Ten years is a long time to leave a beloved series sitting in a coffin. Konami finally cracked it open and handed the keys to Evil Empire, the French indie studio best known for Dead Cells and its own Castlevania-themed DLC. The result is Castlevania: Belmont’s Curse, a search-action game that not only respects what came before but manages to carve out something that feels genuinely fresh. From what has been seen in preview builds, Evil Empire has earned this one.

A New Belmont Carries an Old Name
At the center of the story is Rose, a brand new character to the Castlevania series but one with deep roots in its lore. She is the daughter of Trevor Belmont and witch Sypha Belnades, two protagonists fans already know well. Afflicted with a demonic right arm cursed by Dracula, Rose travels to a monster-ravaged Paris to confront the vampire lord. The game opens with Trevor himself reminding his daughter, ‘You’re not the last Belmont anymore,’ as the two sail toward a city burning on the horizon.

The decision to build the story around a generational handoff was deliberate. According to Evil Empire marketing director Berenger Dupre, ‘We wanted to explore an interaction between two Belmont generations because it’s something we haven’t seen that much in the games. We had this story of legacy and religion, Rose being trained by her father, and we wanted to have a new female protagonist, so it clicked.’

No Roguelite Baggage Here
Given that Evil Empire built their reputation on Dead Cells, one of the most celebrated roguelikes in recent memory, it would have been easy to assume Belmont’s Curse might borrow some of that structure. It does not. There are no roguelite or roguelike elements present. Instead, the game is a full Metroidvania, described officially by Konami as a ‘search-action game,’ leaning into non-linear exploration, item discovery, and ability unlocks as the core pillars of progression.

That restraint matters. It signals that Evil Empire understood what this series needed rather than defaulting to their own comfort zone. The levels are wide and sprawling, giving players room to move and think. Rose even has a wavedash, giving her a fluidity of movement that reportedly recalls Alucard’s speed in Symphony of the Night.
Designed Around Discovery
Lead designer Sandro Bordier described the level philosophy as ‘giving the player some agency in exploration by nudging them in directions, leaving clues and collectibles, to build up the moment to moment while also making the macro level design work.’ Dupre added that ‘with Castlevania itself being an IP that emanates mystery and secrecy, it was a natural thing to drive players towards solving mysteries.’

Those are not just talking points. Preview coverage confirms that moving through the ruined Parisian streets and into the sewer system rewards players who slow down and pay attention. The design asks for curiosity alongside combat ability, which is exactly the balance that has defined the best entries in this genre. And yes, for those asking about a very specific tradition: there is chicken hidden in the walls. The old ways are preserved.
A Game That Looks the Part
Visually, Belmont’s Curse is striking. Evil Empire opted for painted-over 3D models for Rose and her enemies, placed against 2.5D environments loaded with vibrant colour and baked lighting. The game opens with an anime-style cutscene, then drops players onto the Parisian docks where a stunning parallax background shows the city engulfed in flames, washed in deep red. It is reportedly the kind of visual moment that stops players mid-combat just from the sheer quality of the backdrop.

That combination of anime aesthetics, painterly environments, and dramatic lighting gives Belmont’s Curse a distinct identity. It does not try to look like the classic NES entries or even the original Symphony of the Night. It carves its own visual lane while clearly understanding the gothic tone that the franchise demands.
Boss Fights That Mean Business
Preview coverage highlighted one boss encounter in particular: The Fallen, a creature lurking in the Paris sewer system. Armed with sharp claws, a holy cross, and a golden whip, The Fallen is described as a genuine test of reactions and precise movement. Even experienced players reportedly went down multiple times before clearing the fight. Upon defeating The Fallen, Rose absorbs the boss’s soul, suggesting a progression system built around these encounters.

That kind of boss design is exactly what separates a decent Metroidvania from a memorable one. A boss that demands real engagement, uses thematically appropriate tools, and rewards skill rather than grinding is the kind of encounter players talk about long after finishing a game.
The Timing Feels Right
Castlevania has not had a mainline game in over a decade. Netflix’s animated series kept interest alive, but fans have been waiting for something they can actually play. Belmont’s Curse may be that moment. Evil Empire has shown with Dead Cells that they understand how to make movement feel great and how to build worlds that reward players who engage with every corner. Bringing that sensibility to Castlevania, without dragging in roguelite mechanics, suggests a studio that genuinely thought about what this series needs rather than what they already know how to make.

Konami placing the Castlevania franchise in Evil Empire’s hands was a risk worth watching. Based on what has been previewed so far, Castlevania: Belmont’s Curse looks like the revival this series has been waiting for, and Rose Belmont looks ready to carry that name forward.