
90s-style shooter meets Metroidvania. Step through a portal to a mysterious alien world, and discover the fate of the Lost Expedition.
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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
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
Got stuck at the beginning due to a very poorly designed ability gate, found my way through with the help of a friend and made it to the endgame where I got lost due to the lack of a map. Then I discovered how short the game is from other reviews... and discovered how extremely low the production value is. The game's price needs to be reduced by half but instead the dev increased the price by 57% one and a half years ago.
This is a narrowly positive review, it was fun enough. It's dirt cheap when it goes on sale so pick it up during one of those. The game is VERY short (90 minutes or so to beat on my blind playthrough). It's similar to Scumheads 3D adventure games like [b]Lycanthorn II[/b] & [b]Vomitoreum[/b]. While the game is tagged and advertised as a metroidvania, [b]there are zero traversal upgrades[/b], so for me it doesn't quite fit that definition and is a bit of a let down in that regard. The exploration is gated only by different doors requiring different guns, essentially the same as a keys and doors system. I liked that the geometry wasn't entirely flat all the time, it helped immerse me in the environments. I managed to get soft-locked in one place, but it wasn't a big deal. Checkpoints are everywhere so I just killed myself and lost a minute of progress. Overall it's a fine little cheap experiment, and something I would like more if it were full sized with more interesting ability gates. For something similar that is deeper, much longer and with better ability gating I highly recommend [b]Frogmonster[/b].
A brief, lo-fi sci-fi FPS (Doom) gesturing toward a Metroidvania structure. Fleeing a kill gang in a ruined Los Angeles, you stumble into a Wayfarer facility, activate a dimensional portal, and emerge on the alien world of Xanadu. From there, the narrative unfolds through scattered expedition logs, while you traverse a single interconnected map, face four bosses, and acquire a small arsenal of five weapons. Marketed as an "old-school FPS/Metroidvania", it delivers only the bare minimum of both. As a shooter, it checks the essentials (first-person perspective, projectile weapons, geometric enemies) but rarely evolves beyond them. Combat is trivially easy and avoidable: enemies drop nothing, respawn quickly, and function more as obstacles than threats. Even bosses rely on predictable, easily dodged patterns. Gunplay is serviceable but undermined by design choices. All five weapons have infinite ammo with no reload or overheating, removing any resource management. The arsenal is poorly balanced: a weak pistol with slow projectiles, a near-useless short-range shotgun, a feeble assault rifle, a dominant rocket launcher, and a late-game flamethrower that is mostly ineffective but unfairly strong in the final boss fight. As a Metroidvania, progression is a disguised key-and-door system, with specific weapons unlocking specific barriers. There are no traversal upgrades, puzzles are nonexistent, and exploration boils down to choosing between the main path and occasional side routes with minor rewards. In a still underexplored niche (Exophobia, Frogmonster, Hands of Necromancy, Vomitoreum), the execution