
Jump, shoot, and slash your way through 30XX, the roguelike action platformer you can play with a friend! Explore lush, ever-changing worlds that mix precise platforming with fevered combat. Destroy fearsome Guardians. Master unique Powers. Rediscover the thousand years we've lost.
Modeled estimate, not a reported figure. How we estimate →
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About
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Japanese, Korean, Russian, Simplified Chinese, Spanish - Latin America, Portuguese - Brazil, Traditional Chinese
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[strike]Playing this feels like watching a casino slot machine screen. The background visuals are too cluttered and flashy for me. I wish I could dim the background so I can just focus on the enemies, hazards, and projectiles. I am also not a fan of the color palettes for the stages either. The stages have a lot of clashing neon colors making it difficult for me to spot the stage hazards quickly when dashing and jumping. I turned on outlines for enemies and projectiles in the settings but unfortunately the outlines are also flashing neon colors.[/strike] EDIT: In the settings under "Visibility Options" at the very top there is a background filter specifically for people that need or prefer less visual information. It was a tremendous help for me. Be warned when it comes to online multiplayer: Switches and floor panels are not individually instanced. This means the faster player can trigger platforms to disappear for both players. Usually this means one player has to wait for the other player to cross platforms before they can cross the platforms. However one of the main stages (Penumbra) involves color coded switches that deactivate other colored platforms. This can mean that while player A is holding or standing on a blue platform and player B activates the green platforms to complete the platforming puzzle, the blue platforms will disappear for both players and very likely to cause unavoidable damage to player A. This kind of system causes large gaps between players during multiplayer unless they have near exact path decisions as well as near exact jump and dash timing for the entire stage. What ends up happening in my sessions is the faster player runs through the stage while the slower player waits for the touch activated platforms to reset. Then the faster player either waits or forcibly drags the slower player to the next boss or event. This made the majority of the stages outside of bosses and events feel like solo play. Admittedly I don't have a lot of playtime so maybe there is a better way to handle the platforms in multiplayer. Of course if you're going to play solo you don't even have to worry about any of that and can just enjoy the game. Also huge thanks to the dev for teaching me how to read. lmao
It's... alright ig. the main issue I have with it, is that with inspiration they're taking their ideas from (megaman) feels like the characters have more variety in terms of weapons, armor and playstyle, which 30xx is lacking. playthroughs feel really similar, despite builds and choices outside some movement and damage tech, despite it being a rogue like which is probably due to lack of variety in enemies, songs, and scenery. remember that cool japanese influenced stage from megaman x with the chill ahh flute track? that type of vibe isn't here. almost all buttrock techno, all the time, over pallet swaps of similar looking tech type tiles with simple backgrounds. again. it's ok. it's fun for a bit. but as someone else said about this game, it feels like the bones of 20xx which already felt like kind of a lesser megaman x
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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