Brickhold review: a sturdy foundation, still waiting for its walls

Forgeworks Collective’s co-op base builder has clever load and power rules and great moments with friends, but thin content, a grindy early game, and launch bugs leave it feeling unfinished.

Placeholder key art for Brickhold: stacked isometric blocks
Key art: Grey Harbor (placeholder illustration)

Our verdict

Mixed

Good ideas undermined by significant problems. How we score

Brickhold has a genuinely smart building system and its best sieges are memorable, but repetitive raider waves, slow progression, and frequent crossplay disconnects undercut it. There is a good game in here; it just needs more time.

Pros

  • Load and power rules make building meaningful
  • Nightly sieges create great co-op moments
  • Persistent worlds with easy drop-in hosting

Cons

  • Raider variety runs out quickly
  • Early game progression is a slog
  • Frequent disconnects in crossplay sessions
Reviewed on: PS5 (also on PC · Xbox Series X|S · Switch 2)Tested on: PlayStation 5, plus crossplay sessions with PC and Nintendo Switch 2 playersPlaytime: 26 hours, mostly in four-player co-opCopy: Review code provided by the publisher

The best night I had in Brickhold went like this: our tower buckled under the weight of a second turret platform, the collapse severed a power line, the main gate lost power, and three of us held the breach with hammers while the fourth sprinted to reroute a generator. We survived by a single wall segment. It was chaotic, funny, and exactly what this game wants to be. Unfortunately, it was also the exception.

Building with consequences

Forgeworks Collective’s base builder is at its best when its systems collide. Every block has weight, and towers built without proper supports will crack and eventually fall. Power flows from generators through wiring you lay by hand, so a gate or turret is only as reliable as the line feeding it. These rules turn building into problem-solving, and planning a fortress with friends on a shared blueprint table is genuinely engaging.

Automation arrives in the midgame, with conveyor lines and turret networks that let experienced crews build something impressive. Getting there, though, takes far too long. The first eight or so hours involve a lot of hand-gathering and refining, and progression is gated behind resource totals that feel tuned for a live service rather than a premium game. Each world also has a handful of biomes with their own materials, and the best stretches of the game come from expeditions to fetch something you need for a new wall type. Those trips are short and pleasant, but they rarely carry any danger outside of siege nights, so they settle into routine quickly.

The same siege, again

Nightly sieges are the heart of the loop, and their lack of variety is the biggest problem. There are only a handful of clockwork raider types at launch, and once you have seen the siege engine that targets your walls’ weakest point, you have seen most of what the game has to throw at you. By the third in-game week, our group was building the same defensive layout every time, because it simply worked.

The gears turn at dusk. Brick by brick, hold what is yours.

In-game loading screen

Technically, Brickhold is shaky. On PlayStation 5, frame rate held near 60fps in small bases but dipped into the 40s when large automated factories were running during a siege. Crossplay is the bigger issue: across our sessions, a PC or Nintendo Switch 2 player was disconnected roughly once every ninety minutes, and on two occasions the host’s world rolled back several minutes on rejoin. Forgeworks has acknowledged both problems and says fixes are in progress.

Accessibility options are decent, with full button remapping, a hold-to-toggle option for repeated actions, adjustable text size, and a build-mode overlay that highlights load stress in shapes as well as colors. Solo play is supported, but the systems clearly assume a full crew, and building alone means a lot of walking between generators.

If you have a regular group and patience for an early grind, there is fun to be had building a fortress together. For everyone else, Brickhold is worth checking back on after a few patches, when its foundation finally has some walls on it.

How we score

Scores reflect the reviewed version on the platform listed above. We re-review only when a patch materially changes the experience, and note any update at the top of the review.

10MasterpieceA landmark. Sets a new standard for its genre with no meaningful flaws.
9–9.5OutstandingExceptional and easy to recommend; any flaws are minor.
8–8.5GreatExcellent work with a few rough edges that don’t spoil the whole.
7–7.5GoodEnjoyable and well made, with clear trade-offs to weigh.
6–6.5DecentWorthwhile for fans of the genre, but noticeably uneven.
5–5.5Mixed (this review)Good ideas undermined by significant problems.
4–4.5PoorMajor problems outweigh what works.
1–3.5BadBroken, tedious or fundamentally misjudged.