
Alruna; now in wide-screen! A different kind of Metroidvania, a tour-de-force of game design, with world-class temples and dungeons. Dead men yearn for Heaven, but Elysium remains out of their grasp.
Modeled estimate, not a reported figure. How we estimate →
About
Alruna, sweet Alruna, can you feel the emptiness? What little remains of the material world has long since been hollowed out by the Necro-Industrialists. All that’s left now is … salvation? Enlightenment in the age of consumption. The race towards heaven is on, and the flower-nymph Alruna has to confront the macabre and masochistic martyrdom of her fellow dryad Divinity’s Creature. Life is suffering, but suffering brings sainthood. Beyond the End of History lies the promise of Elysium. I am Heaven's Gate, Alruna. Will you come inside?

Alruna’s move-set is more expressive than ever. Super-jumps, bounces and Hyper-dashes allow her to reach all sorts of new places. The Blossom Blaster lets Alruna to shoot, and to bounce on her projectiles for an extra boost. Elemental power-ups can turn her into Fire Alruna, Water Alruna, Thunder Alruna and maybe more. Climbing Vines can grow from any surface. Bosses fill the whole screen, mini-bosses hide behind every corner. Entire hidden areas can be found under any innocuous rock. Everything is connected!
An overworld that connects all areas of the game.
Four large “temples”, each one with a powerful upgrade and a formidable boss.
A star-crossed enemies-to-lovers romance with a rival adventurer. No spoilers!
Hidden mini-games, power-ups, shortcuts and secrets behind every wall.
Genres
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I feel so lucky that Alruna: End of History happened to pop up in my Steam Calendar. It's a clever, fast-paced MV, the kind of game where you never stop pressing buttons and moving forward. It has a great pace, lots of surprising upgrades, satisfying puzzles, cute characters, lively animation in a lovely retro style, and engaging controls that get more fun the longer you play. I thoroughly enjoyed my 4 hours with it and would be delighted to play more from the same team. I liked the bosses, the secrets, the chiptune soundtrack, the opaque lyrical dialogue, the reveals of numerous movement mechanics, and the anti-religious messaging throughout. Banger game, well worth a play.
A cozy, short and simple Metroidvania but not much to see beyond its nice 16 bit pixel art.
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Languages: English, French, German, Spanish - Spain, Swedish
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I loved the original, warts and all, not just despite the bugs but it somehow pulled off the old Bethesda thing where the bugs gave it personality. I'm not too far into this sequel but it's looking like more of the same, maybe with a bit better programming (and widescreen!). That's not necessarily that bad considering I'm looking for more of the same, but I also like seeing a series evolve and stay fresh. Maybe I'll get that later in the game, we'll see... But so far, it's more Alruna with a great atmosphere and awesome soundtrack, and for that it's definitely worth the low price.
Das Movement fühlt sich richtig gut an. Die Fähigkeiten sowie die Rätselabschnitte sind kreativ und machen richtig Laune. Läuft auch super auf dem Steamdeck. Ich kann nur empfehlen spielt die Demo, wenn ihr unsicher seit. Im Vergleich zu vorgänger-Spiel: [spoiler] - 3 Basic Moves + neue Moves/ Fähigkeiten [/spoiler] [spoiler] - neue Rätsel-Varianten abhängig von Fähigkeiten [/spoiler] [spoiler] - neue Spezien vorgestellt [/spoiler] [spoiler] - Upgradesystem das jederzeit zurücksetztbar ist [/spoiler] [spoiler] - man kann in 8-Richtungen attakieren [/spoiler] kleinere cons: [spoiler] -Bosse sind nicht sehr "Geschicklichkeit"/"Movement"-Spezialisiert [/spoiler] [spoiler] -MS Charakter [/spoiler]
A little disappointing after I enjoyed the first game. More elements have been added to the gameplay mechanics (eg. elemental powerups) and that made exploration a little more "involved". I'm not sure if it's me or if there's a bug (I think the only way forward is through a rotating path that I accidentally locked in the wrong direction) but I just can't find my way to the next new area after re-treading the entire map (so far) at least 4-5 times. Unfortunately, I reached my limit in terms of "caring" to continue because I get frustrated after so many attempts. While not horrible, this is something like a 4 or 5 / 10 while the first is easily a 7 or 8.
it's SO nice to have a good metroidvania that doesn't also have souls death mechanics tacked onto it. a bunch of fun and really interesting mechanics to work with in a game that's not overly hard for the sake of being hard. huge recommend from me!
short, fun.
