
Fight to bring beautiful colors back to a hand-crafted world of darkness and discover the story of Europa, a young warrior, and her ghostly childhood companion, Apino.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2/day in the week to Aug 23 → 2.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
9 Years of Shadows is a side-scrolling Metroidvania by Halberd Studios. Travel alongside Europa, a brave warrior determined to enter the mechanical giant Talos and stop the corruption within before it swallows the world in darkness. Battle through tainted creatures, meet charismatic musicians and uncover the truth behind the curse that robbed the land of all color.
Many have tried to venture inside the twisted depths of Talos, a dormant fortress where several civilizations have settle over centuries. And, after losing everything she held dear, Europa has nothing holding her back from attempting what others could not achieve. As a noble fighter who refuses to be bound by the curse, she must enter the castle, find the source of corruption, and return the color once and for all.

This adventure is not for Europa to face alone. Inside the giant, she befriends Apino, a cute floating bear who seems to possess magical abilities that can restore color and replenish the health of his allies. He is also able to shield his companions from the multiple dangers that roam Talos’ hallways.

While exploring the castle, Apino can cleanse the corruption around Talos and shoot a variety of projectiles that can destroy dark crystals and inflict damage:
A fist that punches upwards when conjured.
A blast that travels along a surface until collision
A cyclone that returns to Apino like a boomerang.

Use the elements to your advantage to travel the map dynamically. Acquire the elemental armors that were once treasures to ancient civilizations and change on the fly and unlock special abilities to traverse your way: from swimming against waterfalls to traveling underground tunnels or gliding through warm air currents.
Harness the power of lightning, water, earth, and fire. Surprise bosses while you switch armors, perform strong halberd combos, and exploit your foes’ weaknesses to pave your way through the heart of the shadows.

Music is all but the soul of the game. Revitalize the world while you listen to a moving soundtrack composed by Miguel Hasson, as well as soothing pieces scored in 432hz by celebrated composers Michiru Yamane (Castlevania series) and Norihiko Hibino (Metal Gear Solid series). Meet these guest composers as in-game NPCs who aid in Europa’s quest throughout the game.
Music is the binding thread that combines gameplay and storytelling: collect musical notes and perform a healing lullaby to restore your health.
-------------------------------------
"Literally stunning"
Keen Gamer
"A stunning Metroidvania"
GamesRadar+
"Excellent & responsive combat"
Game Rant
"Delights all the senses"
GameLuster
"Two thumbs up"
LadiesGamers
Sums Steam only; GOG, PlayStation, Xbox, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 3.4Kreviews | 77% | — | $1M |
| $7.99−60% | 577ratings | 84% | — | not modelled | |
Engagement
Reviews
Themes across 152 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Warning: I will be giving gameplay (but not story) spoilers in this review. Like pretty much everyone else here, I'll spend a moment to state that the art is absolutely stunning. It's one of the most gorgeous pixel games I've ever played if not *the* most, up there with SANABI and probably some others I can't think of right now. The areas have a great visual variety to them, so many of the bosses and effects look fantastic, I couldn't possibly give any constructive feedback on the sprite work. It's amazing. Unfortunately just about every other aspect of the game lets them down. The music is fine, sometimes good. There's a couple of stand-out tracks that made me stop and listen in surprise, mostly the blacksmith's theme. Not too much jumped out at me, but the rest of the game probably did not leave me in the most receptive mood so I'd probably mark this one down to 'not the music's fault'. The programming isn't too offensive but it's still not great. General movement feels good but lots of semi-minor things feel clunky as hell, you can't interact with things or open the map for like 5 seconds after changing areas, if you open the map while the interact prompt is up you need to walk