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Ertugrul of Ulukayin Early Access: Mythic Epic Unfolds

Ertugrul of Ulukayin Early Access: Mythic Epic Unfolds

G
GAIAJune 13, 2025
4 min read
Gaming

Tekden Studio’s Ertugrul of Ulukayin just landed in Early Access on Steam and Epic Games Store, offering Chapters 1 and 2 of a grand action-adventure set in 13th-century Anatolia. The game promises a cultural deep-dive into Turkish medieval life, spiced with mythic visions. Is it a fresh breath in a genre dominated by Vikings and Greeks, or an ambitious project still finding its footing? Let’s break down the combat, crafting, exploration, UI, audiovisual flair, and what lies ahead on the Early Access roadmap.

1. In-Depth Combat & Character Synergy

Ergütrl, Turgut, and Meryem each sport unique weapon sets and skill trees, letting you swap mid-mission to exploit enemy weaknesses. Combat relies on a stamina bar for light and heavy attacks, parries, and dodge-rolls—reminiscent of Ghost of Tsushima’s deliberate pacing but with a branching combo system more akin to God of War.

Chapter 1 Example – Siege of Karacadağ

In the opening mission, “Siege of Karacadağ,” you command Ertuğrul’s long sword and shield to hold the fortress gate against Mongol raiders. Mid-battle, a miniboss dubbed the “Oğuz Khan Tribute” charges with a two-handed mace, forcing you to time parries and counter-strikes. The stamina drain is punishing—expect to weave in healing herbs crafted from steppe plants (see Section 2)—but land a perfect riposte and you trigger a slow-motion finisher shot.

Screenshot from Ertugrul
Screenshot from Ertugrul

Chapter 2 Example – Echoes in the Valley

Chapter 2 introduces stealth strands and guerrilla skirmishes. As Meryem, you can now fire poisoned arrows and scout vantage points atop ancient watchtowers. A mid-chapter “Valley Shade” boss fight tests your resource management: too many arrow volleys and you’ll run dry, too few and enemies swarm. It’s a solid step up from Chapter 1’s straightforward brawls—but both need tighter enemy AI to avoid moments of “NPC pathing meltdown.”

2. Crafting, Exploration & UI Systems

Gameplay extends beyond combat into crafting leather armors, forging steel blades, and brewing field medicines. Foraging herbs on horseback—complete with dynamic gallop animations—feels immersive, though the inventory UI can grow clumsy once you collect more than a dozen components. A collapsible radial menu helps, but there’s no quick-sort or favorite tab yet.

Screenshot from Ertugrul
Screenshot from Ertugrul
  • Crafting Stations: Field anvils and tents let you upgrade weapons on the fly. Chapter 2 adds a mobile grindstone for weapon sharpening.
  • Exploration: Textured steppe vistas reward curiosity—hidden ruins unlock lore scrolls, while the minimap telegraphing of side quests remains minimal, balancing discovery and guidance.
  • UI Notes: Health and stamina bars are crisp and readable, but quest markers sometimes vanish on the compass. A promised “Quest Tracker” toggle sits in the roadmap for future clarity.

3. Visuals, Audio & Performance Analysis

Graphically, the game delivers sweeping desert dunes and rich forest canopies, with vegetation swaying realistically in the wind. Character models boast period-accurate costume details; though some NPC faces look a touch “plastic” up close. Animations—especially horseback maneuvers—feel weighty, but crowd fights can stutter under heavy action.

  • Audio Design: Ambient wind whistles across the plains, horse hooves echo on dirt roads, and the soundtrack layers traditional Turkish instruments with cinematic strings. Voice acting in Turkish with English subtitles adds authenticity.
  • Optimization: On a mid-range GPU (GTX 1660), you can hit a stable 60 fps at 1080p. In crowded forts or heavy weather sequences, framerate dips to the low 40s. Occasional edge-of-map pop-ins and NPC collision bugs remain.

4. Early Access Roadmap & Missing Features

Tekden Studio outlines Chapters 3–5 slated through Q4 2025, plus:

  • A dynamic weather system: sandstorms and snow will alter combat and visibility.
  • Horde-style multiplayer raids on rival tribes.
  • Expanded skill trees: spiritual “vision quests” and a diplomacy branch.
  • UI polish with quest filters, a photo mode, and full controller remapping.

Currently absent are a New Game+ mode, deeper NPC interactivity, and a dedicated mod-manager. These will be key if Ertugrul is to mature from an ambitious prototype into a standout cultural epic.

Screenshot from Ertugrul
Screenshot from Ertugrul

5. Contextual Comparisons & Final Thoughts

If you’ve played Assassin’s Creed Odyssey, you’ll recognize the open-world hubs and side quest structure, but Ertuğrul feels more grounded in survival tactics and lore. Compared to Ghost of Tsushima’s fluid duels, Tekden’s pace is more tactical—and at times, more punishing. For Turkish gamers, the cultural resonance is powerful; Western players get a rare chance to live inside Anatolian legend rather than generic European fantasy.

Yes, Early Access means missing features, jank encounters, and content gaps. But if you’re eager to shape a project that treats non-Western mythology with seriousness (and can stomach some rough edges), Ertugrul of Ulukayin could evolve into a cult classic. For now, Chapters 1 and 2 offer a tantalizing preview—just don’t expect a finished symphony.

TL;DR

  • Pluses: Strong historical-mythic blend, trio-swap combat, rich audiovisuals.
  • Minuses: Incomplete UI, occasional performance hitches, limited story content.
  • Verdict: A risk-worthy Early Access gamble if you crave fresh cultural perspective and can handle early-build quirks.
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