Uploaded May 2026 | Updated September 2026, 3 weeks ago
Oh God it's this level... It's an amazing level with 3 really dumb fights that feel incredibly unbalanced on Serious Difficulty.
Visually this level is a masterpiece. Each area looks and feels distinct yet believable, like everything is interconnected and belongs in the world. Texture usage, world decorations, and level design all come together brilliantly to make this truly feel like an epic journey in a last ditch effort to put a stop to whatever evil plans Mental has in store.
Combat is master class and is highlighted again by the unique visuals, music, and level design to instill a sense of dread in the player. Pretty much all the fights will ensure you're always paying attention to what's going on around you and that you're making full use of your arsenal. I would say 85% of the combat here is incredibly well designed and feels balanced while still providing a high level of challenge to the player.
I've mentioned it before already but my God the music. I'm not sure if it's by Senmuth or not but it is incredible and helps keep the player feeling on edge while also giving them a nudge to keep going to see what lies ahead. It fits perfectly and ramps up during the final battle into a full fledge symphony of badassery.
Now for the 3 problematic fights.
The first fight is pretty early on and involves Kleers surrounding the player while other supporting enemies spawn in. It's difficult largely because of the sheer volume of Kleer, one wrong move and not keeping up with their spawn rate can quickly lead to getting overrun and killed in a matter of seconds.
The second fight unfortunately occurs right before the final battle which makes dying to it feel extra punishing. It's a massive wave of Harpies that is so massive in fact that large chunks of Harpies will get stuck inside each other when first spawned in. Harpies in the classics are extremely punishing for a variety of reasons: Their large health pools, jank hitboxes, high damaging melee attacks, ability to seamlessly go between the air and ground, and overall speed make them the most formidable enemy in all of Serious Sam. What's worse is that as you're still fighting them off, 3 Biomech Majors spawn in to rub salt in the wounds. This to me is THE WORST fight of the level and surviving it feels like sheer luck.
The third and final fight is, well, the final fight. It's actually pretty cool but would be pretty much impossible to beat if you weren't able to cheese the enemy pathfinding by simply hiding in the bottom right hand corner of the arena. Seriously, the amount of enemies spawned in is frankly ludicrous and trying to play it without cheesing is absolute misery. The Werebull wave in particular I feel confident in saying would be next to impossible if you couldn't cheese it.
So there you have it. A level that is 90% amazing that has 3 really dumb fights, 2 of which aren't as bad as they could be due to one being close to the beginning and the other being able to be cheesed really easily. These 3 fights are the scum of the Earth and should have definitely been reworked between the 1.0 & 1.1 version but unfortunately they weren't touched in the slightest.
Thanks again for watching and as always, stay Serious!
Realm of Thoth - hobu40k.itch.io/realmofthoth
Oh God it's this level... It's an amazing level with 3 really dumb fights that feel incredibly unbalanced on Serious Difficulty.
Visually this level is a masterpiece. Each area looks and feels distinct yet believable, like everything is interconnected and belongs in the world. Texture usage, world decorations, and level design all come together brilliantly to make this truly feel like an epic journey in a last ditch effort to put a stop to whatever evil plans Mental has in store.
Combat is master class and is highlighted again by the unique visuals, music, and level design to instill a sense of dread in the player. Pretty much all the fights will ensure you're always paying attention to what's going on around you and that you're making full use of your arsenal. I would say 85% of the combat here is incredibly well designed and feels balanced while still providing a high level of challenge to the player.
I've mentioned it before already but my God the music. I'm not sure if it's by Senmuth or not but it is incredible and helps keep the player feeling on edge while also giving them a nudge to keep going to see what lies ahead. It fits perfectly and ramps up during the final battle into a full fledge symphony of badassery.
Now for the 3 problematic fights.
The first fight is pretty early on and involves Kleers surrounding the player while other supporting enemies spawn in. It's difficult largely because of the sheer volume of Kleer, one wrong move and not keeping up with their spawn rate can quickly lead to getting overrun and killed in a matter of seconds.
The second fight unfortunately occurs right before the final battle which makes dying to it feel extra punishing. It's a massive wave of Harpies that is so massive in fact that large chunks of Harpies will get stuck inside each other when first spawned in. Harpies in the classics are extremely punishing for a variety of reasons: Their large health pools, jank hitboxes, high damaging melee attacks, ability to seamlessly go between the air and ground, and overall speed make them the most formidable enemy in all of Serious Sam. What's worse is that as you're still fighting them off, 3 Biomech Majors spawn in to rub salt in the wounds. This to me is THE WORST fight of the level and surviving it feels like sheer luck.
The third and final fight is, well, the final fight. It's actually pretty cool but would be pretty much impossible to beat if you weren't able to cheese the enemy pathfinding by simply hiding in the bottom right hand corner of the arena. Seriously, the amount of enemies spawned in is frankly ludicrous and trying to play it without cheesing is absolute misery. The Werebull wave in particular I feel confident in saying would be next to impossible if you couldn't cheese it.
So there you have it. A level that is 90% amazing that has 3 really dumb fights, 2 of which aren't as bad as they could be due to one being close to the beginning and the other being able to be cheesed really easily. These 3 fights are the scum of the Earth and should have definitely been reworked between the 1.0 & 1.1 version but unfortunately they weren't touched in the slightest.
Thanks again for watching and as always, stay Serious!
Realm of Thoth - hobu40k.itch.io/realmofthoth