away from it and walk back to use it, and the interact visual prompt doesn't line up with where you can actually use it. The singular worst offender is the weird direction quirks: if you hold up-right to do a diagonal jump, then switch straight to up, the character will keep moving right. Same with left, and down for both directions. This is very awkward when trying to do up-swings or the dive kick move. The dive kick also has a weirdly strict range on the analog stick, most games (eg pogos in Hollow Knight) will allow you somewhere around 120 to 240 degrees to register as being down-right/left. This game seems to be dead on 135-225 if not even less. That's fine for kicking directly down, but I can't count how many times I didn't get a diagonal one because the stick wasn't low enough. Weird things that surely must have come up during playtesting and surely can't be that hard to fix, comparatively? The programming the only part of this game that feels like it could have been rushed, because the issues are minor but very annoying things that aren't common issues with many games, compared to something like 'the jump just feels bad' or 'minor sequence breaking snaps the event logic in half'. The story and writing were... not good. As others have said, the story just doesn't explain itself or go into any depth. It gave me no reason at all to care about its characters or events. I'm already not the biggest fan of cold opens, but this game's open is frozen, and remains that way for basically the entire game. You have no idea who you are, who anyone else is, where you're going, or why, beyond some extreme vagueties about a curse, until extremely late into the game. It feels like there might be some heartfelt ideas in there somewhere, but if this was someone writing something that really meant something important to them, it isn't conveyed well at all. But by far the biggest problem is just the game design. The shield that lasts for only 1-2 hits, plus extremely low health where you can only survive 2 direct hits or 4 when fully upgraded, plus the quick shield heal that requires your full attention and focus due to its Gears of War reload-style minigame, or the slower variant which makes Hollow Knight's look speedy, means that the bosses of the game are either an absolute joke or frustratingly punishing with nothing in between. Most bosses are totally trivial and can be very soundly beaten first try without issue, because you get generous heal windows and attacks are thoroughly projected. But if boss attacks are hard to react to, you're going to take a lot of attempts to beat them. If there's little time between their attacks, you have no time to heal, so any hit is savagely punishing. And for the couple of bosses that tick both boxes, welcome to hell. And it doesn't seem to be intentional, the last few bosses were largely easy, it's one of those games where the real nasty bastards come either really early or in the middle and they're not even major bosses. The healing method also sucks for general traversal because it means you'll often want to fire off a bunch of bullets to deplete your shield just so you can do the slow reload. It'd be a lot better if your shield regenerated on its own when you've been out of combat for a while, because you can always get it back up to 80%, it's just tedious. I think the game's upgrades are my singular least favourite aspect though. I sometimes joke if a Metroidvania upgrade is what I call a 'green key card,' as in, it functions the same as DOOM's key cards and would thus make DOOM a metroidvania. Sometimes you might get an upgrade that only unlocks specific doors, breaks certain coloured blocks, etc, rather than actually giving you new abilities that impact your general gameplay. This game is one of the worst offenders I've seen. The double jump is one of only three upgrades you get that are available in any context; one other is the divekick, which is so rarely useful outside of its small handful of hard locked areas that I had to come back to edit this sentence in, and the last is gotten at the absolute end of the game and is literally just a ~20% speed boost. The others are a swimming form, the ability to traverse through specific holes in walls, and a glide which is only available in certain rooms. In other words, they're all locked specifically to certain parts of the environment and don't change the way you navigate about 