Platforms:
PS4, PC, PS5, Xbox Series X|S
Released:
July 15, 2025
Publisher:
Nordcurrent Labs
Developer:
River End Games
In an industry where high-fidelity graphics are so often associated with triple-A titles, you’d be forgiven for assuming Eriksholm: The Stolen Dream is a triple-A title too. But no, this narrative stealth game set in a fictional city reminiscent of industrial-era London reminds us that the big publishers don’t have a monopoly on looking great, offering a 10-15 hour experience of movie-quality story and characters with a solid gameplay foundation to back it up.
Set in the city of Eriksholm (That’s ‘Eriks-holm’, if you’re wondering) within a fictional Nordic country called Rosmark, Eriksholm: The Stolen Dream puts you in the shoes of Hanna, a young woman who awakens to learns that the local bobbies are looking for her brother, Herman. Giving them the slip before they can take her in for questioning, she goes in search of Herman, using her skills as an ex-thief to avoid detection. The game takes her all around Eriksholm, from her run-down neighbourhood to abandoned mining tunnels to the manors of the city’s elite. Across a number of chapters, she has to sneak past a maze of various police, guards, and servants that stand in her way. Eventually, she is joined by her old gang boss, Alva, and a caring old man, Sebastian, who help her on her quest to find Herman.
Stealth without the stress
Eriksholm’s gameplay would be best described as a casual stealth game with light puzzle elements, owing to its fairly slow pace and simplicity of mechanics. It’s got all the basic stealth tricks: sneaking past guards, hiding in shadows, memorising patrol patterns, distracting guards with rocks, and taking out streetlights. These mechanics aren’t anything new; you’ve seen all the above in other stealth games like Shadow Tactics, which gives players access to all the above and more far sooner than Eriksholm does. But Shadow Tactics is a very stressful game, and I liked being driven by Eriksholm’s narrative pace. These standard stealth mechanics are spread out across all three characters, not all of whom are available in every chapter, so it makes the game fairly trivial to complete for anyone except genre newbies.

Many puzzles require Hanna to interact with her environment, like throwing breaker switches or turning on loud machinery to avoid detection. If you are seen by an enemy, you have a limited time to duck outside their field of vision again before they’ve been officially alerted. Once they’ve been alerted, it’s game over — there’s no combat and no running away to hide. Counter-intuitively, this is actually what eliminates most of the stress from its stealth: instead of forcing you into an annoying fight, or into a chase where you have to hide in a haybale until the guards give up searching for you (I love you, Assassin’s Creed, but I don’t love that), Eriksholm mercifully reloads you back to your last safe position so that you can try again. As someone who always prefers my tactical/strategy games on the slower side, I relished this more laid-back stealth experience where I could employ some trial and error without fearing that I’d mess up the whole level and have to start again.
The only areas where this doesn’t work are in areas that require quick thinking and fast reflexes, which the game is mostly smart enough to avoid, except for a truly frustrating section right at the end that involves running around a car-mounted turret. In cases like this one, the constant reloads work against the game as you are given barely any time to try anything before you’re killed and reloaded.
“Eriksholm: The Stolen Dream’s beautiful graphical style is its standout feature.”
Eriksholm: The Stolen Dream’s beautiful graphical style is its standout feature, which goes for a photo-realistic look in its cutscenes and zooms out into an isometric view in gameplay to cram as much visual detail in as it possibly can. The CG cutscenes are really impressive; colourful and easy on the eyes, but with an ever-so-slightly grainy look that sells it as an old-timey tale. The performances are very good too, convincingly emotional without overdramatising things. The developers have chosen the residents of Eriksholm to speak with English accents, mostly Cockney, which cleverly evokes Victorian London and puts you right in the mood for a story about thieving orphans overcoming the cops.
The Cockney is employed for both dramatic and humorous effect, though not so much that it makes characters into a caricature. Guards and civilians you pass by commonly hold short conversations that flesh out the world; a great thing to see in its own right, but even more entertaining to listen to in a fun accent. It’s not just random dialogue either — enemies often talk to each other, and from about halfway through, sometimes start actually noticing when their patrolling partner has suddenly failed to appear. They also always react to broken streetlights, which is something you surprisingly don’t see that often in stealth games. Like real people, they don’t all react the same way, and it depends on the context — in one example, one guard talks to another about leaving his post, and therefore doesn’t find it suspicious when his partner disappears suddenly. In another, a supervisor comes looking for his two missing subordinates to make sure they didn’t run away in fright after you scare them by taking out the lights. These are puzzles that you don’t even realise are puzzles until later, so naturally they are woven into the gameplay, and I love them.
With so much worldbuilding packed into the environment and ambient dialogue, the story doesn’t need to waste time with exposition in its cutscenes. As Hanna skulks past dirty industrial buildings built right alongside the meagre dwellings of the struggling working class, you get a very clear picture of exactly what living in Eriksholm is like. Collectable notes, letters, and leaflets (I love a good readable) sometimes contain clues on how to progress in the area, but are most commonly there just as more flavour or to foreshadow elements of the story. This is the reason why I’m not bothered by the casual stealth gameplay: I’m too engrossed in the world to care. The worldbuilding is done mostly through environmental details and notes, which is always a favourite of mine. Huge, illustrated advertisements about factory jobs and suspect medicines and official PSAs about ‘doing your bit’ to support your country. The conversations Hanna can hear from guards and civilians she passes by contribute to the realness of the world, too.

While Eriksholm does an amazing job of conveying a lot of story through well-placed environmental details and emotional dialogue between characters both in cutscenes and out, that isn’t to say nothing could have been improved. The stakes are raised when Hanna learns that her brother’s actions have run afoul of Eriksholm’s scheming mayor, but while the mayor was cleverly foreshadowed by the multiple campaign slogans visible around the city, he remains underdeveloped as a villain. His plan is only vaguely outlined, and he manages to deliver one monologue about his motives that doesn’t explain anything of worth. The titular ‘stolen dream’ is also only vaguely alluded to, something to do with an apple orchard, but whether Hanna and Herman just wanted to visit it or live there or something else is never shown.
7.5
Good
Positive:
- Stealth gameplay is solid and works well with minimal frustrations
- Environment bursting with interesting flavour that makes Eriksholm feel real
- Vocal performances are fantastic from the main cast and NPCs alike
Negative:
- Some elements of the plot needed fleshing out
- The stealth gameplay isn't anything new for the genre
Eriksholm: The Stolen Dream is a fun, narrative-led stealth game that doesn’t demand too much of you. Stealth game veterans are unlikely to find a challenge in these common mechanics, but the beautiful details built into the world of Rosmark make up for it. The character-driven story is supported by great vocal performances and cutscenes that would fit in alongside any modern triple-A.