
Anima Flux is a co-op metroidvania with two genetically enhanced soldiers, special agents of a theocratic dictatorial regime. Fight your way through swarms of mutants through a desolate, dystopian space city and save humanity's last stronghold, if, of course, anyone is still alive...
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Anima Flux is a co-op metroidvania with two genetically enhanced soldiers, special agents of a theocratic dictatorial regime. Fight your way through swarms of mutants through a desolate, dystopian space city and save humanity's last stronghold, if, of course, anyone is still alive...
The only human city located on the space ark is subjected to an organized mutant invasion. For the sake of survival, a theocratic totalitarian regime sends its best troops to rescue the city and eliminate the threat.
Take control of two elite soldiers, combine their unique abilities and skills. Finesse your way around through the most ferocious foes. Act bravely and fearlessly. After all, you can trick death, by transferring your anima with the latest implant technology. Don’t get consumed by fear of death, because the truth is grimmer.

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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, German, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, French, Japanese
Engagement
Hours played at review time, across 47 reviews with recorded playtime.
Reviews
Themes across 47 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
I really wanted to love this game. And that’s what makes this review so frustrating. TL;DR version: Great concept but way too many bad design choices. PROS: - Co-op Metroid game! - Easy controls and responsive platforming. - Sound and music fits the environment and is snappy and well done. - Unique art style with animated cut scenes. CONS: - Fast travel system is terrible. Why can’t I jump between Animachine locations? - Way too much pointless running for no reason. - Ammo is way too scarce. - It costs money to unlock objectives for no good reason. - It costs money to refill ammo at stations. - I can’t swap between secondary weapons without a stupid machine. - Melee character is useless 75% of the time. - Shields make no sense. - No mini-map. - Bottomless pits. - Ridiculously random drop ratios from enemies. - Samey enemies with little variety in form and attacks. As a concept, this game is amazing. Even the setting is a great place for an explorative Metroid platformer. I’m curious about the characters and interested to see the next animated sequence. The idea of exploring this in local co-op (we did remote play too, works great) is fantastic. One character durable and melee focused and the other an archer. Upgrades are progressive, for (for the most part) work as intended. The musical queues are good and keep up the ambience of this infested colony or space station. And the characters constantly quipping each other is enjoyable. That’s where the good parts end. Where do I start? The fast travel system might as well not exist. There is so much back tracking that exists for no reason. Why can’t I teleport between Animamachines? You should be able to fully heal and teleport between “machine tubes” - PERIOD. Making us walk to “fast travel” for no reason other than to pad the run time is ridiculous. And WHY even “load me” into the machine just to heal? 30 seconds of loading time on my RTX 4090 with 64 GB of RAM is madness. So I can push the X button once and leave again? And why for the love of God do your shields not restore in the Animachine? Why are they even in the game if you can’t get them to restore normally? The enemies have incredibly random drops and purchasing shields is basically a waste of time. And don’t be me started on drops. Enemies hardly ever drop ammo, shields, and never drop health. But the money they drop, I must use to restore my health packs, ammo, open doors, and buy stuff from NPCs that do nothing. Why? So I have to do more useless grinding against similar enemies? PAD THE RUN TIME. Also what business does a co-op Metroid game have with pits and traps that kill you instantly and make your partner sit around for 20 minutes while I find a machine? Whoops my nose touched this slow moving piston so I burst into a pile of guts. There are just too many bad decisions made for no apparent reason. The difficulty and combat is FUN when I’m not grinding for no reason or standing in the corner waiting for the archer to kill everything because 75% of the enemies fly or you can’t get close to them. And this takes even longer because the archer does a stupid 3 shot burst with random spread 100% of the time. How about right stick aims and RB fires one arrow? And I can spam if I want to? All in all, I will play to completion. But only because I have come this far. I hope my review saves someone from wasting their time.