80% of the game. This game clearly takes inspiration from Symphony of the Night, but Symphony has the insane freedom of its super jump, the fun movement of the wolf form, the combat applications of the mist form, etc. The only combat upgrades you get in this game are that each weapon can be upgraded to add a projectile aspect to their charge attacks. I could go on but I think I'm getting my point across. I think the devs put a ton of work into this so it's especially sad to have to say the game is just not very good. In terms of sheer labour this probably took just as much effort as Hollow Knight, and most of the things that hold it back are, seemingly, poor choices, rather than a lack of resources. I always find that heartbreaking. If the devs want to make another game like this, I would highly recommend they (and anyone else looking for Metroidvanias) check out the two Hollow Knight games, Nine Sols, Ender Lilies, Touhou: Luna Nights, CrossCode, Axiom Verge, Cathedral, Gestalt: Steam and Cinder, and/or Timespinner, for inspiration. Or, yeah, Bloodstained. Not my favourite pick, but still a lot to learn there, especially since the devs seem to really like SotN. As the game is I can't really recommend it unless visual art can do like 90% of the lifting for you in enjoying a game. I hope this review doesn't come off as too harsh, again, I think the potential is all there, and the developers seem sincerely passionate and clearly have the discipline and drive to make something amazing. I wish this was it.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Latin America, French, German, Japanese, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
| $19.99 |
| 184ratings |
| 79% |
| — |
| not modelled |
| $19.99 | 50ratings | 86% | — | not modelled |
| $19.99 | — | — | — | $0 |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 153 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
oKAY, ♥♥♥♥♥♥♥♥♥, is this game just visually gorgeous And yet its gameplay is so lack luster that I got genuine flashbacks to how I used to play Nokia phone games with THIS level of redundant game design, to which the visuals or the characters were the genuine only thing keeping you wanting to continue playing. THIS is the exact same situation that this game is in. Its visuals are stunning, and clearly, are what was the primary talents of the team developing this game. And yet there is not a shred of satisfying gameplay in sight. I really wanted to like this game, and yet its like Safeway bread. It looks gorgeous, and yet its as dry as the pavement.
Despite completing 100% of the game and getting all achievements, I ultimately don't think I can recommend it. It's not a difficult game, visually it's very nice and combat is fun(-ish) but simple. However, the main issues I found with it were: - Shared energy/shields. It's weird and combat flow is broken when you inevitably miss the action bar timing and you have to resort to the slow method of healing. There are also 1-2 side bosses that just straight up do not give you the time to slow heal which made their fights annoying. - Exploration. Between instantly respawning enemies once you exit a room, to leaving one of the last movement skills for the last 5-10% of the game, made explorning the map a chrore. Especially when the last movement skill forces you to go through a majority of the map again just to collect 100% of the items. - Bugs. I encountered exactly 2 bugs, but each one made me almost uninstall this game. 1) AFTER I had all the collectibles and was on my way to obtain the last couple of upgrades, the game froze at the end of a cutscene area transition forcing me to reset the game - only for me to find out that the last 30 min of running around was wiped because there was no autosave. 2) Mashing through the final cutscene text after beating the last boss made it freeze towards the end - Right before the final achievement was unlocked. So guess what? Reset, reload, beat the final boss again, watch through the final cutscene again, and ONLY advance the text when prompted so it won't freeze. I normally never post reviews, but the second half of my playthough annoyed me enough to write this one. From what I could see in the discussion threads, the developers have checked out trying to sort out any bugs and game issues, which is disappointing. I got it on sale for about $12AUD. It might be worth a playthrough if it was ~$5AUD.
