

Erra: Exordium
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Erra: Exordium is a 2D action adventure game in Dieselpunk setting. Explore a world based on Sumerian-Akkadian mythology. Take the role of a scientist who was able to cheat death and fight the rebellious army of mechatrons.
Developed by:
Fair Pixel LLCPublished by:
Kirkidexi LTDRelease Date:

Latest Patch:

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Reviews
The reviews are taken directly from Steam and divided by regions and I show you the best rated ones in the last 30 days.
Reviews on english:
77%
48 reviews
37
11
4.2 hours played
Written 2 years ago
I've been waiting for this game for a while, and it really made my day to finally be able to play it, even if it is still incomplete. I've got a list of notable things, including a few that I thought might need a bit of work. Mostly good stuff, though.
-I found that the gun mechanics are an absolute joy to use. Aiming is simple and intuitive, and the reload mechanic works well, especially that it makes you conserve and not just spray and pray. I really hope there will be more guns accessible in the full version, as the current two are really excellent.
-The enemy design is great, and I really enjoyed learning how to take on each enemy differently. Once you get used to their attack and movement patterns, it's fairly straightforward to defeat them, but never too easy. The enemies also all seemed appropriately unique, and I never got tired of fighting any single enemy.
-The block action works well on certain enemies, but on some attacks it isn't effective at all. This is fine, but it might be nice to know which attacks can be blocked and which cannot.
-The area layout is pretty intuitive, and I never really got lost or didn't know what to do next.
-The puzzles are adequately difficult, requiring you to think, but not taking too much time. I like the combination lock puzzles, and the hints for those are well written.
-I found jumping and climbing to be a bit clunky. It's still very functional, but in some places I never quite know where to jump from to land safely.
-There are quite a few text walls, lore dumps, and things of the sort, especially early on. I don't mind reading through these, but it can get a bit tiring. I like the flashbacks, they do a good job of filling in bits to the story. Maybe they could be implemented a bit more, instead of just text.
-Finally, the pixel art is very well done. I have no complaints whatsoever about it, and I think the game looks amazing.
Overall, it's a good game. I'm looking forward to the full version, as well as the update coming soon. Good job Fair Pixel, keep up the good work.
3.9 hours played
Written 1 year and 8 months ago
I really enjoyed the game so far.
Like the atmosphere and how the story progresses. It's quit linear, not much backtracking, which I liked.
Love the little details in the environment, where you can switch on lights and can just explore the rooms.
For me the start was a bit rough to get the mechanics. I died a lot in the first part of the demo. In my opinion the fall damage is too aggressive and the stamina is either too low or the regeneration should be a little bit faster. Also the player should be able to indicate when a checkpoint has arrived. This is not a real dealbreaker, because the sections seem not too long for now.
Great game, keep up the good work!
5.4 hours played
Written 1 year and 8 months ago
The Sumerians are finally on the warpath, amazing atmosphere. I recommend it to all Anunnaki's fans.
A beautiful adventure. If it burns out and it is difficult to play, then you can turn on the easy mode. But the main challenge is in normal mode. You need to combine melee and fire. The main thing is not to panic. Don't waste bullets where you can engage in close combat. Previously, blocking attacks was poorly done, it was difficult to catch enemies' attacks. Now with the new rules it has become much better, you need to hold the block button. Pixel art 10/10
0.3 hours played
Written 1 year and 5 months ago
Visualy this game looks great not that bad pixel art that most indie games have.
Story is interesting.
Gameplay is bad and kills all enjoyment of the game.
Movement is very slow.
Combat is enjoyjable if like parying if you don't like parying the game is terrible. Enemies move fast and deal a lot of damage and you don't. So pary every single time.
8.7 hours played
Written 6 months ago
I like the look, but playing through it really wasn't fun. Though you definitely get used to it, the combat is quite clunky and punishing. There's a specific parry move you kinda have to use all the time, and the timing on it feels way wrong, even after you master it. The whole game feels designed to have you replay the same sections over an over. Walk into the room - turret behind your back. Jump down a hatch, surprise enemy you can't dodge. It's often not about skill and more about nasty traps which you only know to deal with after reloading the section. It gets much easier after the first boss when game starts throwing more checkpoints, upgrades and ammo at you, but getting to that part is painful. I've literally uninstalled the game in frustration, but came back to collect a few more steam cards.