[table][th] [url=https://store.steampowered.com/curator/34907518/]Review by Games for Lovers[/url] - only GOOD local co-op games! [/th][/table] Is this game a masterpiece for hardcore players? There can never be enough good Metroidvanias, and this is another game from this genre. It is based on the familiar formula, but also brings an innovation to the game that has hardly ever been seen before. Anima Flux has been developed for two local players. There is no online mode, but it is exclusively intended for classic couch co-op. However, it is possible to play via Steam Remote Play Together, even if your game partner is not sitting next to you on the couch. The story is about two heroes who fight their way through the game. Roy and Eileen have to complete the adventure together. If you don't have a partner to play with, the computer takes over the second character, and you can switch back and forth between the two at the touch of a button. However, Anima Flux only unfolds its full potential with a human player. This is also due to the fact that the computer-controlled player is sometimes a little stupid. It is also a little strange that the enemies always attack the player-controlled hero first and foremost. On the other hand, playing alone seems to be easier – more about that later. You control two genetically enhanced soldiers, special agents of a theocratic regime, who fight against a mutant invasion. Strangely deformed mutants that look like giant insects have overrun the entire space city, only a small area is still occupied by humans and becomes our base. Both soldiers have different abilities and therefore play very differently. At first you make good progress with stupid button mashing (you don't really have any additional abilities either), but the enemies get stronger and soon you have to use your special abilities skillfully to survive. There are very few other humans to be found outside the base (ok, there are merchants to upgrade your armor, for example, like in every Metroidvania...), but the story has a few twists and turns to offer and you won't only encounter larger-than-life insects in the end. The story can be quite confusing, especially because your characters in the game obviously have some background knowledge, but you as the player don't know that... Rebels? Bioexperiments? NOX? Roy is armed with a laser sword, which he uses to slice his way through his enemies in close combat. He is accompanied by the charming (not really) Eileen, who can provide fire support from a distance with her laser bow. If one of the two loses all his life energy, he can be revived by the other. Only if both heroes are knocked out is it game over and you are returned to the last automatic save point. In typical Metroidvania fashion, normal enemies respawn as soon as you leave an area. If you touch enemies, you won't take any damage, but you will slow down. The bosses are big, but not particularly innovative and, above all, all similar. They are quite difficult to defeat at first, but the more your own characters are upgraded, the easier later battles become. Defeating bosses unlocks upgrades that you usually need to progress further. Dash, double jump, smash attack... all have to be learned first. A map is automatically drawn (initially without descriptions on the map), and you can always unlock shortcuts to make it easier to move through the winding levels. The handling in 2-player mode is really well done. In other games where there are two players on one screen, it is always a problem if the two players are too far apart. In this situation, Anima Flux first reacts in the “usual” way - it zooms the action further out. The camera moves further away from the action, making everything smaller but allowing a larger environment to be displayed. The special feature, however, is when the two players then move even further away from each other. And then a unique technique is used - player two is displayed on a small screen, like a picture-in-picture on the TV. This works better than if a split screen with a 50:50 split suddenly popped up or if player two disappeared from the screen completely. This allows the player in his small window to approach the other player again and the picture-in-picture disappears again. However, the game is not quite so perfect - it is more difficult in two-player mode than when you play alone. If you play on your own, the computer takes over the other character and reliably slaughters the computer opponents without constantly dying. If you play in pairs, you can both die quickly if you are not careful. [u][b] Conclusion:[/b][/u] It combines the usual Metroidvania gameplay (jump and run, hack and slash, explore the labyrinthine environment) with the additional feature of a local two-player mode. The difficulty level of the game is not too high, especially playing alone (!), the scope is manageable, the graphics are well done, especially the quite frequent comic-like cutscenes. If you fancy playing a (comparatively) accessible beginner's Metroidvania with second player on the couch, you should take a closer look. You can also play it alone if you prefer.