feels constrained. Narrative is just a framework: a brief setup, scattered logs, and a closing note. The premise (an expedition gone wrong on an alien world) has a pulp sci-fi appeal, evoking '50s–'60s speculative fiction, but delivery is static and front-loaded, relying on dense text logs (with a jarring font choice). Visually, it leans into a lo-fi retro aesthetic: chunky pixels, low-poly geometry, and stark, highly saturated palettes reminiscent of N64/PS1-era, with hints EGA/CGA sensibilities. The result is a distinctive, dreamlike alien world (harsh stone paths, acid lakes, tight canyons, dense jungles, and cavern systems under pastel skies) occasionally recalling early TV sci-fi sets. The map's visual language often aids spatial memory, though navigation can still become disorienting as new paths open and old ones blur together. The soundtrack, built around abrasive ambient techno, cheesy synth-rock and harsh samples, often feels jarring. Controls are unrefined: mouse input can feel choppy, with odd sensitivity, while gamepad aiming is sluggish. The options menu appears barebones, almost like a default engine placeholder. UI is obscure: the game never explain its health system, offers no clear HP indicator (health pips are barely visible), and provides poor damage feedback. Weapon selection is limited to cycling, no tracking for secrets, and settings lack precision. Flat, garish UI elements and overlapping effects further reduce combat readability. With more depth, stronger ability gating, and greater mechanical ambition, it might have stood out. 4.5 / 10
日本語のレビューが見当たらなかったので投稿します。 一応「おすすめ」としておきますが、正直いうと定価(2025年2月時点で1200円)だとかなり高いと思います。 理由はボリューム不足(エンディング2種類回収、全実績解除までで2時間かからなかった)。 セールで数百円とかになっているのをよく見かけるので、そういう時ならおすすめ。 ストアページに書かれてる通りFPS×メトロイドヴァニアな作品。 悪党に追われたプレイヤーが背に腹は代えられぬと逃げ込んだ謎の会社の謎のポータルは異世界に繋がっていた。 という事でこの謎の世界を探索していく事になる。 見ての通りローポリゴンな表現。 クリアするだけなら英語力はほとんど必要無いが、プレイヤーより先に異世界に探索に行った探検隊のログがそこかしこに落ちており、これを読んで話を理解しようとするとガッツリ英語を読む事になる。 中学英語レベルの自分の英語力で斜め読みしてもなんとなくわかる程度の話だとは思うが… 頻度は少ないがたまに選択肢が出る事もある。 これもそこまで問題ないと思うが、一応、最後の選択肢は上記のエンディング分岐に影響する。 メトロイドヴァニアとしては3Dのマップを上に下に横にと右往左往しながら探索していく事になる。 やや一本道感はあるし上記の通りボリュームは少ないのだが、このマップデザイン自体は良いと思った。 崖を登って、洞窟に潜って、岩や木をジャンプで渡ってと良い意味でアクションゲームで探検している感がある。 色味が目に痛かったがこれは趣味によるだろう。 似てるワケではないが、大きな岩山を中心とした島みたいな感じで、なんとなく「キングスフィールドⅡ」のメラナット島を彷彿とする。 新たな武器を入手したら、いままでマップで見かけた壊せそうで壊せない障害物が壊せるようになる…という点もメトロイドオマージュだろう。 収集物は上記のログと、アーマーを増やす強化アイテムがある。 FPSとしてはテンポが速い感じ。 こちらもどちらかというとアクションゲーム味を覚えた。 とくにボスとの戦闘は、怪獣が撃つ・衝撃波を放つ・体当たりしてくる等を避けてジャンプして撃ってで迎え撃つ感じは64時代のアクションゲーム感があって良かった。 新しい武器が手に入っても、以前の武器が死に武器にならずちゃんと使い分けた方が良い塩梅なのも良し。 前述の通りボスが基本的に怪獣なのも個人的に良し。ローポリゴンの表現ともあったクリーチャーデザインなのも良かった。 ただ雑魚敵がほとんど砲台みたいなヤツばかりなので、そこは物足りなかった。 小さいカエルみたいな謎生物とかが一種いるだけでも違ったと思う。 大きく気になった点はゲーム自体は総合すると手堅いがワリと大味な事。 これは上記の通り1~2時間程度のボリュームなら気にならないのだが、 そうすると今度はこの定価でこのボリュームか…となる。 ゲームパッドに対応していて、キーコンフィグもあったのでその点は基本的に問題無かったが、 上記選択肢が出る場面だと、自分の環境だとキーボードしか反応しなかった。 一応、念のため書いておきます。 エンディングは分岐するのだが、最初のエンディング後にすぐにデータをロードすると、 エンディング前の会話の直前の状態で再開したので回収自体は楽でした。 という事でセールの時ならおすすめの作品。 メトロイドヴァニア×FPSとかどんどん増えてほしいな。
A great, but short, sci-fi adventure that does not linger past its purpose. Design and gameplay screams old school 90's shooter with a bit of early 00's indie-jank. This very basic (in the sense of linearity and purpose, not due to the lack of interesting concepts) story is told via text via relatively brief "cutscenes" and by picking up logs when exploring the world. The gunplay is solid with some very, very basic metroidvania-esque progression.