The story starts with an interesting set up, but then it's kinda formulaic and boring.
5.0 hours played
Written 1 year and 8 months ago
Interesting platformer in ✨✨✨retro-futuristic post-apocalyptical steampunk shumerian aesthetics✨✨✨
Lore is interesting and conducts mostly via short message logs
Battle system is more slow-paced and relies on stamina heavily, so this means you'll die a lot, but you'll like it more and more as you will be used to it
Pixelated graphics is beautiful, there are many unique objects and areas, game does not feels like artificial, everything looks "authentic"
This game is good - go buy it, go play it. This is a product of hard labor of passionate people on small budget and it is beautiful
14.9 hours played
Written 1 year and 2 months ago
There can be slight difficulty in navigating some levels, though that's largely a skill issue.
What you should keep in mind is that, on some resolutions, it is impossible to clamber on to particular platforms.
7/10 simply because the ending is a cop out.
7.5 hours played
Written 1 year and 2 months ago
Beautifully crafted pixel art with solid gameplay. It did take me a little while to get used to the timed combat and action mechanics. Timing is everything in this game. I played on the easier setting. I enjoyed taking the time to appreciate the meticulous craftsmanship that went into making Erra: Exordium. I look forward to more from this studio!
18.3 hours played
Written 1 year and 1 month ago
A nice metroidvania with beautiful pixel art, cool gameplay and story. I'd love to see a sequel to this game or at the very least a dlc. Keep up the great work Devs!
7.3 hours played
Written 1 year and 8 months ago
Cool game, 7-9 hours from beginning till the end. Great story, but ending is kinda bruh. Runs flawlessly, 0 bugs, great artstyle. Challenging difficulty but lacks bosses and final boss is disappointing trash.
7/10
14.3 hours played
Written 1 year and 10 months ago
Update for the release version, which is the full game. For a full completion the game took me about 11 hours, but I'd think better players (especially on the two boss battles) could easily shave off three or four hours.
This is a beautiful pixel art game, the care in the details, and the little flourishes to everything is pretty stunning. A real tribute to the skills of all involved and they've managed to really hook me with how they've pulled in elements of Sumerian mythology to create their dieselpunk world.
The combat leans a lot on you learning the timings for blocks and/or dodges of various enemies. Nothing ridiculous for most - although I made a lot of noise when I did beat the first boss for the first time! There's sometimes inevitable damage first time through an area, although I've always felt I could have done better with the tools I had after taking it rather than it being unfair. And healing is fairly generous in between the auto-saved stages. The devs have said they are adding an easier mode, which can be toggled on at any point, for those who may not want to have the same learning curve.
There's little bits of platforming and puzzle solving - just enough to break things up but not enough for me to begin to feel they were overdone.
I'm really impressed by what I've played. Really enjoyed the challenges and I'll be pushing on to the completion.
----
Add a couple of hours onto the play time because the time I spent with the demo doesn't count towards it here.
Do try the demo. This is a very well made game - I'm not the greatest at side scrolling games but it's felt tough but fair in how its brought me onboard with weapons, blocking, and the various enemy types. As well as introducing the small puzzles and little pieces of platforming. The pixel art is beautiful, but, as a simple man, the moment I knew I was buying this game was about 10 seconds into the introductary cut scene when I saw the lamassu and realised the influences they'd chosen for their post-apocalyptic city.
I look forward to seeing how the game develops in Early Access. All the best to the devs.
H/T Indie Cup for bringing the game to my attention.
9.7 hours played
Written 11 months ago
I have been experiencing several serious bugs throughout this game, including my upgraded carbine rifle being totally non-functional; I reload it, but I press the trigger and it does absolutely nothing. EDIT: I exited the game totally, and when I reopened it, the rifle seems to work fine now. I have no explanation.
Furthermore, this game contains some very unfair difficulty spikes, and mechanics that seem poorly balanced; a major problem I have been having is that many of the jumps are near pixel-perfect to clear fully, which is a serious problem because one jump early in the game requires you to clear it without grabbing the ledge, or you take damage. At another point, the new shotgun I got as an "upgrade" was effectively a nerf right before a difficult combat section, as my previous gun had a much larger magazine which would have been a lifesaver.