Frustration is the first word that comes to mind with this game. You are lured in by the really cool art style and the cinematics are phenomenal but then you start to play. Here is the TLDR version: the full review can be found at https://www.deargamers.net/reviews/anima-flux-impressions The Good -fantastic visuals/cutscenes -controls are responsive -picture in picture during co-op was a neat feature The Bad -combat feels good but does not work -Eileen is the only choice as Roy just gets swarmed and you either stun your way to survival or hope you have a health pack handy -the fast travel: this is a mixed bag and it should not be necessary but at least it could be useful; why is the area with NPCs and vendors inaccessible (without backtracking and a lot of that at some points) when it was right next to the Animachine in the beginning -the lack of basic abilities like a dash (they are super soldiers) would have made a world of difference but by the time you grab it, you have already suffered enough frustration The Ugly -co-op: see above with player choice - Roy is awful. In solo play, he can serve as cannon fodder for most fights. If it is a flying enemy, he will just stand around. While in co-op and it is a flying enemy, he still stands around and that's with someone controlling him because they have nothing to do. If the game did not advertise itself as a co-op metroidvania, this would still suck but maybe sting a little less. I had every intention of playing with someone but the person who picks Roy is the same person that got the cheap knockoff controller when you did couch co-op back in the day.
[h1] An Addicting (and Weird) Metroidvania + Scores [/h1] [b] Three-Minute Video Review: https://youtu.be/IKLQ8aN9hgg [/b] Anima Flux is a couch co-op metroidvania in which you control two genetically enhanced supersoldiers—the no-nonsense, laser bow weilding Eileen, and the rough-around-the-edges laser sword weilding Roy—as together you fight through a mutant bug breakout in a stylized, dystopian space city. Oh, and if you (like me) are a strong independent solo-gamer who don’t need no friends *[cries in crippling loneliness]* don’t worry, because the computer AI is here and ready to help! [i] Insert footage of your AI companion running headfirst and repeatedly into a wall [/i] Kind of. [b] THE GAMEPLAY LOOP [/b] Outside of its fun co-op twist, Anima Flux is a pretty familiar metroidvania that follows the tried and true formula that did Hollow Knight. And by that I mean you’ll start out in complete and utter confusion, lacking any map, skills, quests, or semblance of a coherent plot. From there, you’ll begin exploring the game’s vast network of interconnected rooms, meeting NPCs and getting some much-needed context along the way, before inevitably hitting an obstacle like a locked door, hydraulic crusher, or simple gravity, and needing to then go find a skill upgrade that can get you past it. Easier said than done, as each of said skill upgrades is nestled inside the warm, acidic bowles of a giant bug mutant boss. These fat baddies come in all shapes and sizes... except they don’t. They’re all indistinguishable bulbous bugs and share similar movesets. Luckily, it’s a lot easier reaching them (and killing them) than it was in, say, Hollow Knight, as Anima Flux is pretty generous with its checkpoint system, and the shortcuts you’ll unlock give you pretty direct, uncontested paths to each fight. On victory, you’ll receive a big burst of currency, a nifty handdrawn cutscene, and a game changing skill upgrade. All of the usual metroidvania skills are on display in Anima Flux, from dash, to double jump, to a downward slam you’ll use to break through barriers. And so, as you gradually carve your way through the map, gaining new skills and buying upgrades from merchants—like increased weapon damage, armor, and elemental attacks you can use to get through (you guessed it) even more barriers—you’ll too gain a satisfying sense of progression that makes Anima Flux very hard to put down. But... just because a game is addicting doesn’t mean it’s worth recommending. [b] MY OPINION [/b] Despite its flaws, Anima Flux does [i] just [/i] enough to earn a thumbs up from me (full scoring breakdown, from “Plot” to “Sound” availble in video form). And that’s thanks in no part to its story, which suffers from a nonsensical plot, unlikeable and unchanging protagonists, and some occasionally awful text-based dialogue that does little to add to the otherwise interesting atmosphere. Lucky for Anima Flux, narrative has never meant much to metroidvanias, which tend to instead prioritize combat, level design, and visuals. In all three of these aspects, Anima Flux holds its own. Being able to swap from melee to ranged on a whim is fun, especially because enemies will target the character you’re controlling, making it easier to focus on dodging while your AI ally pumps out damage. The level design and visuals, meanwhile, combine to create some memorable biomes and points of interest, which is important given how utter ♥♥♥♥♥ the map is. Really, the map’s legend is so useless you’re better off just memorizing where each merchant works. There are a couple of other small gripes, none worse than getting to the end of a boss fight only to have said dead boss glitch out in a freaky twerking loop that forced me to restart and try again. [b] CONCLUSION + Final Score [/b] In the end, Anima Flux is a okay metroidvania. And if you, like me, are a fan of the genre, well, you’ll probably like this game. However, there isn’t all that much of it. I beat Anima Flux in a little over seven hours, though I did leave some optional collectibles scattered about the map. Still, for $15 - $20, consider me neutral on its overall value. That in mind, I’m giving Anima Flux an aggregate MEGA score of 3.0/5 and am happy to answer any questions you have about the game or my review. Thanks for reading! [b] STEAM CURATOR: https://store.steampowered.com/curator/42044015/ [/b]
