Rune Factory Guardians of Azuma and the series as a whole have always occupied a unique, charming niche, blending the tranquility of Harvest Moon with thrilling action RPGs. My first encounter with it was with Rune Factory 5 on Switch, which I thoroughly enjoyed with a few caveats, but since then I’ve been back to previous titles and found my cozy itch thoroughly scratched.
With Rune Factory Guardians of Azuma having been released on Switch, Switch 2 and PC, I was eager to see how this beloved formula evolved, especially considering the fact the title is billed as a spin-off rather than a mainline title. Thankfully, I’ve not been disappointed with the direction GoA takes the series and have found it a brilliant launch-title to help justify my new expensive handheld.

From the moment you step into the shoes of your amnesiac protagonist, Rune Factory Guardians of Azuma core strengths immediately shine. The farm/village management systems are, quite simply, superb, and lend a new freedom to the sometimes stifling grind found in previous titles. What begins as a humble plot of land quickly blossoms into a bustling hub of activity, thanks to intuitive and rewarding progression which rewards not just your farming efforts, but exploration and side-questing.
Expanding your villages through increasing the village level is really satisfying, giving you access to new construction zones, decorations, buildings and crops. Constructing new shops, and attracting a vibrant cast of villagers feels genuinely impactful, as does allocating them to various tasks or stores, taking some of the pressure off of farming and directly earning money. Seeing the villages evolve evokes a tangible sense of growth and accomplishment.
The sheer depth of customization, from placing decorative elements to designing efficient layouts for your burgeoning community is a testament to the developers’ understanding of what makes these systems so engaging. It’s easy to lose hours simply optimizing your village, watching it flourish under your careful stewardship. Complementing the robust village mechanics are the usual farming elements, though in Guardians of Azuma these do tend to take a back seat.

There is a familiar joy in tilling soil, planting seeds and harvesting crops, but the suite of quality of life features included this time around takes the tedium – and arguably some of the charm – from it. On one hand I enjoy the fact that you can essentially pause time whilst tending your crops and building your settlement, as it leaves more time for social interactions and world exploration.
I also like the intuitive top-down perspective available for doing so, as it makes larger plantations so much more manageable. On the other hand, you lose some of the connection to your harvest and the farm-sim elements feel more akin to farm management.
There’s still a meditative quality to the loop, a satisfying rhythm of preparation, growth, and reward that serves as the perfect counterpoint to Rune Factory Guardians of Azuma adventuring segments – it’s just left feeling vastly different to other titles in the series. Personally, I prefer having it as an option, but many may miss simpler times if it makes its way to mainline titles.
Those players may feel the same about character progression, as it’s been massively slimmed down to focus on specific weapon, tool and utility proficiencies. Instead of earning exp for everything from sleeping to slashing, you earn points (both ability-specific and generalised) which can be spent on perks as you choose, streamlining player growth and allowing you to improve less-used or enjoyed skills without having to grind them specifically.

Social relationships return from previous games, with a huge number of charming and unique characters to meet and get to know. The cast is especially strong this time around, with every character bringing something new to the table and enriching the community of Azuma in interesting ways. They tend to be introduced in groups as you discover new villages, and whilst I found myself gravitating most towards a certain spring goddess and her followers, I also enjoyed the unique flavour of the inhabitants of the Winter Village.
This time around you can “hang out” with villages in a variety of ways, with new ones unlockable through the social skill tree. Again, this feels less tedious and more streamlined than in previous games, which massively enhanced my engagement with it. It just feels more manageable to get to know everyone, which is a lovely change of pace.
Eventually you can romance certain characters and do the whole marriage and kids thing. It’s cute, but optional, and the addition of a multiple-romance timeline-bending system will be lauded by many.

Once you venture beyond the comforting confines of your village however, Rune Factory Guardians of Azuma‘s cracks begin to show. The most glaring issue is the lack of enemy variety. While the initial encounters with new creature types are exciting, it doesn’t take long before you start seeing the same handful of monsters with minor palette swaps or slightly different attack patterns. This repetition quickly leads to combat feeling stale, especially as you progress through different regions.
The visual design of the monsters is charming, but their limited movesets and easily predictable behaviors mean that most encounters quickly devolve into button-mashing exercises rather than tactical engagements.This brings us to Rune Factory Guardians of Azuma second major drawback: the overall level of challenge. For a game that features action RPG combat, Rune Factory Guardians of Azuma rarely pushes the player. Boss battles, which should be the pinnacle of your adventuring prowess, often feel more like extended health bar reductions than true tests of skill.
Standard enemies pose little threat, and even when facing larger groups, careful positioning or strategic use of abilities is rarely necessary. This low difficulty curve, combined with the repetitive enemy types, means that the combat segments, while vastly improved from previous titles, lack the excitement and tension that could elevate Rune Factory Guardians of Azuma to new heights.
It’s a shame, as the combat system itself has potential and has been vastly improved from RF5, with various weapon types and an assortment of sacred treasures to use against your foes, but it’s rarely given the opportunity to truly shine against formidable opposition. I’m hoping they will add in some form of level scaling in a future patch which would at least make higher-level combat meaningful, but I’m not holding my breath.

In conclusion, Rune Factory Guardians of Azuma is a delightful experience for those who revel in the joys of building, farming, and fostering a community. It delivers a deeply satisfying and addictive loop of village management, bonding with the delightful cast of characters and exploring the world, but stumbles when it comes to providing a consistent challenge and a diverse bestiary to test your mettle.
Its village construction and agricultural systems are among the best the series has offered, providing endless hours of satisfying progression and giving the player a lot of freedom to manage their time without worrying about missing out on other aspects. Yet, its journey into the wild is hampered by a noticeable lack of enemy diversity and an overall challenge that feels too forgiving – not that it really bothered me for most of my journey.
If you’re looking for a relaxing, charming escape with deep simulation elements, Rune Factory Guardians of Azuma is an easy recommendation. Just don’t expect it to test your combat skills or keep you on the edge of your seat with every monster encounter.
Rune Factory Guardians of Azuma Trailer
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Game code was provided by the Publisher.



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