- Release Year: 2015
- Platforms: Windows
- Publisher: Versus Evil LLC
- Developer: Tangrin Entertainment
- Genre: Role-playing (RPG), Strategy / tactics
- Perspective: Diagonal-down
- Gameplay: Tactical RPG
- Setting: Fantasy
- Average Score: 67/100

Description
Kyn is a real-time tactical role-playing game set in a unique world that blends Viking mythology with magic. Players form and manage a group of up to six characters, each customizable with equipment and special abilities, to engage in strategic combat. The game features an elemental crafting system for weapons and armor, as well as the ability to create traps, emphasizing detailed party management and tactical execution.
Gameplay Videos
Where to Get Kyn
PC
Patches & Mods
Guides & Walkthroughs
Reviews & Reception
opencritic.com (65/100): Kyn is a fun game. But it’s also a little broken, a little bland, and a little weird.
cgmagonline.com (75/100): To put it simply, KYN is a fun game that doesn’t do enough to separate itself from the countless other top down-action RPGs.
indiegamereviewer.com : A beautiful RPG/RTS hybrid that nails that sense of fun that keeps people going back to games like Diablo.
newgamenetwork.com (63/100): A strong effort at a party-based Action RPG failed by bugs and design issues.
gamingshogun.com : Kyn ends up being fairly mediocre while you are playing it, then quickly forgotten once you are completed.
Kyn: A Nordic Nuance Lost in the Mists of Time
In the annals of role-playing games, certain titles achieve legendary status, carving their names into the very bedrock of gaming history. Others, while earnestly crafted and occasionally brilliant, find themselves relegated to the periphery, remembered fondly by a few, but largely overlooked by the wider gaming public. Tangrin Entertainment’s 2015 release, Kyn, falls squarely into the latter category. As a professional game journalist and historian, my task is not merely to recount its features but to understand its place—or lack thereof—in the grand tapestry of interactive entertainment. While Kyn attempted to blend the frenetic energy of hack-and-slash action with the thoughtful depth of tactical RPGs, set against a backdrop of Viking lore intertwined with magic, it ultimately struggled to forge a distinct identity. Its legacy is one of ambition tempered by technical stumbles and a narrative that, while serviceable, failed to ignite the imagination, leaving it a competent yet ultimately forgettable entry in a crowded genre.
Development History & Context
Kyn emerged from the Dutch indie studio Tangrin Entertainment, a remarkably small team spearheaded by just two individuals, Victor Legerstee and Cait Ozturk, with additional support from an author, composer, animator, and tester. This lean operation speaks volumes about the passion and dedication invested in the project. Their vision was clear: to create a hybrid tactical RPG that harkened back to the classics, melding real-time, party-based combat with exploration and progression within a unique “Viking mythology but with magic” setting.
Released on July 28, 2015, for Windows, Mac, and Linux, Kyn entered a gaming landscape experiencing a notable resurgence. The mid-2010s saw a renewed appetite for both Diablo-esque action RPGs and traditional, old-school CRPGs, evidenced by the success of titles like Pillars of Eternity and the continued popularity of Diablo III. Developers were actively exploring party-based mechanics and strategic real-time combat, often with pause systems. Tangrin aimed to carve out its niche within this flourishing environment, offering a tactical RPG with “fast-paced role playing strategy.”
Technologically, Kyn was built on the Unity Engine, a popular choice for indie developers due to its accessibility and versatility. However, despite its 2015 release, some critics noted that the game’s visuals felt “stuck somewhere in the middle of the last decade,” suggesting either a deliberate artistic choice to evoke a retro feel or technological constraints that prevented it from competing graphically with contemporary titles. This aesthetic choice or limitation would become a recurring point of contention in its reception, standing out in an era increasingly defined by high-fidelity graphics.
Narrative & Thematic Deep Dive
The world of Kyn unfolds in Heimr, a realm where the robust, axe-wielding spirit of Viking mythology is imbued with the arcane power of magic. However, magic in Heimr is not universally celebrated; it is a feared force, scarred by past tragedies, with only the “brightest and most skilled warriors” permitted to wield its volatile energies. This sets an intriguing thematic conflict between raw, martial might and the disciplined, dangerous art of the arcane.