This was incredibly disappointing. First of all, the maze of elevators is just absurd. Honestly one of the most confusing and idiotic things I have ever seen in a video game. Second of all, there has been almost zero character progression in the form of upgrades or new items since I started playing, and I killed 2 bosses already. Whats the point of even playing? Third, no dash ability in the beginning, so you are left to jump through and around enemies that are smacking on you the whole time. Its so frustrating to play. I have no idea when I will get a dash, and I don't want to keep playing these 2 supposed super soldiers with no abilities or gear. As someone who plays solo the majority of the time, I loved the idea of being able to switch between ranged and melee, and thats the best thing I could say about this game. Do NOT buy this game right now, or maybe ever. I regret paying 17 dollars and I would not even pay 2 for it either. Epic fail.
Walking/talking simulator. zero skill, brain dead. 2 hours 3 monster.
A frustrating experience I would not recommend. The only good thing the game got going for it are the visuals which are arguably great but the rest is not good. Movement during combat and the combat itself is clunky, sound effects barely exist and if they do they are either under-tuned or over-tuned. Navigating the world is super annoying thanks to the very un-metroidvania like usage of background doors. The dialogue is in places disjointed and overwhelms you with references to things you do not care about or matter, all in the name of haphazard world building to the detriment of the gameplay. ## Movement There are mainly two decisions for the movement that make it feel unnecessarily sluggish: Jumping causes you to slow down upon landing: It just feels plain bad to be robbed of your speed when you hop around, each time you land your character slows down for a bit. Besides feeling weird and out of place compared to other metroidvanias where jumping around is a given, it can actively sabotage you. For example during the second boss fight (the first real boss after the tutorial boss) it sometimes does a lunge attack. You can avoid it by walking away from it once it jumps back to engage it, but if you yourself land from a jump at any time, you will be too slow to get out. If the combat was designed around commit heavy actions then I would understand. But this game wants to be fast paced, so please let me bunny hop around in peace. Honestly, it feels more like bug than actually intended. Slowdown while intersecting with enemies: There is no contact damage in this game. But your character gets slowed while intersecting with an enemy sprite during normal walking. While jumping rids you from that slowdown, it has the downside as described before where the landing slows you down. So it's not a good option to preserve speed. Basically no matter what you do, walk or jump, you get constant sources of slowdowns that make me feel like I'm wading through molasses. ## World navigation Other 2d platformers just use a plain 2d layout for their world. You navigate to different parts by going into whatever screen direction the thing is you want to go towards which makes them fairly intuitive. Yet here rooms have background doors that warp you just wherever. They do not adhere to any spatial rules and the only way to know where they lead is by looking at the map. I never have a feeling of intuitively knowing where I am or which door I need to use to get to where I want to be. I have to constantly check the map and look up where that door in front of me is going to lead. ## Sound design It doesn't feel like much care was given to it or it feels unfinished? It's hard to describe for me but I'll try to explain some of my impressions: The game has some screens and moments where no BGM is playing. The only thing that occasionally tunes in is the very plain combat music but many encounters are so short that it barely has time to play a few notes before fading out again. Some enemies like the swarms do not trigger the BGM at all and they themselves do not possess any SFX. Like those flying swarm balls enemies. So the only sound during that is the SFX of the sword swings and the constant loud SFX spam of your "passive" regenerating (the thing you can use to stun enemies with sword dood or dodge with range dudette). The screams when you press L3 + R3 feel out of place? Fires are super silent while other SFX are loud. ## Writing Not good. It's weird through how much superfluous text the game puts you through and how little gameplay is to be had. Maybe this changes later on but we were bored while navigating the start. Right from the beginning the game tries to establish one character as a strict military no nonsense woman and the other as a more loose canon rebel kinda guy. They instantly barrage each other with their most extreme character traits, despite just meeting. Normal humans do not act like that at all to each other, it just feels rushed and very artificial. Right after that the tutorial and upon reaching the initial hub the game has already introduced 5+ named characters with different goals, some rebel refuges side story, bio experiments, something something gladiators and military. How do they all relate to you? Who are you? Your characters themselves know it just the player doesn't and the game doesn't try to the basics for to even care.