Another flaw with this game is that the English translation needs some work.
It's a pity, because the world and atmosphere of the game are terrific, but the gameplay is very rough and unpolished.
15.8 hours played
Written 1 year ago
the concept is very nice, however combat mechanics and very clunky. the most extreme ridiculous fight is flying boss. you can't mellee the boss and ammo runs out in first minutes. then you have to rely on RANDOM drop from enemies, which might not happen in two cycles. very frustrating descision to make such a mechanic.
7.3 hours played
Written 1 year and 1 month ago
Erra Exordium is a deeply flawed and fascinating experience. The theme and art direction are fantastic, the enemy variety is high, the combat is satisfying and weighty, and the story is decent although hurt somewhat by the localization to English. The level design is varied and well done, and you will constantly be seeing new assets and layouts. The developers use this in their encounter design as well, and you will see many different combinations of enemies, traps, environmental placements etc. You will also use a variety of different firearms and acquire some metroidvania-esque upgrades.
The issues stem from the particular combination of design decisions: the encounters are extremely challenging and their design varied, so you will probably die a lot. However, the game uses a checkpoint system, and checkpoints are not always in obvious places. There is no backup save or way to overwrite a checkpoint, so if you backtrack through an area there is no way to save. There are also optional areas and multiple routes in some places, although this is a double edged sword as with the checkpoint system and many, many commit drops and traps in the level design you may not realize you are now committed to progress until it is too late. The metroidvania-style upgrades are all backloaded and mostly along the critical path, so they seem superfluous. The variety in guns is welcome, but each time you pick up a new gun you replace your old one with no option to go back if you don't like the new one. There is only one boss in the game, and it's a puzzle fight; you're supposed to [spoiler]shoot the drones it releases so that they explode on the boss[/spoiler], but most players don't notice this and waste all of their ammo, leading the developers to patch the game in response. The end of the game has a huge enemy gauntlet and puzzle section instead of a boss, and while thematic it is very strange. The game is quite challenging and expects a lot of the player, but the checkpoint system combined with the branching level design with commit drops and one way traps leads to a lot of frustration.
It took me many shorter sessions to finally see the credits due to frustration, but I was regularly impressed by the level and encounter design. It was just let down a bit by the trial and error rhythm of dying and reloading, going through everything I was familiar with, getting to a new section, then dying and reloading again. If more of the commit drops were two-way and the game had reusable save stations dotted around, I think it would be a much more enjoyable experience. The game is not a metroidvania or soulslike; it is a very difficult, methodical, linear platformer. I recommend the game mostly due to the theme, visuals, and the very interesting level/encounter design, but anyone easily frustrated by repeating sections should stay away.
8.9 hours played
Written 1 year and 2 months ago
The game was good, I liked the music and art style, especially all the hidden photos and background detail. Most of the story was told through notes/mail and less than the actual game play. I wish we got to explore the world more as a lot was hinted at in the loading screens and environments that we never really saw. A second game would do well to flush out the world more. I also found it really challenging and was annoyed by the inability to switch weapons or go back to certain areas. The save points were often random and could start in the middle of combat which really sucked.
Overall, I liked the game and would enjoy a sequel but it would benefit from some changes.
10.2 hours played
Written 1 year and 6 months ago
Dense and captivating atmosphere, beautifully realised in pixel art. Great soundtrack. Gameplay a bit more methodical and less action-adventure oriented, mainly because the character controls quite slowly/sluggishly. Fits the theme, though.
14.5 hours played
Written 1 year and 11 months ago
recommend, but the game is EA and ends after the first boss fight
edit after beating full release: the art is cool, the game is super annoying. puzzles that make no sense and rely on trial and error
6.5 hours played
Written 2 years ago
That's an amazing 2D adventure game in a very unsual even exotic setting. In a combination of simple puzzles and challenging fights, it tells you a story of a swift falling of a developed civilization through the eyes of talented scientist who managed to save himself moving his consciousness to a robot body. The game features with an amazing pixel art, so that you can learn and enjoy every piece of space finding different details that will reveal how the world looked like before the apocalypse and now. True attention to detail - a sign of love and passion of the development team.
