic swings, but scattered abilities (fire barrage, spinning blade, massive overhead smash) cycle on one button with cooldowns, demanding strategic timing. No menus; press to rotate through powers, chaining combos for mayhem. Sword grows in size/power via no-hit kill streaks, incentivizing precision—miss once, reset; chain ten, cleave crowds like butter.
Progression is metroidvania-lite: backtrack with new skills for secrets, puzzles (throw sword to hit switches), and a challenging boss (500HP, pattern-based, killable in 3-4 minutes with mastery). UI is minimalist—health bar, ability icons—prioritizing flow. Flaws? Repetitive foes, no difficulty options, grindy achievements (speedrun/hitless). Yet innovations shine: ability rotation adds depth without complexity, echoing Minit‘s time-loop but in combat. Steam discussions note boss length tweaks post-launch, showing dev responsiveness. At 30-60 minutes, it’s replay bait—100% achievements in ~60 minutes—pure, brutal loops that feel endlessly replayable despite shortness.
World-Building, Art & Sound
The marshland is a compact, ancient expanse: foggy paths, ruins, creature lairs evoking a lived-in fairy tale. Non-linearity via hidden areas fosters discovery, with charming NPCs populating pockets—befriend or battle, building atmosphere through implication. Visually, a black/white/red palette (NES-inspired, hand-animated pixels) strikes like Bleak Sword: enemies flash colors pre-attack for readability, bouncy animations breathe life into giants. Retro tricks mimic CRT glow, modernized for clarity—no performance hiccups bar minor Switch stutters.
Sound design elevates: Hallvard Ulsund’s 11-track chiptune-MIDI fusion (30 minutes) blends upbeat Final Fantasy vibes with tension—climax syncs boss fights perfectly. Slashes crunch satisfyingly, gore pops (egg explosions), earning Best Sound award. Together, elements forge immersion: visuals’ stark contrast amplifies isolation, soundtrack’s retro pulse drives frenzy, creating a “memorable” world where every slash resonates.
Reception & Legacy
Launch reception split: Steam’s Very Positive (95-96% from 200+ reviews) hailed “endlessly fun” combat, with curators praising brevity. MobyGames aggregates 6.6/10 (critics 63% from 7 scores: 75% Gaming Age PS5 high, 50% Nintendo Blast low). Consoles mirrored: XboxHub 4/5 (“surprising fun”), LifeisXbox 70% (combat king, length drag), Rapid Reviews UK 60% (“underbaked”). Common gripes—shortness, enemy variety—offset by $4.99 price, zero fat.
Legacy endures via cult appeal: Norwegian awards spotlighted it amid 2020 indies, influencing “short burst” titles (e.g., Minit echoes). Steam’s 96/100 player score outpaces critics, proving audience-dev synergy. Agelvik’s bundle sales and Discord engagement built community; it’s preserved on MobyGames, cited in indie histories. No direct sequels, but mechanics preview bigger Agelvik works, impacting pixel-art slashers. Commercially modest (5 Moby collectors), its influence lies in proving solo devs can craft awards-worthy gems, inspiring post-2020 minimalism boom.
Conclusion
Apple Slash is indie perfection distilled: god-like slashes in a charming marsh, retro aesthetics pulsing with chiptune fury, all in under an hour. Its exhaustive strengths—innovative rotary combat, evocative world, flawless execution—eclipse flaws like brevity, cementing a 9/10 verdict. In video game history, it claims a niche as the ultimate “snackable” action game, a beacon for solo creators proving less is gloriously more. Play it, slash it, love it—then crave the sequel Agelvik teased. An essential artifact of 2020’s indie renaissance.