Game is pretty good. But sadly I can't play anymore after i defeated the Headgrabber Crusher. Can't switch character, open inventory or map. So basically stuck.
I'm not even sure how to start this review. Sure I've only got 30 mins into the game and beat the second boss on the roof tops. But here goes. ------ I can't even begin to remember a time where I needed to rebind almost all the controls of a game just to start. It's baffling to look at the default layout and think anything feels sorted out correctly. Then going on to the movement/animation/fluidity of the game, there just something so jank with it all. Sure you can tell the character are like these animated cut-outs, but the issue is things feel... off. Like everything is a recorded cut-scene?? It's like Thief 2016 where everything isn't actually something you're doing, but a cut-scene that you've activated. I don't know how to put it. And because you have to finish out the animation there's a hurkey-jerky-ness to things. Climbing, attacking, elevators, lifts. These were my instant opening impressions on starting the game, and...it does not improve. ------ Gameplay/Combat: As mentioned there's a jank to combat that just doesn't feel right. Your character locked in place with this bizarre built in dodge/dash. Like you have to attack and <> to activate it. Just a really weird DEV decision, like why not just have it on a dedicated button, but keep it's cool-down. I'm not certain on the number, but I'm pretty certain the sword does 30-50% less damage than the bow. "Huh...? We're really going the the inverse of the risk reward system? More danger close up = less damage?" I nearly died to 2-3 scorpions because his 3 hit combo isn't A) fast enough B) do enough damage to kill them. I saw this in someone else's review but ill repeat it. Why the fakk are we buying health pots IN THE HOME BASE? It's reasonable to think, okay sure you have to scavenge when you're in the field, but at home? Really?? You're the tyrannical overlords with an Iron Fist over the world and were struggling to afford band-aids and neosporin in the command center? Buying the map function? Paying to open doors, or elevators? I'm so confused... do I have to pay to lock the door in the bathroom? Are there children who will be asking for an allowance? Already I can smell there's an "economy" in here that isn't well though out. Story/Characters: Wow.... it's been a while since Ive had a cold water splash like this, in the rude awakening of (unexplained at the outset) unlikable characters. Maybe this is explained later, but damm, there was an instant thought of "Why are YOU so fakking rude?" and "Why are YOU just such a lone wolf stereotype?" >>Ugh...just when you think you're out...they pull you back in. *hacks a loogie into a spittoon*<< It opens with a the classic Research Monsters have escaped the facility premise, but there's no prelude/preamble. No gentle nudge of what's happening. It's just "GOGOGO! MONSTERS HAVE ESCAPED! DONT ASK QUESTIONS! JUST KEEP MOVING AND KILL THEM, AND WE HOPE YOU DONT NOTICE WERE NOT SAYING ANYTHING" Un-Engaging and uninviting. ------ I dunno mate there's something that really ain't clicking with me. I'm fairly certain it's this game as a whole, but I did just come off playing Hollow Knight. And maybe this is just such a step down I can't give this game a fair shake, but damn this game just isn't it.
I was really excited about trying the game with my friend on the steam deck since it says that it supports Remote Play. Big disspointement ! When we tried to play it together the game kept freezing once my friend accepted the remote play invitation, the home page of the game would froze and push us out of the game and sometimes would only show us a black screen making us restart the steam deck. Waiting for an urgent fix
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