I strongly recommend you to try the game and support the developers
0.8 hours played
Written 1 year and 7 months ago
I was really expecting to love the hell out of this game. On paper it sounds like a dream come true. Immersive-Sim meets Metroidvaia, with light Soulslike combat mechanics and set in a Post-Apocalyptic sumerin fantasy world? Sign me up! But man the actual game frustrated me so much I had to get a refund before my 2 hour refund window. It's just really slow and clunky, and the parrying is a pain in the ass to time. Maybe I'm just used to games like Sekiro that have masterful parry timing. This really reminded me of the cheap deaths and traps present in classic Cinematic Platformers like Flashback/Out of This World, and I hated them in those games too. Still, I love the premise and setting, so I think I'll at least check out a let's play walk through soon.
24.2 hours played
Written 2 years ago
Amazing pixel art!
An interesting style combination of mythology and dieselpunk. A bit of Metropolis.
Hardcore, the way I like it
Passed on normal mode, but I see that the game now has an Easy mode, but it's not for me, I like when a panic attack starts. It looks super cool on Steam Deck
7.5 hours played
Written 1 year and 7 months ago
I think i can confidently say that erra exordium is the most frustrating game that i have ever played in my life. Everything this game does well is overshadowed by unbelievably outrageous design choices. Things like enemy placement, the save system and overal unforgiving nature of the game turn this into an excruciating and annoying experience. The worst offender of this though is the save system... Erra exordium saves when entering preset locations for the first time. Not only is this poorly telegraphed, it also takes away all player agency in this regard, at least untill the game randomly decides to give one time use save stations in the last act. What makes this worse though is that when you die you go back to that point with the EXACT same health, flasks and ammo. So if you saved right when you had a sliver of health and no healing items, you are required to make it to the next one without ANY room for mistakes. The distribution of these save points is also very poor, and there's many frustrating lengthy parts that will require multiple attempts, especially if you got cucked with low resources at a save.
The absolute worst case of this mechanic is during the games one and only boss fight about halfway through. This boss flies, so if you were out of bullets then you'll have to fend off multiple waves of ads just so you can have a chance at TRYING to damage the boss. And if you die, you can do all of this again because you start off with the same ammo (or lack thereoff) every time. Luckily for me i was full on ammo, but alas low on health. This boss has many more frustrating mechanics that chip away your health such as mines that can only be shot and homing missiles that are way too persistent. You only get one full health refil and if you were low on health like me you have to use that at the start to stand a fighting chance. I think all of this combined makes this the absolute worst boss i've ever fought, even worse than 'slain back from hell's beholder boss. You can't even reload previous saves to try and get a better start as there's only one single save, wich is the most recent one that gets overwritten every time.
The rest of the game makes full use of this preposterous saving system by doing it's absolute best to hit you with cheap shots all around. Wanna open a new door for the first time? Guess what, half of the time as soon as you open the door an enemy behind it instantly takes a swing at you resulting in taking a hit. And you can't anticipate this as the rooms behind doors are black before you open them. You could parry every door but some attacks can't be parried and the mechanic is clunky anyways. There's also enemies that come out of boxes, or turrets/traps that pop up out of the roof when you walk past them or activate a button. These turrets are the worst as their rate of fire and damage can stagger kill you within a second. More than half of all enemies you fight are put in these cheap spots that gives them the iniative. With healing being so sparse and the checkpoint system being ass, taking this much chip damage constantly is REALLY frustrating.
There's also some platforming sections that are a slog to get through and use the same cheap tactics such as falling floors to get you down. The controls feel sluggish and the character is barely maneauverable enough to reach most jumps. There's no coyote jumping and the gaps are so wide that you need to be quite strict to avoid taking fall damage or worse. These platforming moments and fighting enemies are so clunky and unenjoyable that they really take the fun out of exploration. This is a damned shame as the level design is actually pretty good (other than the cheap hits ofcourse). Levels constantly wind back onto themselves, revealing familiar vistas or shortcuts to conveniently get back to that one door which required a key(card).