[h2]А метроидвания где?[/h2] Козявка в красивом фантике. Буквально каждый элемент геймдизайна в течение 12 часов умолял: "[i]Дропни меня[/i]". Эта игра максимально лёгкая, но как же у меня жопа полыхала, это ужас. Я надеюсь, что после этого дебютника студия сменила людей, которые отвечают за геймплейную часть, потому что это кошмар. Со стороны визуала придираться было бы преступлением. Палитра цветов очень приятная; пиксель-арт вообще улёт, один из лучших, что я видел в играх. Великолепные спрайты, прорисовка элиток и боссов, классные анимации, но больше всего радуют какие-то невероятные задники, только ради них продолжал играть. На этом преимущества игры заканчиваются - она настолько же отвратительна в плане игрового процесса, насколько ахуенна с точки зрения визуала. Музыка ничем не выделяется, просто один и тот же неплохой саундтрек на фоне играет, хотя разрабы позиционируют музон как чуть ли не главный элемент сторителлинга и геймплея. Думал хоть в конце квеста с музыкантами прозвучит что-то интересное, но включилась просто основная тема игры, спасибо. Сюжет очень простенький: идём за деваху побеждать зло - побеждаем зло, параллельно получаем довольно скучный плот-твист. Игровые механики и задумки здесь друг с другом просто не взаимодействуют нормально. Управление тут заточено исключительно (отталкиваясь от картинки во время запуска) под контроллер, соответственно состоит из 2 с половиной кнопок. И даже так оно чрезвычайно неудобное, это ♥♥♥♥♥♥. Вместо нормального дэша тут обратный рывок, а значит игре автоматом прилетает ещё один ♥♥♥ за шиворот. В первый час я помер из-за этого обратного дэша раз 5, а потом не воспользовался за игру им ни разу. Какой вообще в нём смысл, если Европа сама по себе довольно быстро бегает, а на большинстве боссов уклонение через дэш наоборот закинет тебя в следующий проджектайл. Ладно обратный дэш, но к середине игры мы получаем удар с прыжка. Он выполняется комбинацией "прыжок - прыжок - зажать вниз - прыжок". Какой изверг это придумал, пальцы себе сломать можно. Им я тоже ни разу не пользовался =))) Всю игру меня не покидало ощущение, что я прохожу какой-то древний платформер на NES от Konami, а не метроидванию 20-х годов, потому что от метроидвании тут нет ♥♥♥♥♥. Смысл метроидвании в условно-открытом исследовании мира и последующем возвращении к пропущенным/закрытым местам, где должно лежать что-то достойное этого самого возвращения. Здесь же тебе буквально на карте ♥♥♥♥♥ пишут: сектор A, B, C и так далее, чтобы точно не заблудился. И при этом в другие локи просто нельзя пройти до получения новых способностей, даже самые первые комнаты почти всегда закрыты. Бэктрекинга вообще нет, все секторы зачищаются сразу (за исключением какой-нибудь ♥♥♥♥♥♥ опциональной элитки) и комнаты с нотой для прокачки, которую можно пройти только после получения пятой брони. То есть ты единожды проходишь локу и забываешь о ней, в неё НЕ нужно возвращаться, в ней никогда [b][i]ничего[/i][/b] интересного не лежит, ты линейно проходишь локу за локой и всё. Боёвка тут унылая просто до пизды. 3 удара слабой атакой + 1 удар сильной. Это всё. Помимо этого присутствует компаньон, который восполняет шкалу энергии. Энергия выступает одновременно в роли щита и дальней атаки. У персонажа всего 2 (максимум 4) хп, которые отнимаются за 1 попадание, так что щит тут нужно восполнять постоянно. Но даже эта механика тут к ♥♥♥♥ сломана, об этом чуть позже. В игре есть 4 основных типа брони (и 5 дают в конце), отличаются они стихийными элементами и заряжаемой атакой. И переключение брони идёт через Q и E ♥♥♥♥♥, нельзя быстро выбрать нужную, каждый раз нужно затыкивать кнопки свапа. Броня Зевса - юзлесс говно, которое спустя полчаса игры используется примерно никогда, вплоть до замены на самую сильную броню света в эндгейме. Броня Посейдона - лучшая, смысла использовать броню Геи и Гелиоса просто нет, потому что хитбокс атаки у водной брони тупо шире, а урон у всех 4 арморов одинаковый. Даже в самой базовой механике нет никакого баланса, броня Посейдона выигрывает и по скорости атаки, и по хитбоксу, и по чардж-атаке (которая 3-4 раза бьёт уроном сильного удара), все остальные чарджи в игре я вообще ни разу не применял, потому что они дико неудобные. Враги в большинстве своём разваливаются от 2 ударов; разнообразия болванчиков не видать, к концу первой половины игры вообще пропадает разница между всеми мобами. Боссов тут навалили гору, но проблема в том, что почти у всех мувсет состоит из 1-2 атак. А те, кто использует атаки с проджектайлами, будут ими срать очень часто. И отсюда вытекает главная проблема игры. Скилл-QTE, который быстро восстанавливает энергию при нажатии кнопки в тайминг. Эта ♥♥♥♥♥♥♥ сломана настолько, что я ласт босса убил просто затыкиванием слабого удара и попаданием в QTE, [b]не двигаясь[/b] ♥♥♥♥♥. I-фреймы после пропажи щита висят ровно столько, чтобы тебя не успели надамажить во время QTE, так что его можно задрачивать хоть до бесконечности. Поэтому последние 2 локации и большинство боссов я тупо танчил лицом, потому что драться с мобьём скучно, а полторы атаки боссов друг с другом не стыкуются и ты гарантированно получаешь по лицу. А ещё багов тут пруд пруди: то звуки смерти босса зациклятся, то диалог наслоится на интерфейс лифта, то вообще игра намертво зависнет в катсцене. А да, ещё эти ахуевшие катсцены aka прогрузки в лифте, которые скипаются только удержанием кнопки, ♥♥♥♥ руки разработчика, который это добавил. По итогу - душное говно с прекрасной графической частью. Интереснее листать скриншоты, нежели самому это проходить.
