The problem is that, despite initial appearances, Broken Roads’s investment here is entirely in its worldbuilding.

It summons a handful of ‘what ifs’ - and then forgets to include the player in answering them.

Raiders who attacked Merredin generations ago were taken for ransom, which went unpaid.

Broken Roads official screenshot showing a ramshackle desert town with several party members gathered in conversation

Now their children and grandchildren provide labour to pay off that debt.

But Broken Roads mistakes presenting an idea for engaging with it.

It’s a quest you could take out of any other RPG.

Cover image for YouTube video

It’s far from the promise of complicated moral dilemmas.

Once the game opens up, even underwhelming quests give way to scavenger hunting.

It is difficult not to feel like something went horribly wrong.

Screenshot of Broken Roads, showing the moral compass UI, with a highlighted segment overlapping ‘humanist’ and ‘utilitarian’

I remember learning more about my companions in the demo than I did playing the full game.

Broken Roads feels lonely and pointless, but not like that’s what it was aiming for.

I know my time with Broken Roads was significantly affected by bugs.

Screenshot of Broken Roads, showing the ‘Jackaroo’ background in character building

Broken Roads accessibility options

Font size can be increased.

Interactable objects can be toggle-highlighted.

Camera pan, zoom and drag speed can be changed.

Screenshot of Broken Roads, showing the character sheet at an early level

Controls can be remapped.

In the end, it’s missing even a single spark.

A disappointingly unconfident game, with enough early promise to distract you for a little while.

Screenshot of Broken Roads, showing Jasper defining ‘dettos’, and the available response that you’re there for an errand.

A copy of Broken Roads was provided for review by Versus Evil and tinyBuild.

Screenshot of Broken Roads, showing a turn-based combat view, and someone aiming a sniper at a large wombat

Screenshot of Broken Roads, showing two utilitarian dialogue options, but one is crossed out and unavailable

Screenshot of Broken Roads, showing dialogue options, where a machiavellian option is crossed out and unavailable

Screenshot of Broken Roads, showing a settlement with a well maintained garden

Screenshot of Broken Roads, showing a trade menu exchanging the Metaphysics of Morals for some rope and plastic bottles

Screenshot of Broken Roads, showing the companion Mad explaining her worldview