There's also a large variety in environments, with no two backdrops feeling the same. In fact the pixel art in this game is masterfully done, and is easily the game's strongest aspect. The backgrounds feel alive, as if they want to tell a story. The sound design is also very well done, with great ambient sounds and punchy gun shots. Music is a bit repetive but it's mostly ambient tracks that fit the mood very well. It's a damn shame then that everything else is so bad. Had this game had proper gameplay and story it could've been an easy masterpiece. Alas gameplay falls terribly short as discussed before, but so does the story. The premise is interesting but the execution is poor. The delivery in poorly written notes and horrible translation makes for a poor experience when playing the game in english.
All in all this is another case of a game with superb artistic direction being absolutely trashed by downright horrendous game design. This game is not worth picking up at any price, even if it were free. The game doesn't respect your time, and does its darndest at frustrating you with cheap hits and other bullshit. I really wanted to like this, for the pixel art instantly captivated me, but there's limits to what's acceptable as a means to achieve difficulty. And these cheaps shots certainly don't qualify as a good time. I regret having played the game and hope i can deter you from making the same mistake.
8.4 hours played
Written 1 year and 2 months ago
Frustrating Journey
I waited game since playing Demo for 3 main reasons - interesting Sumerian setting, I personaly love metroidvanias and adventures and this is Ukrainian game. Long story short - I really apreciate your work as Ukraine studio and wish next game would be much better.
Visual supposed to be great, but in reality we have rescin of the same locations. Okay technicaly I think it's not, but through whole game everything looks the same... School, Zikkurat, Fire Station all have more or less same corridors, pipes, buttons etc and I don't get the atmosphere of great Sumerian city that fall to machines. Only one location was more or less interesting and memorable - Zikkurat with bright purple areas. Unfortunately for me all locations mixed into one long corridor to the final battle.
Enemies and boss design also quite frustrating,,, First big boss literally is "helicopter" and final boss even doesn't have direct form. It doesn't feel very exciting to fight such "bosses", they kinda feels like optional content between corridors. First boss even can't be reach by melee atack, so you need to wait while game spawn some more ammo. Common enemies are a bit more interesting and challenging, but developrs decide that it would be cool to spawn machines right behind doors, that start atacking hero while door opening animation is in progress. It looks like it should add more challenge to the game, but it's razther embarassing when you do this whole game in each location.
There are some bugs and issues, some of them good for player and some of them are bad, eg - you could respawn with more health than you have while reaching checkpoints, or you may disable enemies just because you reached checkpoint and enemies that were behind stop reackting on you. On the other hand you may slightly fall from platform, but this particular place may be scripted, so you instantly died. It's not actually too bad, but due to general frustration it kinda feels even more unpolished that game is.
Story - well, let's imagine that you have read some book long time ago and now you need to retell it to someone. It's the best description of this story, because hero, his family, citizens, mayor etc they are all abstract. I don't have any feeling to this story. Yes we know that we need to stop machines from massacre, but main motive is too abstract, like - why we need to graduate scholl? Just to go to the unversity. The motive to finish the game in same dimension.
Well, the game deffinetly have a potential and it feels like solid work. I like common enemies and puzzles, especially in final fight, I like fighting gameplay, object interactions were great, you need to wisely use your resources and it's great, but for those who 100% understand what will be in the game.
So if you are looking for small challenge, like old linear 2D platformers and want to support indie devs you should try it, but in general I don't think the game is for common or casual gamers. I though I would recceomend it, but at the end I was too frustrated by lazy story and lame boss designes.
I really want to support developers and hope we will see something better next time, cause core gameplay is solid enough to improve it too modern standarts
0.5 hours played
Written 2 years ago
This game has very nice pixel art animations, world building, and exploration. The combat can take some gettin' used to when it comes to timing the enemy strikes. Overall, it's a very nice effort from Fair Pixel.
Gameplay here: https://youtu.be/kuEoDe77Q58
0.8 hours played
Written 1 year and 5 months ago
Nice game! Mix of Fallout and Castelvania
Гарна гра, спокійна і розмірена
5.1 hours played
Written 1 year and 7 months ago
No manual saves, and autosave points are too far apart. I like the challenge of combat. But there's just way too much repetition between save points. Also can't customize the controls, which I find not at all intuitive.