it has been a while since I played a good Metroidvania, this one had cool elements literally and figuratively. hope to see more like this in the future.
[h1]Um metroidvania com muito potencial desperdiçado[/h1] 9 Years of Shadows chama atenção logo de cara por sua belíssima direção de arte. A protagonista utiliza armaduras que lembram bastante os Cavaleiros do Zodíaco, enquanto a história também flerta com esse estilo de fantasia. Em vez de uma espada, ela luta com uma alabarda e utiliza diferentes elementos através de suas armaduras, além de ser acompanhada por um ursinho de pelúcia capaz de disparar projéteis. [h2]Uma ótima ideia que acaba prejudicando o desafio[/h2] O aspecto mais interessante do jogo também acaba sendo seu maior problema. Sempre que a armadura da protagonista é destruída, basta pressionar um botão para restaurá-la quase instantaneamente. Como a personagem possui apenas dois pontos de vida sob a armadura, essa mecânica torna boa parte dos combates muito mais fáceis do que deveriam ser. Como consequência, várias batalhas contra chefes e grupos de inimigos acabam perdendo parte da tensão e do desafio. Também senti falta de uma forma de marcar locais no mapa. Embora o castelo seja relativamente direto de explorar, esse recurso faria bastante diferença para quem gosta de buscar todos os segredos. [h2]Uma boa premissa, mas uma história confusa[/h2] A narrativa me pareceu um pouco confusa, embora sua premissa seja simples. Um castelo surgiu envolto por uma maldição que roubou as cores do mundo, e diversos guerreiros tentaram desfazer esse mal sem sucesso. Agora chegou a sua vez de enfrentar esse desafio. [h2]Os problemas técnicos falam mais alto[/h2] Apesar de ter gostado bastante do jogo, infelizmente não consigo recomendá-lo no estado em que joguei. Input delay, bugs e crashes apareceram com frequência suficiente para prejudicar minha experiência e tirar parte da diversão. [b]9 Years of Shadows tem uma excelente direção de arte, boas ideias e um sistema de combate interessante, mas seus problemas técnicos impedem que eu o recomende pelo preço cheio. Se você não se incomoda com esses problemas, ou conseguir comprá-lo em uma boa promoção, ainda vale a pena dar uma chance.[/b]
Even years after release, there are still significant bugs including soft locks, crashes, audio glitches and more. I crashed on the ending cinematic, for one. Also, the game just is not that good. The healing system needs more thought put into it, enemies (especially bosses) can be exceptionally tanky and often will repeat basic patterns ending up into boring fights, and the music can be bland at best and downright grating at worst. Save your money and go get a different Metroidvania, because this is not it. Even from the Steam Sale I feel bad spending hours and money on this title.
