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Game Info

Cover art of Summon Night (GBANow)

3.9 / 5

3 votes

Platform
Game Boy Advance
Genres
Action · Role-Playing
Developers
Flight-Plan
Release date
July 25, 2006

Summary

Summon Night: Swordcraft Story unfolds over ten in‑game days, each one letting you wander the bustling town of Wystern before diving deeper into the ever‑expanding Labyrinth. New floors open as you progress, and the day usually wraps up with a tournament or a boss fight. When night falls you choose a companion to spend time with, and that decision subtly shapes the final cutscene you’ll see.

The heart of the game is its weapon‑forging system. Every morning Bron hands you a fresh sword technique, and as you craft each weapon you unlock the next. Materials are split into fire, water, lightning and wind, and you can sacrifice items or even half‑forged weapons to gather the right mix. Once you have the technique and the elements, you can forge a base weapon, then upgrade it with mystic ores into an enchanted version that carries elemental power.

Combat feels like a side‑scrolling arena: you can equip up to three weapons, assign spells to your guardian beast, and switch on the fly. Weapons have a durability called duration that depletes with each strike, but it refreshes after battle, and the more you use a weapon, the higher its TEC score becomes, slowing wear.

Critics responded well – Metacritic averages a solid 77, Famitsu gave it 32/40, and IGN highlighted the deep crafting loop and satisfying battles despite the game’s modest graphics.

Storyline

Summon Night: Swordcraft Story (often just called Summon Night on the GBA) opens in the sacred land of Lyndbaum, a realm linked to four magical dimensions that let Summoners summon Guardian Beasts. Three years after Craftlord of Iron Shintetsu gave his life to protect his wife Amariss, their child—playable as either Cleru or Pratty—enters a tournament organized by the remaining Craftlords to claim the vacant Iron title. The contest is a façade, masking a deeper power struggle among the Craftlords while strange earthquakes and natural disasters plague Wystern.

At the start of the adventure the hero answers a questionnaire and receives one of four Guardian Beasts—Sugarette the water‑type fairy, Rasho the fire‑type oni, Zantek the electric mechanoid, or Kutty the wind‑type beast—each mirroring the spirit Shintetsu once wielded. A mysterious figure gifts the Western Sword, one of four blades Shintetsu forged to reseal the fire spirit Parista; the other three are the Eastern, Northern, and Southern swords, the latter infused with Shintetsu’s own soul. As the tournament progresses, the child discovers that Lubert of Amber and Ureksa of Jade have allied with the war‑torn nation of Deigleya to harness Parista’s power.

The truth emerges that the tournament was merely a distraction while the Craftlords plotted the beast’s fate. After confronting the betrayal, the hero secures the Southern Sword, summons the ice spirit Kuhrya to counter Parista, and defeats the destructive spirit in a final battle. With Parista sealed once more, the protagonist earns the title Craftlord of Iron and saves Lyndbaum from annihilation.

Edited by Maya Carter

Game Screenshots

  • Screenshot 1 of Summon Night (GBANow)