2.8 hours played
Written 1 year and 1 month ago
Cool atmosphere, great story, great music and sfx
6.8 hours played
Written 1 year and 7 months ago
A platformer that is mediocre in every sense with no option to remap controls (!) or restart from checkpoint (gotta quit and press continue). Not worth the money.
6.4 hours played
Written 1 year ago
This is more of a mixed review than a negative review (Steam please add mixed reviews)
[h3] The good [/h3]
-MAAN what a bleak enviroment and atmosphere. This sense of the dread for the situation this world is in is superb. With the countless bodies you find littered everywhere and the crumbling buildings. It truelly gives the fallen empire sense as you travel throughout it (ESPECIALLY in [spoiler] the fire station [/spoiler]). WIth the minimalistic music that supports it gives it that dystopian feeling.
-The amazing art. Im a sucker for pixel art and this is some good shit. The robots look sick, the bakcgrounds are mystical and the attacks look surprisingly smooth. Very good stuff, bravo!
[h3] The OK [/h3]
-The combat is fine, nothing experimental about it (Which you don't really need). You do change what guns you have, but not the melee weapon you take at the start of the game. There are a few gripes about the combat i will address later.
-The story was confusing from what i could piece together, with the ending throwing a massive wrench in my understanding. Not to say its bad though, it was good, but my ape brain didn't compute with it.
[h3] The bad [/h3]
-The parring mechanic feels incredibly off. Not much of the parry itself, but more of the stun after it. It feels really easy to knock an enemy out of the stun, only being able to hit them twice even with the upgrade.
-The worst combos of enemies imaginable, Litterally the rhino and any of the ranged or hard hitting slow enemies is a nightmare for me, most of the time they hit me into a stunlock to death.
-Dodging rockets, especially from turrets and the poison rocketier in the end game areas, is impossible sometimes.
-Easy to get stunlocked from turrets and especially from lasers and fire. Once you are on the pain train, there is no getting out.
One last thing that really disappointed me at the end game (Spoilers from here on)
[spoiler] When I was picturing what the final boss would look like, I took inspiration from the flying dragon (Which was cool btw) and used it in this situation. What I pictured was a duel against an amalgamation of the disseased water and multiple robots that resembled the god that the people praised for all their lives to give a "god's punishment" feel to it. Once you killed it, you would go to the source and blow it up.
What I didn't expect was a mining wave defence phase, filled with enemies that I had seen to death at that point, and a trial-and-error puzzle phase with a worm thing. Ending off with the realisation that it was just aliens, not some "God's wrath" through a plague that the priests mistakenly fed to the zigarat that created the green water. I had completely forgot about the meteor crash that had happened at the start of the game at that point. [/spoiler]
All in all, It showed great potential, but suffered in some of the gameplay departments that slightly irritated me. Even with that, im excited on what you devs cook up next!
3.7 hours played
Written 2 years ago
Absolutely wonderful atmosphere, story, visual style, music and plot. 10/10.
10.1 hours played
Written 9 months ago
very fun. loved the art and story. parrying and shooting feels good. steamdeck ran it perfectly
26.4 hours played
Written 10 months ago
Awesome platformer, atmospheric, but with a balanced difficulty for those of us whose reflexes aren't that good anymore haha
2.4 hours played
Written 1 year and 7 months ago
Wonderful stuff here! The game gives almost oddworld vibes, in that you are not a fighter and not a jumper, and yet you have to fight and have to jump quite a lot. The difficulty also match the experience pretty well, it's nice that you are vulnerable and not an action hero or supermario, dying is part of the journey.
7.2 hours played
Written 1 year and 7 months ago
Great atmosphere and the combat with melee and guns is really nice as well.
It is not so much a soulslike except maybe for the timing and difficulty.
Can only recommend and I do like to see more stuff from these guys.
5.5 hours played
Written 1 year and 7 months ago
It feels like a 2D version of [b]Remnant: From the Ashes[/b] but with a much better lore and style. Pay attention that it requires [b]great reflexes[/b], although it has [b]Easy mode[/b] in settings if you have some issues with its difficulty.