[h1]ENTRE CORES, SOMBRAS E CHARME[/h1] [i]Finalizado em 10h[/i] O castelo de Talos foi construído sobre os restos mortais de um gigante de eras antigas. Apesar da vida ter deixado seu corpo, sua essência ainda residia intensamente entre os salões e corredores do castelo, iluminando e colorindo a existência de todos os seres que fizeram morada em seu corpo imutável. Essa era a realidade vívida em Talos, há 9 anos. Fazem 9 anos que o castelo caiu em desgraça. 9 anos que as cores foram banidas da existência e o mundo passou a existir em tons monocromáticos. 9 anos que os cidadãos, antes em harmonia nos salões e corredores de Talos, tiveram de fugir da loucura e do desespero que consumiram os que ficaram. 9 anos que a essência de Talos não passa de sombras que alimentam a escuridão. Europa, uma guerreira cansada de tanto sofrimento e sem nada a perder, sobe aos níveis mais altos do castelo em busca do fim da maldição — ou de sua própria queda. Confrontada e derrotada por um demônio de poder incomparável, sua vida é salva do limiar da morte por Apino, um espírito-fada na forma de um ursinho de pelúcia que revitaliza sua alma ao restabelecer a cor ao seu redor. Fortalecida e munida de nova determinação, Europa e Apino devem explorar os salões e corredores abandonados em busca das relíquias do passado, desvendar o mistério por trás do banimento das cores e devolver a vitalidade de Talos de uma vez por todas. [i]9 Years of Shadows[/i] é um [i]metroidvania[/i] [b]curto e charmoso[/b], com visuais inspirados em [b]animês[/b] e mecânicas de jogos do [b]início dos anos 1990[/b]. É possível identificar influências de títulos como [i][b]Mega Man, Castlevania, Ecco the Dolphin[/b][/i] e [i][b]Super Metroid.[/b][/i] Indo na [b]contramão das [i]dark fantasies[/i][/b] atuais, a arte de [i]9 Years of Shadows[/i] é [b]belíssima.[/b] Todo o pixel art é desenhado com [b]excelente definição e cores vibrantes.[/b] A paleta é agradável e harmoniosa, entregando um visual [b]moderno e detalhado de encher os olhos.[/b] A mecânica é simples. O jogo se desenvolve em [i]sidescrolling,[/i] avançando por diversos biomas diferentes com alguns chefes pelo caminho. Saltos, esquivas e ataques funcionam de forma padrão ao estilo. A diferença está na [b]mecânica de vida:[/b] Europa possui uma [b]barra azul de energia[/b] e [b]cristais vermelhos de vida.[/b] A ideia é que o [b]jogador gerencie essa barra,[/b] que pode ser usada para [b]disparar projéteis direcionados[/b] com Apino e como [b]escudo ao receber dano.[/b] Quando a barra se esgota, o jogador pode [b]recuperá-la instantaneamente[/b] se acertar um evento de [i]quick-time[/i] simples. Se errar, pode fazer uma retirada estratégica para que Apino restabeleça a barra com o pressionar de um botão. O jogador deve [b]usar esse recurso com precisão,[/b] pois a [b]cada esgotamento[/b] a janela do evento [i]quick-time[/i] [b]fica menor,[/b] tornando [b]mais difícil a recuperação instantânea.[/b] Além disso, para que Apino restabeleça a barra, Europa deve [b]parar de se mover e ficar vulnerável[/b] até que ele conclua a reenergização. Quando a barra se esgota, Europa recebe o dano diretamente na vida, que se resume a apenas dois cristais vermelhos. Ou seja, sem barra ela só pode ser ferida [b]duas vezes[/b] antes do game over e do retorno ao [b]último ponto de salvamento.[/b] Parece complicado no início, mas ao pegar o jeito o jogo se torna até fácil. Minha única reclamação é que, por vezes, [b]os comandos deixam de responder por alguns segundos quando se utiliza a interface de mapa ou se interage com objetos do cenário.