fun steam deck title. tho it could use some redesign on the art direction for better functionality (for example making the main character sprite actually match the hitbox instead of it being a tall rectangle with a lot of "free space" on top?) and sometimes the controls feel odd, but nothing terrible
相比前作降了不少难度,战斗有知识锁的大招,一下BOSS半血,两下带走BOSS,平台跳跃有能力锁的上天入地,关卡有天赋升级的穿墙子弹,感觉开发者已经在放飞自我了,虽说前作的[spoiler] 只能炸弹开存档点,然后读档进入新区域的巧思设计 [/spoiler]相当惊艳,但穿墙子弹开反向门着实有些太过火了,完全失去了前作的精巧,另外剧情明显是在改编去年的丝之歌,前作两个结局不是阵亡就是飞升,估计开发者也懒得圆了,干脆另起炉灶搞了个丝之歌的相爱相杀 总结,除了比前作多了个键盘自定义,加宽到了16:9,各方面都不如前作,推荐优先玩前作
Since I hadn’t played the first game, and the sequel throws you straight into the action without much context or background, I ended up checking the Steam page just to figure out what was going on. You play as one of the dryads, the last living beings in a world drained dry by greed and reduced to a wasteland filled with ruins and mindless skeleton-like machines. The dryad, Alruna, starts with quite a few abilities already unlocked, but the game introduces them gradually so you don’t feel overwhelmed. Usually, a move is explained the first time you encounter an obstacle that requires it. Alongside a standard jump, you can perform a high jump by crouching for a few seconds to charge it, or execute a ground smash while airborne. You also have a slide, an air dash, and a ranged attack with fairly limited reach. Your shots only travel about a third of a screen. Thankfully, enemies are generally easy to deal with and rarely require much effort. Most simply patrol back and forth while firing different projectiles. In many cases, it’s easier to ignore them entirely since they don’t drop anything useful when defeated, apart from the occasional heart when your health is running low. Enemies respawn whenever you move between screens, making it easy to fully restore your health. This is especially true because hearts placed throughout the environment also reappear when you switch screens. In fact, almost everything respawns. The main exception is a set of blocks that appear or disappear when you activate paired switches, with the effect carrying across multiple screens. Of course, this also works for doors that require keys and other shortcuts. Progression takes place through a series of single screen rooms connected into one large, interconnected world. Most rooms contain a mix of platforming challenges, enemies, and obstacles that either require your current abilities or encourage you to return later with new ones. In addition to the block switches, you can temporarily enhance your weapon with a fire effect. This allows you to melt ice blocking your path and light braziers. The upgrade only lasts for a limited time, though, so you need to act quickly before it wears off. Fortunately, it always respawns, allowing you to try again as many times as necessary. As expected from a metroidvania, there’s a map to fill out and plenty of secrets to discover. The map is fairly standard, consisting of squares that become visible the first time you enter a room. Each square represents a single room, and different colors help distinguish the various environments and biomes. Save points and healing spots appear as flowers and red dots, while the main collectibles are Drops, which are marked in blue. Drops are converted into currency in the upgrade room, which is accessed through iron maidens. Here, you spend your collected resources to remove barriers that lead to additional upgrades, many of which also require payment before they become available. These upgrades include stronger attacks, increased weapon range, extra health, and a few more unusual bonuses, such as reducing boss health. If you haven’t noticed it by then, the upgrade room is also where you’re likely to discover your first fake wall. These look exactly like ordinary walls, and the only way to identify them is by shooting at them and noticing your projectiles pass straight through. After some experimentation, I realized the upgrade room is packed with fake walls that let you bypass obstacles you would otherwise need to pay to remove. Some even provide access to major upgrades much earlier than intended. There is an upgrade that allows your shots to pass through walls, which ironically makes fake walls impossible to detect afterward, but thankfully there’s also a way to reset your upgrades. Fake walls appear throughout the world, although many are subtly hinted at by a certain type of breakable block that can be destroyed with your weapon. What makes these secrets particularly interesting is how often they allow access to areas you clearly weren’t intended to reach yet. Exploration is heavily encouraged, especially once your growing collection of abilities comes into play. Early on, you gain a seed that can be thrown onto walls or ceilings to create climbable vines and temporary platforms, opening up even more possibilities. Most progression is still gated behind the correct abilities, which mostly take the form of different seed types, so you can’t simply rely on fake walls and hidden passages to bypass everything. Later abilities include explosive pumpkins to destroy rocks, the power to walk on water, and even the ability to transform yourself into a cube. Still, the world itself isn’t particularly large, and it’s possible to finish the game in roughly three to four hours. You could probably do it even faster if you ignore optional collectibles, especially since there are no achievements that reward completionists for going the extra mile.
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