Into The Land Of Unicorns

What This Actually Is

It's a side-scrolling roguelite platformer with procedurally generated levels and permadeath. You control a character navigating through increasingly difficult worlds that change each run. The core loop is straightforward: explore, fight enemies, collect loot, die, try again. It's nothing groundbreaking in concept, but it does the basics competently enough that people keep coming back. I've been playing it casually over the past few months on and off, mostly during lunch breaks when I need something that doesn't require full concentration. That's probably the right way to approach this — it's not a game you throw three hours at. It's a "five minutes and I'm dead anyway" kind of experience.

Getting Started

Into The Land Of Unicorns

You can find it on Steam and itch.io. The Steam version tends to update more reliably, so if you're deciding between platforms, go with that one unless you specifically want to support the developer directly. The itch.io version sometimes lags behind on patches. Not a huge deal, but it matters when there's a bug fix you need. Once you launch it, the first run is relatively forgiving. The game gives you a basic character with standard stats and a couple of starting items. Don't expect to make it far on the first try — most people die within the first three to four areas. That's normal. The learning curve is steeper than the game lets on.

Core Mechanics Breakdown

The movement is tight, which is the most important thing about this game. The platforming feels responsive because the controls are locked in with minimal input lag. You'll die a lot from bad timing, not from clunky controls. That distinction matters because it means your failures are usually your own fault, which is frustrating in the moment but keeps you coming back. Combat uses a simple attack and dodge system. Your primary attack has moderate range and a short cooldown. The dodge gives you brief invincibility frames, which is how you get through dense enemy patterns. If you're spamming the attack button without dodging, you're going to have a bad time. Most beginners make this mistake. The loot system is where things get interesting. Items drop randomly from enemies and chests, and each run you accumulate a different set. Some items synergize — stacking movement speed with certain attack modifiers creates builds that feel very different from others. The game doesn't guide you toward these combinations, so you figure it out through trial and error. That's by design.

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Review: Into The Land of Unicorns by Bruce Coville
Review: Into The Land of Unicorns by Bruce Coville

Build Strategies That Actually Work

Speed-focused builds are probably the most consistent option. If you prioritize movement speed and jump height, you can kite most enemies and avoid the majority of damage entirely. This is the beginner-friendly route. It's not flashy, but it gets results. I stuck with speed builds for my first twenty or so runs before trying anything else. Damage-focused builds are higher risk. You're trading survivability for faster clears, which means one mistake is more likely to end your run. These feel satisfying when they work, but they punish careless play pretty severely. If you're new, don't start here. The hybrid approach — some speed, some damage, a few utility items — is where intermediate players tend to land. It's the sweet spot between the two extremes. Not the fastest, not the hardest hitting, but more consistent than either pure build.

Common Pitfalls

One thing nobody warns you about: the later worlds introduce enemies with projectile attacks that track your position. If you've been relying on pure movement speed to dodge everything, these enemies will catch up to you. The workaround is simple enough — save a few inventory slots for a defensive item that slows or disables projectiles — but the game doesn't tell you this until you're already dying to them. Another issue is resource management. You'll find health potions and other consumables throughout your run, and there's a temptation to hoard them. Don't. Use them. Running out of health in the final area because you were saving a potion for "later" happens more often than you'd think. The inventory space is limited anyway, so carrying six potions you never use is just taking up room you could use for something more useful.

Difficulty Progression

The game scales difficulty by adding more enemies, tougher variants, and tighter room layouts as you progress. The scaling is decent but not perfect. There are stretches where difficulty jumps noticeably between areas, which can feel unfair even though it's technically balanced. I ran into this around area six on a recent run — went from manageable to nearly impossible in one transition. The exact cause was unclear, but it's a pattern I've noticed in multiple runs. If you're struggling with a particular area, don't just push through. It's usually better to accept the death, analyze what killed you, and adjust your approach on the next run. The game remembers some progression between runs, so you'll come back slightly stronger even after dying. That's the permadeath loop working as intended — each failure is data for the next attempt.

Into the Land of the Unicorns by Bruce Coville
Into the Land of the Unicorns by Bruce Coville

Multiplayer Notes

There's a co-op mode for two players. It's not the main focus of the game, but it exists and it's functional. Co-op changes the enemy scaling significantly — enemies get tougher to compensate for the second player, but it's still generally easier to survive with a partner. The synergy between two players' builds can create some interesting combinations that aren't possible in solo play. One quirk with co-op: if one player dies, the other continues alone. There's no revive mechanic. So dying in co-op doesn't end the run for both players simultaneously, which is a nice touch. It just means the surviving player faces the rest of the run without backup.

Performance

The game runs smoothly on most setups. I've seen it on integrated graphics and dedicated cards, and it handles both fine. The main performance concern is frame drops during heavy enemy encounters on screen, but those are brief and don't affect gameplay. If you're experiencing persistent lag, checking your display settings and closing background applications usually resolves it within a minute. Into The Land Of Unicorns isn't going to win any awards for innovation. It's a competent roguelite that does the fundamentals well and provides enough variety in builds and runs to stay interesting for a few weeks. If you're looking for something to play between other games or during downtime, it fills that role adequately. If you want a deep, complex experience with hundreds of hours of content, this probably isn't it. Manage your expectations accordingly. The price point is reasonable for what you get. If it sells at a discount, it's worth picking up. At full price, it's still fair but you might want to wait for a sale unless you're particularly interested in the roguelite genre. The game has enough runs built into it to justify the cost for most players, but the content depth is limited compared to bigger titles in the same space.