[/b] As armaduras de Europa são inspiradas nos elementos da água, terra e fogo, e seus desenhos [b]remetem fortemente à arte de [i]Os Cavaleiros do Zodíaco[/i][/b] — confesso que essa semelhança foi o atrativo mais apelativo para experimentar o jogo. Cada armadura possui um poder especial que interage com elementos específicos do cenário. A de água permite que [b]Europa nade;[/b] a de terra possibilita [b]deslocar-se por túneis e resistir a esporos venenosos;[/b] e a de fogo permite [b]suportar calor extremo e flutuar em correntes de ar quente.[/b] Essas armaduras são essenciais para avançar na história e descobrir segredos. Como todo bom [i]metroidvania,[/i] é sempre bom revisitar áreas já exploradas quando se obtém um poder novo para descobrir segredos escondidos. Entre melhorias de armadura, cristais de vida e aumento da barra de energia, a exploração é divertida, pois [b]o mapa não é gigantesco,[/b] mantendo a experiência [b]contida e ágil.[/b] Durante a exploração de Talos, o jogador encontra Músicos que designam a Europa quests específicas. Elas envolvem o confronto com um ou dois chefes do bioma em que o Músico foi encontrado. Ao concluí-las, Europa recebe um [b]Fragmento de Luz,[/b] útil para melhorar a última armadura do jogo. — Dica: [b]são sete músicos espalhados por Talos.[/b] Não sou muito afeito a jogos no estilo [i]metroidvania,[/i] portanto dizer que as lutas com os chefes são legais pode soar como eufemismo. Gostei da dificuldade: [b]levei em média três tentativas nos chefes mais difíceis.[/b] Seus movimentos são [b]bem telegrafados[/b] e [b]mudam pouco o padrão,[/b] o que para mim é excelente, já que me falta paciência para chefes que exigem muita repetição. Para jogadores [i]hardcore[/i] do gênero, será “mel na chupeta” e, talvez, até [b]tedioso.[/b] A trilha sonora é [b]espetacular.[/b] A equipe da [i]Halberd Studios[/i] convidou [b]três mestres compositores[/b] do gênero para colaborar com o compositor principal, Miguel Hasson. São eles: [b]Norihiko Hibino[/b] [i](Metal Gear),[/i] [b]Michiru Yamane[/b] [i](Castlevania)[/i] e [b]Manami Matsumae[/b] [i](Mega Man).[/i] Do primeiro momento até o final, há algo na trilha que [b]mexe com a percepção.[/b] As músicas são agradáveis e, de certa forma, [b]reconfortantes.[/b] Após uma pesquisa rápida, descobri que [b]foram compostas em 432hz,[/b] frequência usada em musicoterapia para [b]relaxar a mente e promover bem-estar.[/b] É realmente maravilhoso. Nota especial para os avatares dos compositores. No jogo, eles são [b]responsáveis pelo comércio de melhorias do arsenal de Europa[/b] e são tratados como Espíritos Musicais que “compuseram” a criação do mundo mítico. [i]9 Years of Shadows[/i] foi uma dessas surpresas agradáveis que aparecem sem querer. Sendo um dos pixel arts mais bonitos que já vi, o jogo é lindamente colorido. Com visuais inspirados em [i]Cavaleiros[/i] e mecânicas vindas de clássicos do [i]Mega Drive, Super Nintendo e Playstation,[/i] entrega uma experiência curta, porém proveitosa. A história não é uma obra-prima, mas é bem fundamentada. O mapa é pequeno se comparado a outros jogos do gênero, mas mantém a experiência toda em um ritmo rápido e agradável, sem muitos retornos. Os chefes não são difíceis, o que é excelente para jogadores casuais, mas pode ser entediante para veteranos. A trilha sonora é magnífica, e a reputação dos compositores já é prova de qualidade garantida. [i][b]8/10[/b] na escala leomaníaca[/i] por ser um jogo muito bom e na medida, mas que irrita levemente quando a precisão nos controles falham.
