GamingReview: Packed Lair

Review: Packed Lair

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Packed Lair is a debut solo project from Belgian developer Patrick Pilmeyer. The game sets out to answer a question the genre hasn’t quite tackled before. What does the spatial-puzzle-meets-auto-battler formula look like from the dungeon master’s chair instead of the hero’s backpack? Games like Backpack Battles and Backpack Hero asked players to Tetris their way through an adventurer’s inventory. Packed Lair flips the premise of the genre entirely. It hands players a cramped underground lair, an endless parade of meddling heroes, and just barely enough floor space to fight back with. Packed Lair is a clever twist on a crowded formula, and for the most part, it earns its place at the table. The game, however, doesn’t quite escape the shadow of the games it borrows from.

An Evil Lord’s Real Estate Problem

The premise of Packed Lair is simple and immediately charming. The players play as an evil overlord whose dungeon never stops attracting do-gooders. Your actual enemy isn’t the heroes so much as your own floor plan. Each run of the game drops players into a small, oddly shaped grid. The entire game revolves around drafting buildings, rotating them, and squeezing them into the gaps that are left. There’s a charm and satisfaction to the gameplay when a chain of adjacent buildings starts multiplying gold output or boosting a specific unit type. This is the actual strategic core of the game, and every tile placed is a real decision with consequences down the line.

After the building phase, the game proceeds to auto-battler territory. Players arrange minions clashing against waves of invading heroes. During the auto-battler phase, players can also cast spells. This helps make the auto-battler phase feel less passive. The gameplay design is smart in that it ties the two halves of the loop together. A strong layout does most of the heavy lifting, but a well-timed spell can bail out a run that a weaker layout would otherwise doom.

Where the Puzzle Starts to Repeat Itself

The trouble is that once you’ve spent a handful of hours in the lair, the novelty of that puzzle starts wearing thinner than it should. Runs don’t diverge from each other nearly as much as the roguelike genre promises. There is a repetition of the building roster, monster types, and general strategic options across sessions. Only the starting trio of buildings really changes from one attempt to the next, and that’s a noticeably smaller degree of variation than most roguelikes in this space offer. Games like Slay the Spire or Backpack Hero give you wildly different toolkits to build around each run. The gameplay loop of Packed Lair pushes players into the same gameplay direction, instead of promoting diversity.

The repetition is amplified due to the lack of active engagement during the auto-battler stage. There is not enough engagement during the battle phase, apart from the occasional spellcasting. Players who are hoping for something closer to a full tactics game will be disappointed. The gameplay loop of Packed Lair is fun in shorter bursts but outlives its welcome during longer sessions. The game struggles to offer replayability as compared to others in the genre.

Final Verdict

Visually, Packed Lair leans into a cartoonish, hand-drawn 2D style that suits its tongue-in-cheek “evil lord” premise well. There is a genuine charm to watching goblins, trolls, and lizardmen scrap it out against waves of armored do-gooders. The building phase’s puzzle-box presentation makes even the planning stage visually satisfying to look at. At a $7.99 price point (with a 10% launch discount knocking it down further during its first two weeks), the game is priced appropriately for what it delivers: a clever, bite-sized strategy experience rather than a sprawling epic.

Packed Lair takes an innovative spin on the ever-growing genre, but fails to execute it properly. The gameplay loop is satisfying when its building synergies click into place. Where the game falls short is the lack of replayability and run diversity options that hurts the longevity of the game. The good news is that this is a team that’s already shown a consistent willingness to listen and iterate, and a debut this promising, even with its current rough edges, is well worth checking out for genre fans, especially at this price point.

SUMMARY

+ Clever, satisfying spatial-puzzle base-building core
+ Charming presentation and tongue-in-cheek premise
+ Responsive developer actively addressing feedback
+ Fair price point for the experience on offer
- Runs feel repetitive with limited build variety
- Combat phase is light on active engagement

(Code provided for review on PC)
Yusuf Haroon
Yusuf Haroon
Yusuf Haroon is a video game and tech content writer with a passion for storytelling across gaming, entertainment, and technology. He has written articles covering titles like Destiny 2, Elden Ring, and the Soulsborne series, with his work nationally syndicated to outlets. When he's not writing, you'll find him deep in a new release or exploring the latest in tech.

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