The plot centers on two protagonists, Bram and Alrik, who have just completed a grueling, month-long rite of passage within magical caves, emerging as revered “Magni warriors.” Their anticipated return to a peaceful homeland is shattered by the sudden, inexplicable hostility of the Aeshir, a once-serene tribal goblin race now corrupted by dark powers and referred to by the humans as the “Reds.” These orc-like beasts are wreaking havoc, threatening villages and entire populations. Bram and Alrik find themselves thrust into the heart of a conflict that demands they assemble a larger party, protect the innocent, and ultimately unravel the mystery behind the Aeshir’s transformation and their pursuit of ancient artifacts known as “Tris,” which are key to winning the burgeoning war.
Despite this promising setup, Kyn‘s narrative often falls short of its potential. Critics universally noted the story as “pretty standard affair,” “very dry,” and “secondary to the experience.” The main characters, Bram and Alrik, are described as “generic fantasy dudes” or “blass and oberflächlich” (pale and superficial). While IndieGameReviewer found them “cartoonish but well-written” and appreciated Bram’s “friendly but oafish” demeanor contrasted with Alrik’s “more acerbic” personality, this nuanced characterization rarely extended to deep personal investment. The lack of voice acting meant that all dialogue was text-driven, forcing players to read conversations. This, combined with small, often unvoiced interactions with villagers, contributed to a sense of emotional distance, preventing the narrative from truly captivating players.
Thematic explorations of magic, corruption, and the clash of cultures (Viking-inspired vs. Aeshir) remain largely superficial. The world-building, while expansive in its mission areas, feels somewhat disconnected, failing to create a cohesive, lived-in universe. The primary motivation becomes less about the nuanced story and more about moving from one combat encounter to the next. While the concept of a “Magical Viking World Brought to Life” and a peaceful race corrupted by evil offered rich thematic veins, Kyn ultimately presented a competent but uninspired rendition of classic fantasy tropes, struggling to weave a truly memorable legend.
Gameplay Mechanics & Systems
Kyn‘s core identity lies in its ambitious blend of tactical RPG and hack-and-slash action, a design choice intended to offer both strategic depth and immediate gratification. Players control a party of up to six “Magni warriors” from a diagonal-down perspective, navigating a real-time battleground with a free camera.
Core Gameplay Loop & Combat
The minute-to-minute gameplay revolves around engaging relentless waves of enemies. Combat is primarily “point, click, use skill, repeat,” characterized by a “fast-paced, frantic” nature. To manage the chaos of multiple units and challenging encounters, Kyn incorporates a “slow-motion” or “pause” mechanic, activated by the spacebar. Similar to games like Dragon Age or Pillars of Eternity, this feature allows players to temporarily decelerate time, issue commands to individual characters, plan movements, lay traps, or cast critical spells, then watch the strategy unfold. This system was largely praised for providing much-needed tactical breathing room, though its limited duration and cooldown prevented indefinite pausing, adding another layer of challenge.
However, the combat itself drew mixed reviews. While some found it “fun but simplistic,” others felt it was “dull and lifeless” or “almost too easy at times” on normal difficulty, suggesting that the slow-motion feature wasn’t always strictly necessary. A significant critique was the “problematic enemy design,” particularly the frequent reliance on enemies that “stun or pin your characters,” which could become “tiresome.” Furthermore, the AI of allied characters was noted as a flaw, with companions sometimes failing to use abilities proactively, necessitating constant player intervention even with the slow-motion mechanic.
Character Progression & Customization
One of Kyn‘s most innovative features is its classless character progression system. Instead of selecting predefined classes, players assign points to three core attributes after each mission:
* Mind: Primarily affecting magical powers and mana.
* Body: Enhancing strength, health, and melee combat prowess.
* Control: Influencing speed, dexterity, and ranged combat effectiveness.
This flexible system allows for deep customization, enabling players to shape their warriors to fit specific playstyles or adapt to mission requirements. A character can be a heavy-armored healer, a fast-moving axe-wielder with ranged skills, or a pure mage. Crucially, players can “reassign points at any time outside of combat,” providing unparalleled freedom to experiment and re-spec characters without penalty. This feature was lauded for preventing “permanent lock-ins” and encouraging tactical flexibility.