A good 10 hour metroidvania. It's a decent mesh of Metroid and SotN, I enjoyed the progression and unlocks and the combat is fairly straight forward with a unique health and heal system that makes the game somewhat easy overall. In general the bosses are very easy all the way through. I beat the final boss in one try if that says anything. The game is kinda linear for a metroidvania, it's not too huge or anything, but there's enough varying paths and backtracking to make it all feel fun to explore. There's a few weird choices about the game though like.. if you decide to upgrade the first armor last.. you'll be stuck with 2 upgrade mats that you can't ever get use out of since the final suit replaces the original armor. There's a ton of bugs to this day. A lot of weird UI stuff. If you go to interact with a door or talk to someone, you more often than not have to move away from them again before the game lets you interact with the up button. Very late in the game the entire map was greyed out for story reasons, and it never returned to normal until rebooting the game, which I'm glad that fixed it but I played a lot of the final bits of the game with that awful bug not knowing it was even a bug. Overall it's good, just needs some extra polish. I wish there was a post game or new game plus, boss rush or y'know, extra characters etc cause once you beat it that's about it for content, no need to replay it except just to replay it. Anyway, solid 6/10
I recently completed 9 Years of Shadows in roughly 12 hours, earning 28 out of 34 achievements. For players chasing the platinum trophy, everything appears achievable in a single playthrough in around 16 hours, with no missable trophies that I could identify. The game is an excellent Metroidvania in the classic sense. The platforming feels tight and responsive, backtracking is well-integrated, and the boss design is consistently strong throughout. The game opens in a muted, colorless world before gradually blooming into something colorfully striking. After a brief tutorial, you’re guided toward key progression abilities. Once you obtain a new ability, the game opens up and encourages you to backtrack and explore previously inaccessible areas. Exploration is one of the game’s strongest aspects, though a few sections can feel confusing or poorly signposted. Combat is generally forgiving. Most enemies aren’t particularly threatening and will respawn if you leave and re-enter a room. However, certain rooms can still feel challenging due to enemy placement and density. The game features an elemental damage system with four armor types (lightning, water, fire, and earth). Enemies have clear weaknesses and resistances, which adds a nice layer of strategy. Optional NPC questlines exist, but they primarily revolve around defeating optional bosses. You can upgrade your health (“Light”) by collecting blue notes and your vitality (extra lives) by collecting red notes. Main bosses are the game’s biggest challenge and usually have nearby checkpoints. Optional and mini-bosses tend to lack checkpoints and often feature recognizable gimmicks or patterns. The story is quiet but emotionally resonant. It isn’t grand or epic but it tells a beautiful, intimate tale centered on love, family, and loss. That said, the game does have some noticeable flaws. The save system is the most frustrating: progress is only saved at checkpoints and after defeating bosses. There is no autosave or manual saving, so dying while exploring a new area can force you to repeat large sections. The elevators connecting major areas also overstay their welcome. Early on, they’re somewhat mitigated by the protagonist’s inner monologue, but later they become long, silent loading sequences. You can skip them, but they still feel unnecessarily slow. The health system is also unusual. The more health you have, the harder it becomes to recover it. On the positive side, I encountered no bugs or glitches throughout my playthrough. The game ran smoothly from start to finish. Overall, 9 Years of Shadows is a very strong Metroidvania. If you enjoy the genre, it’s well worth playing. My final score is 9/10.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.2M | 4.1K | 89% | $29.99 | |
| $1.1M | 3.3K | 92% | $10.19 | |
| $127.8K | 606 | 83% | $9.99 | |
| — | 0 | — | — | |
| $4.6M | 10.8K | 95% | $17.99 | |
| $61.4K | 170 | 82% | $18.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1M | 1.5K | 90% | $19.99 | |
| $1M | 3.8K | 82% | $7.99 | |
| $1M | 1.4K | 88% | $29.99 | |
| $1M | 2.1K | 91% | $14.99 | |
| $1M | 3.3K | 86% | $16.99 | |
| $1M | 833 | 84% | $39.99 |