Who Are You, and What Are You Trying to Do?
Reem is the character you control in this action roguelike. You travel through an Egyptian mythological world where some gods and creatures fight you and others can become friends. The official trailer includes Reem travelling by boat and confronting crocodiles on land; the adventure includes encounters with the world as well as battles. It is a single-player game, so you are controlling your own character rather than filling a role in a team of players.
The clear short-term objective is to defeat the enemies in a combat area while keeping Reem alive. Over the journey, the game centres on fighting through its realms and combining powers into stronger builds. A build means the abilities, perks and weapon effects that together determine how your character fights.
The material available so far does not explain why Reem begins this journey, the route from one cleared area to the next, or the final objective that completes it. The developer plans a story conclusion for the full release. This means we can explain the battles and a concrete upgrade effect below, but cannot yet give you a complete route from the opening to victory.
What Do You Actually Do in a Fight?
Combat happens in real time. As enemies approach, you move Reem around the area, dash to change position and use your weapon and active abilities to attack. The developer describes this as reacting to enemy groups, repositioning, using abilities and clearing the area. Movement and attacks form a repeating exchange within the same fight: change position as threats move, attack, then respond to the enemies that remain.
The bow shown in the official material gives a concrete picture of that exchange. Reem faces enemies from across the combat area and fires arrows, while enemy attacks and projectiles make positioning part of the fight. Enemy health bars and damage numbers show the result of attacks. Clearing the group is the immediate progress you can make; the available demonstrations do not establish what reward or exit follows every clear.
How Do Abilities and Upgrades Change the Combat?
Your weapon supplies attacks, while active abilities give you actions to use during combat. Passive perks are effects in your setup rather than another attack you activate. The developer also includes environmental elements and weapon customizations among the systems you can combine. These are the parts of a build: their purpose is to change what your attacks and abilities can accomplish against the enemies you face.
For example, an official screenshot shows a bow upgrade named Multi-Headed Snake. It adds one weaker arrow aimed at a different enemy. Before considering that effect, think about the immediate task: clearing a group. An additional arrow directed at another member of that group lets an attack spread damage across more than one target. That is a specific change in how you handle several enemies, rather than simply a larger damage number against the same enemy.
This is how an upgrade connects back to the combat: a changed weapon effect gives you a different way to deal with the enemies in front of you. If that upgrade is available when you play, its extra arrow is the effect to look for during the next fight. The screenshot also displays one available weapon-upgrade point. It does not explain how that point was earned or when the upgrade menu becomes available, so there is no verified sequence of kills, rewards and purchases to follow yet.
The official website also describes collecting relics. Their exact effects, and their relationship to the other upgrade systems, are not explained in the material reviewed here. A relic should not be treated as a known source of weapon-upgrade points. Likewise, the named ability and perk systems are confirmed, but there is not yet enough detail to recommend a specific combination of them.
What Happens When You Die?
Death and rebirth let the adventure continue through repeated attempts. Across runs, experimenting with abilities and their combinations is part of the announced gameplay. The small repeating process is movement and attacks within a battle; the larger one involves battles, developing a build and returning after death to try again.
What survives that return is still unclear. The sources reviewed do not specify whether weapon upgrades, relics or other progress carry over, nor where a new attempt begins. You can understand the purpose of trying another combination without assuming that a failed attempt earns permanent upgrades or that every item resets.
How to Approach Your First Play Session
These are the actions to recognise when a playable build becomes available. They describe the known combat and upgrade systems, rather than a fixed opening quest or room order.
- When a fight begins, focus on clearing the enemies. Use movement and dashes to change position as threats approach, and attack with your weapon and active abilities. Enemy health and damage feedback show what your attacks are doing.
- When you can inspect an upgrade, identify what it changes. For the shown bow effect, the change is an extra, weaker arrow aimed at another enemy. Connect that effect to the problem of hitting several enemies in a group.
- Use the changed effect in combat. Look for the additional arrow reaching another target. This connects the upgrade description to what the weapon now does, rather than treating the upgrade name as a measure of strength.
- After rebirth, check the setup you actually have. The published reset and carry-over rules are incomplete. Check which effects remain available before planning another attempt around them.
Can You Play Beyond Grief Yet?
As checked on September 28, 2026, the Steam page offers wishlisting, with public release still pending. This explanation uses the developer's descriptions, official gameplay material and IsaKaba's reveal coverage; it is not a hands-on walkthrough of an available build.
See the release and access details for ways to follow the game, or check the PC requirements before preparing to play.