[h3]Pros:[/h3]
[olist]
[*] Cool pixelart with a great deal of tiny details
[*] It is hard enough to get engaged + it has Easy mode in settings
[*] The game has some smart puzzles
[*] Interesting lore in an unusual world
[/olist]
[h3]Cons:[/h3]
[olist]
[*]Enemies are easy to trick, but it is a common thing even in AAA games. Patterns are not that hard to predict and learn
[*] It is lacking in music variety
[/olist]
0.3 hours played
Written 1 year and 7 months ago
I support small developers. It's cool that there is a free demo so that people can check the game without any problems.
I'm not in the mood to play right now, but I love pixel games. I hope the game will be published in GOG (DRM Free store) ❤️
4.2 hours played
Written 1 year and 11 months ago
An exciting game with a beautiful style that throw player in a unique atmosphere. It does not have much content at that moment, but it is worth a try.
1.9 hours played
Written 2 years ago
Amazing aesthetic, visual storytelling and with worldbuilding full of intrigue
Combat is challenging enough and can seriously catch you off guard once you got overconfident
Some minor gripes with the common use of ambush, forcing you to immediately expel Impulse Charge after picking up or risking huge damage without it to save for later.
Definitely hyped for what comes next.
3.4 hours played
Written 2 years ago
This game is really great so far. Its kind of like a Flashback/Prince of Persia type of timing game to an extent, but balanced back a little towards action platformer. Overall I'm happy with my purchase, even though we need more content badly before the withdrawals kick in.
Really good atmosphere and general art direction with the throwback 2D 16-bit style. The puzzles are pretty good platformer fare, they are medium difficulty, but the fighting is fairly hard, mainly because you need to learn the timings, as you will be punished severely for each mistake. I think the developers have done a great job with the playable levels, they are certainly polished product that doesn't feel "early access."
If it looks fun to you, there's a good chance you will be happy with your purchase!
13.7 hours played
Written 2 years ago
Cool concept in a beautifully drawn pixel art world, with gameplay that presents a decent challenge. Narrative unfolding like Katana Zero with gameplay akin to a streamlined Salt & Sanctuary just a bit more on rails.
So far in EA the movement for me was the least comfortable thing to get to grips with, as seems just a little clunky when jumping (especially between platforms you're not quite sure you can make or not), but strictly speaking this fits perfectly with the narrative. Sliding is the key dodge mechanic but uses a lot of stamina, so blocking can be better to use but is also harder to time correctly. Pick ups and fuel stations are spread just about right for this kind of game, and encourage the player to continue exploration (as opposed to suiciding after a particularly tricky combat for example, and ruining immersion).
All controls seem consistent, and present the player with direction to approach combat (especially with careful use of the environment), as well as options to utilise once the learning curve for each skill is nailed down.
In terms of gameplay, combat is well balanced presenting a challenge without too much repetition/failure. Puzzles are well designed and logical, and drive the player to explore and unravel additional secrets should they choose.
I'd like more of the dream/flash-back sequences telling the story, and enjoyed the idea of the player controlling the progression of these scenes in places.
All seems to be coming together nicely, looking forward to the next chapter.
0.4 hours played
Written 2 years ago
So I only have about 20 minutes in the game so far so I can't fairly judge the game either way just yet, however, I did want to just post that this works perfectly fine on Steam Deck as far as I can tell. I will give a true opinion a few hours in, but just wanted to let others know in case you were looking for a decent travel game.
3.1 hours played
Written 2 years ago
I didn't realize how time flew by while playing this game.
Thanks to the developers for the engaging gameplay.
9.0 hours played
Written 1 year and 3 months ago
game is visually very nice, but it needed to be more balanced
3.7 hours played
Written 1 year and 7 months ago
Beautiful pixelworld from UA
45.9 hours played
Written 1 year and 2 months ago
Hail the Omnissiah! He is the God in the Machine, the Source of All Knowledge!
10.7 hours played
Written 9 months ago
Дякую вам за таку класну та красиву гру!
2.4 hours played
Written 2 years ago
Це дуже годно і атмосферно.
5.0 hours played
Written 1 year and 5 months ago
great game
7.0 hours played
Written 1 year and 2 months ago
YEP