
A Robot Named Fight is a Metroidvania roguelike focused on exploration and item collection. Explore a different, procedurally-generated labyrinth each time you play and discover randomized power-ups to traverse obstacles, find secrets and explode meat beasts.
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About




Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
This is a very good underrated gem of a game and I'm happy my friend recommended it to me. I'm honestly surprised that nobody has talked about its story in full within a YouTube video and there is a strangely little amount of fan art for the game as well. But this is not to say that I don't have issues with the game, despite me playing it long after it's last content update and the amount of content in the game being impressive. There still is an issue with consistency as some regions of the game have three bosses which I thought was going to be the uniform way this was handled but others for some reason only has two before randomly going back to three bosses along with the reused bosses for either alt regions or other regions entirely being very inconsistent as well with one of them not being changed at all while the other two instances of this happening are connected to a different elite-like variant of the enemies they are connected to. I also was pretty disappointed that a very interesting hard mode to the game with a lot of lore implications has a pretty lackluster ending and it isn't even really categorized as its own mode along with how there are no achievements connected to it for some reason. And I also feel the same way about how the final region in the game was never given an alternate variant for some reason despite its significance in the story of the game so having an alternate version of it would be the first thing that comes to mind once you start unlocking the alternate versions of areas. Especially with how comically rare some of the bosses are and you need to kill all of the bosses for the original version of the region to unlock the alternate version of it, it was just a huge disappointment that there was literally no reward for killing the last boss in the final region after I was finally able to encounter them. The final issue I have with the game is how I really don't like how it has a huge focus on alternate guns but not having similar attention given to the main blaster despite how clunky it feels to switch between guns just to open one door. I know that's something that's inspired by the Metroid games which this game is heavily inspired by but the different bolts really give off a Binding of Isaac vibe and it is really annoying to switch constantly just to open one door especially when there are other weapons that aren't key items and for some reason there isn't a single unlockable in the game that gives you a new type of blaster bolt that is a key item but for some reason there is a pacific door type/wall (meat blocks) that doesn't even have a bolt variant so if you find it in one of your runs then you know that you will have to deal with the one and only weapon, the chainsaw gun thingy, that is connected to. There's an alternate variance for some of the key items but I also just don't think they're that good as well and I honestly wish that the game had more key item bolts because I often found myself resetting until I got a good run where I was able to get key item bolts which is especially annoying when it comes to trying to unlock the final achievement that I have yet to unlock at the time of writing this which requires you only to have key items and no extra items which is really annoying when there's a run where I'm just given tons of weapons that aren't worth wasting the energy reserves on them and or a really mediocre familiar (Kaboomerang) on top of that which like the non key item Lasorb, only is kinda useful if you have charge bolts but a run can just stick you with one of the two lightening guns so you won't ever seen the charge bolts in that run. Also the CognitiveStabilizer really needed a buff, it really needs something extra that makes it stand out and more useful other then being good mainly for the glitch world and I don't know why the Necroluminant Spray is treated as a key item because it's torture using it in dark rooms when the bright shell or the light orb do the job way better without using up any enegry. The final thing I would say is that I really like the alternate game modes especially the Mega Map mode and the little Metroid Fusion-like Exterminator mode but the Boss Rush could use a lot of work as I feel like it's a little annoying that you have to rely on the shopkeepers to get any items and the RNG in that mode is really annoying along with the same couple bosses appearing in each of the region areas plus how I just don't really understand why there's one of the regions in that mode that just gets one singular boss battle for the run. Also the final boss for both the Exterminator mode and Boss Rush is very visually messy which sucks because the pixel art in the game is beautiful so it's just kind of strange how messed up it looks and not in a good way, I really think that boss needs a visual uplift along with being more interesting as a boss battle because it kind of just feels like an inferior version of the regular final boss in the game which I kind of get is the point but it also sucks that the alternate final boss and the true final boss aren't involved in the Boss Rush at all even if you unlocked the achievements for beating them. Now I know this review ironically is pretty negative despite how I'm simultaneously recommending the game and adding to its positive score but that is because I genuinely really love this game so its shortcomings are in particular very significant to me especially because I've almost completely got every single achievement in the game. I'm a little low on money at the moment but I'm honestly thinking about saving up money, possibly if I get any for my birthday next month to try and commission someone to make an alternate version of the fourth and final region in the game that adds more key item bolts because that's been something I've been thinking about for a while since I started playing the game not too long ago. Mainly just because I know that this game's creator has moved on to another project and this game is pretty old so if I do go through with that plan hopefully others will like it but that's all up in the air and who knows, maybe there will be a future content update that fixes some or all of the issues that I have with the game currently. Only time will tell.
This game feels like if Metroid was released on the Sega Genesis. More blood, better music, good gameplay loop.
Very solid metroidvania. It's easy to get your health wiped out, but take it slow and you'll do fine. A run takes about 2-3 hours to finish but there's so much to unlock (weapons, areas, bosses) and each run gives you more of the story.
I have a million hours on switch. I love this game so much. I followed the developer online as he worked on the game. I hope one day he will return. But this game is very very good and has so many secrets.
yes
A Robot Named Fight is a pretty fun Metroidvania and roguelite. The maps are randomly generated and with lots of items to unlock. If you're a big fan of the 2D Metroid games you'll like this.
This is an addiction game for me. I love the super metroid style for FIGHT alot. Makes getting into the game a lot more easier and comfortable. Game has a nice and interesting loop too. I couldn't stop playing after abit. Between this version and the switch version I must have all together 100 hours+ Would recommend if you like roguelikes and metroid
this is what metroid shouldve been
Я прошëл еë от корки до корки на сыче, а теперь купил второй раз в стиме и собираюсь закрывать на 100% ещë и тут. Шикарная игра и крайне жаль, что она так и осталась в тени, разрабу моë уважение
In addition to all the issues listed under the Negative Reviews, which are all accurate, here we my own personal gripes: - The lack of ability to keybind the movement skills was extremely clunky. When I got the slide, I would have much rather had the ability to bind it to shift and use it constantly. Instead it was bound by the dev to S+K, but it only works if you hit both keys at the exact same time. So that when I was trying to dash through gaps, I just ended up constantly ducking. It was supremely annoying. - Not only are the breakable walls annoying, due to them being 3-pixels tall and whatnot, but for incomprehensible reasons, they respawn almost immediately!! Busting through to different areas becomes its own stupid minigame, where you try to have all 3 blocks blown up at the same time before they respawn. Then, not only do enemies respawn when you go back to the same area, but all the passages you have opened by destroying blocks get closed again and have to be re-opened. Why??? - The enemies are extremely annoying when combined with your limited clunky mobility, but I think it has to do with their pathing/homing algorithm. I think they are able to read your key-presses, so that they are able to change trajectory and intercept you. If they were following you with some lag, you would be able to dodge them much more easily. - Enemies like the slugs on the floor are super-easy but require annoying mobility tricks, like jumping over them and shooting down. Shooting down is itself a chore; when you want to destroy blocks above you, you just aim up and shoot, but if you want to destroy blocks below, you need to jump and shoot down. Notice how so much of this review talks about destroying blocks in your way; this is NOT what people should be thinking about playing your action game. - You haven't succeeded at designing a game if the player keeps thinking: I just WISH I had a melee weapon instead. This game is perhaps too much influenced by Super Metroid, and I recommend the dev to play Megaman X4, doing a run with X and another with Zero, to see how these problems can be resolved.
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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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