Beyond these core attributes, characters also utilize “feed skills”—powerful abilities unlocked and enhanced by investing points. These skills are activated by pairing them with “feed stones” (e.g., Life stone, Death stone), which draw power from specific in-game events, adding an interesting resource management layer to special abilities.
Despite the flexibility, some found the progression system overly simplistic. The absence of a traditional XP system (skill points are granted after missions) diminished the incentive for exploration and side quests, as there was no in-mission reward for grinding. The ability to instantly re-spec also removed the “satisfaction from building a party that can make use of a wide variety of equipment,” as players could simply adjust stats to equip desired gear.
Inventory, Crafting & Puzzles
Kyn features a “deep crafting and loot system.” Players collect hundreds of items and elemental materials from the battlefield or NPCs, which can be combined to create more powerful weapons and armor. Schematics for crafting can be found or discovered, encouraging exploration. The crafting system itself was described as “incredibly easy to use,” although early complaints noted “fiddly inventory management.” Loot was plentiful, evoking the “anticipation for what will be dropped” reminiscent of Diablo II. However, the abundance of easily crafted items and the lack of necessity to buy from traders led to an unbalanced in-game economy.
Beyond combat, Kyn integrates puzzles, typically involving “character placement on various levers, moving tiles, etc.” While generally not overly difficult, they served as “a great way to break up the stream of combat” and provided a mental exercise. However, their static nature meant “replay value” was limited once solutions were known.
User Interface & Flaws
The game’s interface and overall polish were significant points of criticism. Controls were frequently described as “clumsy” and “confusing,” particularly the default hotkeys for skills and character selection, which differed from genre norms. Camera issues were pervasive, ranging from difficulty panning in free-look mode (especially on multi-monitor setups) to the camera not remembering its last setting. Early versions lacked a town map, making NPC navigation frustrating, though this was later patched. Other technical issues included “frequent scripting bugs and crashes during loading screens,” characters falling through the map, enemies getting stuck, and autosaves being “few and far between,” leading to lost progress. The lack of a tutorial also presented a steep learning curve for new players.
In summary, Kyn‘s gameplay offered innovative ideas like its classless system and a well-implemented slow-motion tactical mechanic. However, these strengths were frequently undermined by generic combat design, technical imperfections, and a user experience that often felt unpolished.
World-Building, Art & Sound
The world of Kyn is a vibrant, if not always consistent, blend of familiar elements. It draws heavily from “Viking mythology but with magic,” presenting a fantastical Norse-inspired realm called Heimr. This setting features a diverse array of environments, from “ancient ruins, lush landscapes and snowy mountains” to war-torn cities and coastlines. The main town of Vinborg serves as a pastoral hub for missions, merchants, and crafting, described as “particularly pleasant” with “fat, happy sheep bumbling around” and cozy cottages. IndieGameReviewer noted that this gave the world a sense of being “worth saving,” contrasting with the “constant dreariness of the Diablo games.”
Visually, Kyn received a mixed reception. While some reviewers praised its “beautiful graphics” and “flawless” level design, especially considering it was largely a two-person indie project, others found it graphically underwhelming. Critics stated it “looks like game is stuck somewhere in the middle of the last decade” and was “not such beautiful game graphically speaking.” Specific complaints included “repetitiveness in the design of the map” and “buildings, random objects are repeating too many times, they don’t look very detail.” Character and enemy designs were often deemed “generic in appearance and looks” or “uninspired,” contributing to a sense that the world, while diverse in its biomes, felt “empty” and lacked a unique visual identity to make it truly memorable. The fixed diagonal-down perspective, while typical for the genre, was criticized by some players for the inability to freely rotate the camera, which could hinder tactical views.
Where Kyn truly shone, and where it garnered almost universal praise, was in its sound design and, specifically, its musical score. Critics frequently highlighted the “incredible soundtrack” and “absolutely gorgeous music.” The score was commended for doing “a fantastic job of building mood in the various settings,” enhancing the atmosphere even when the visuals fell short. While the general sound effects were considered “fine, though unremarkable,” and the absence of character voice acting was a drawback (though understandable for an indie title), the musical compositions stood out as a highlight, offering a captivating backdrop to the adventure. Despite some reports of “sound bugs” where audio would occasionally disappear, the soundtrack remains one of Kyn‘s strongest artistic achievements.
