
ANTHEM#9 is an ambitious roguelite that manages to merge gem-matching, deckbuilding, and roguelike runs, wrapping it all together with a flashing anime-style presentation. The result is a game that’s immediately appealing, as you group gem combos to order to create attacks. But it’s also sporadically frustrating, as you butt heads with a boss whose fortified by a mass of hit points and armed with an array of formidable assaults. That said, there’s no denying that ANTHEM#9 can hook you in with its gratifying combos and audiovisual flair.
At its core, ANTHEM#9 casts you as a secret agent in a shadowy organization, sent into a series of compact battles to quietly make the world a little safer, one takedown at a time. But the premise is more of a stylish backdrop than a pulpy narrative, with most of the story emerging through eccentric character designs, enemy names, and boss abilities rather than traditional cutscenes or exposition. Yet, this lightweight narrative approach meshes well with the game’s quick-run structure, making it a nice reprieve between bigger experiences.

Style, Sparks, and Stubborn Bosses
ANTHEM#9’s play combines a color-gem grid with a growing deck of attacks and abilities that you deploy turn by turn. Here, you organize gems to match the color combos of your attacks, preferably creating long chains that harness of attacks in your hand. Since your deck evolves during a run, optimizing placement, timing, and cancellation of enemy moves becomes increasingly important. The result is a game that often feels like a tense tug-of-war between your planning and the randomness of the gem layout, punctuated by the intermittent wave of satisfaction when everything clicks.
Runs in ANTHEM#9 are deliberately brief, built for sessions where you can clear a route or die trying in about 15 minutes, then jump back in and begin a different build. This structure makes it ideal for short play bursts or handheld use. The downside is that the pacing can feel abrupt. Just as a true challenge appears to test the validity of your build, your run has a decent chance of ending. If you dislike the design approach where standard enemies are grind fodder, ANTHEM#9’s balancing might frustrate.

All Gas, No Brakes, Save for the Pause Button
For some, another point of contention might be found in the game’s turn timer, which limits how long you can think through your moves before the game nudges you forward. In theory, the countdown injects urgency and keeps runs snappy, but in practice it often feels like a hindrance that undercuts the tactical side of the design.
Visually, ANTHEM#9 delivers a KO powered by eye-grabbing anime-inspired art, some cool animations, and combat effects that make text-heavy screens feel vibrant. Attacks fire off in sharp, staccato bursts, with strings of daggers, bullets, or abstract symbols hammering the enemy as your combo count climbs, with a well-executed delivering a pleasing payoff. Sporadically, 3D character models are used, endowing protagonists with personality.

Similarly, ANTHEM#9’s audio is just a robust, pairing Persona-style music with sound effects and even a bit of voice work. As your combo chain grows and the battle state escalates, the soundtrack ramps up accordingly, making big turns feel even more intense. The main misstep is that enemies don’t receive the same sonic love as the heroes, leaving the opposition sounding flat in an otherwise impressive mix.
Built to Replay, Not to Grind
Structurally, ANTHEM#9 offers roguelike progression that provides replayability through three distinct playable agents, character-specific stages, and dual deck building. But instead of focusing on meta-game progression, the emphasis is on run-to-run evolution, beyond the inclusion of an unlockable Extra Mission mode with elevated difficulty.

If there’s a lingering critique beyond balance and pacing, it’s that ANTHEM#9 occasionally struggles to clearly communicate how some of its deeper systems works. Buff stacking, status interactions, and certain boss mechanics can feel unclear until you’ve failed a run or three, using trail and error to uncover the game’s workings.
players who appreciate experimentation, this won’t be a dealbreaker. You could argue that this is part of the learning loop that defines many roguelites. But for those who prefer immediate clarity, ANTHEM#9’s onboarding can feel slightly terse, especially when paired with the turn timer’s pressure. A bit more transparency in tooltips or post-battle breakdowns could have remedied this issue.

Once the Gems, Card, and Counters all Click
Even so, ANTHEM#9 succeeds because of its hybrid identity. It doesn’t feel like a puzzle game clumsily connected to a deckbuilder or a roguelike outfitted with a flashy anime aesthetic. Instead, its systems mesh in a way that feels surprisingly cohesive, once you get past the initial learning curve. When your deck synergy aligns with a lucky gem layout and a boss falls in a cascade of perfectly timed chains, the game delivers a rush that you won’t find elsewhere.
ANTHEM#9 was played on PC with review code provided by the publisher.
GAMEPLAY – 70%
CONTROLS – 70%
CONTENT – 65%
AESTHETICS – 75%
PERFORMANCE – 75%
VALUE – 75%
72%
GOOD
For players willing to embrace its sharp edges, ANTHEM#9 stands as a bold, stylish experiment that earns its place in the crowded roguelite landscape. Blending gem matching, deckbuilding, with aesthetics that recall the Persona series, it’s just a few tip screens shy of getting a full recommendation.