On the quest to clear out my backlog, If I paid full price for this, I would be very disappointed. However, I got it on sale. There's not a lot to say about this game. Fans of "Boomer Shooters" will most likely enjoy it. Took one hour to get all achievements
… e, quando me dei conta, subiram os créditos. And All Would Cry Beware é um jogo de tiro extremamente curto. Levei menos de três horas para terminá-lo (e o How Long To Beat garante que pode ser fechado em menos de uma hora, em média). Entretanto, o mais interessante é que esse tempo me pareceu uma eternidade. Não porque o jogo se arrasta, mas justamente pelo contrário: é um FPS lotado de ação em um planeta completamente alienígena, com a constante sensação de ser um estranho em uma terra estranha. Quando terminou, senti que poderia ter muito além nesse universo e lamentei que muitas perguntas ficarão sem respostas. And All Would Cry Beware parece uma mistura de Doom com substâncias lisérgicas, explorando uma paleta de cores que a id Software nunca ousaria utilizar. Sua premissa é básica: somos um Zé Ninguém, um pobre coitado atacado por uma gangue nas ruas de uma Los Angeles pós-apocalíptico. Procurando refúgio, invadimos as instalações de uma empresa de pesquisas abandonada. No que restou desse lugar, descobrimos o destino de seus cientistas e equipe de segurança: eles cruzaram um portal dimensional para um mundo distante. Saltamos para o desconhecido, sem hesitar. É nesse mundo distante que o jogo mostra seu trunfo mecânico: um intrincado nível de múltiplas camadas verticais, atalhos e caminhos bloqueados. O jogo da Renegade Sector Games é uma fusão de Metroidvania com FPS, em que novas armas (conquistadas após batalhas contra chefes) são a chave para destruir obstáculos que destravam novos caminhos. Também é nesse mundo distante que o jogo mostra seu estilo visual inigualável, seja em paisagens que conseguem ser deslumbrantes com tão poucos detalhes, seja no design geométrico de seus inimigos. O título também brilha no quesito sonoro, não somente trazendo uma trilha caprichada que remete aos clássicos de Mick Gordon, mas também trabalhando o som dos oponentes. Eu podia identificar quem estava atacando ao meu redor apenas pelo barulho específico de seus tiros e isso me surpreendeu para um projeto aparentemente tão modesto. And All Would Cry Beware acabou realmente funcionando como uma passagem, me transportando de volta para um tempo mais simples, em que jogos de tiro fascinavam, com uma mistura de mistério e combate desafiador old school. Um tempo em que era possível se perder no mapa, compreender o padrão de ataque de chefes e outros inimigos enquanto se tenta absorver a lógica de um planeta exótico. Análise publicada originalmente em: [url=https://blog.retinadesgastada.com.br/2025/11/jogando-and-all-would-cry-beware.html]https://blog.retinadesgastada.com.br/2025/11/jogando-and-all-would-cry-beware.html[/url]
Cool game but short af. Does not deserve to be priced that high, 5USD would be fine. I do hope that developer continues creating tho and this was 48min of fun ;)
Interesting lil' metroidvaniaish boomerish shooter. The metroidvania style is nice becauase you explore the same map but in different ways, finding nooks and crannies you didn't/couldn't access before. However, it seemed like the developers rushed toqards the end or gave up in some fashion, because this felt like a demo more than a full-release game. Conclusion: 7/10
Gem of game that you can finish in one sitting with cool vibes across every element. Makes you wanna try your hand at making games, just lovely PS: congrats on 💯!!!
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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