Reception & Legacy
Upon its release, Kyn landed squarely in the middle of the critical spectrum. It garnered an average Moby Score of 6.4 (out of 10) and an average critic score of 60% based on six professional ratings. Individual scores ranged from a low of 40% (Games.cz) to a high of 70% (PC Games Germany). OpenCritic reported a similar “Top Critic Average” of 65, with only 8% of critics explicitly recommending it. Player reception was even more sparse, with MobyGames recording only one player review, averaging 3 out of 5 stars.
The consensus was clear: Kyn was a game with earnest intentions and some genuinely good ideas, but it was held back by a multitude of flaws. Critics acknowledged its “fun combat” and “deep crafting system” (CGMagazine), the innovative classless progression and slow-motion tactical mechanics (Escapist, Save or Quit). Many appreciated its identity as “an interesting take on the topic of isometric RPGs” (TechRaptor). However, these positives were consistently overshadowed by a “lackluster story and bland characters” (Shacknews, PC Gamer), “frequent scripting bugs and crashes” (PC Gamer), “fummeligen Inventarmanagement” (fiddly inventory management – PC Games DE), and overall “technical imperfection” and “lack of polish” (New Game Network, Games.cz). Some reviewers, like GameStar (Germany), found game-breaking bugs that made playthroughs impossible at launch.
Its commercial reception was equally modest. Ranked #7,477 on Windows games on MobyGames, and collected by only 16 players, Kyn clearly did not achieve widespread commercial success. It was frequently described as a “decent RPG” or “fun but forgettable fantasy” (The Escapist), a game that “won’t leave a lasting impression” (CGMagazine), and would “probably be forgotten by the holiday rush” (The Escapist). It was seen as a serviceable title to “pass the time between RPG favorites” or pick up “if you’re craving a new action-RPG during the remaining days of this summer lull” (COGConnected), but not a landmark release.
Kyn‘s legacy is, therefore, not one of influence or genre-redefinition. Instead, it stands as an example of a dedicated indie effort that struggled to overcome its limitations. It neither broke “new strides for RTS or RPG fans” nor emerged as a “standout example of either” (IndieGameReviewer). While its classless progression and tactical slow-motion offered intriguing glimpses of innovation, these elements were not robust enough to elevate the game above its pervasive issues. It remains a testament to the challenges faced by small studios in delivering polished, expansive experiences in a competitive market.
Conclusion
As a game historian, observing Kyn‘s journey from ambitious indie project to its place in the gaming archives reveals a common narrative: the struggle for identity in a saturated genre. Tangrin Entertainment’s vision for a tactical RPG steeped in Viking mythology and magic, offering deep character customization and real-time strategic combat, was undeniably compelling. The game’s classless progression, which allowed players to respec their party on the fly, and its well-implemented slow-motion mechanic for tactical planning were genuinely forward-thinking ideas that provided a unique layer of engagement. Furthermore, its utterly gorgeous soundtrack stood out as a beacon of artistic excellence.
However, the definitive verdict on Kyn‘s place in video game history is that of a valiant, yet flawed, endeavor. Its narrative, while providing a functional framework, failed to resonate deeply, hindered by generic characters and a lack of voice acting. The combat, though capable of being frantic and fun, was often undermined by repetitive enemy tactics and AI shortcomings. Critically, the game was plagued by a persistent lack of polish, ranging from fiddly UI and frustrating camera issues to significant technical bugs and inconsistent autosaves. These imperfections, widely reported at launch, prevented Kyn from realizing its full potential and left many players feeling a sense of distance from the world it attempted to build.
In the end, Kyn is a game that is “enjoyable yet generic,” a “solidly-crafted RPG” that “isn’t innovative enough to stand out among similar titles.” It offered moments of genuine fun and strategic satisfaction, particularly for those who appreciated its old-school sensibilities and were willing to overlook its rough edges. For the casual player or those seeking a truly immersive narrative, it likely remained, as many critics predicted, “fun but forgettable.” Kyn ultimately exists as a footnote rather than a chapter in the grand narrative of RPGs, a testament to indie ambition and the ever-present challenge of execution. It served its purpose as a decent summer diversion for some, but its impact on the broader industry was negligible, and its legacy is, regretfully, one largely lost to the mists of time.