
Astronium is a metroidvania with souls-like aspects, with a focus on combat and on getting weapons. Defeat strong enemies, survive ambushes, explore diferent biomes and meet interesting individuals on this hostile planet
Modeled estimate, not a reported figure. How we estimate →
Media

About

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Portuguese - Brazil
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
O jogo é metroidvania, há diversos biomas e cenários para se explorar. Caso você fique perdido, há placas indicando o nível de dificuldade das áreas e placas com mini-mapa mostrando a sua localização. A jogabilidade é bem desafiante, o jogo segue no estilo ataque e esquive, caso você não tenha paciência para esse tipo de gameplay, você vai ficar bem estressado com o jogo. Os inimigos e Bosses são bem feitos, cada um possui um próprio moveset. Os inimigos quando derrotados, tem uma pequena chance de dropar uma arma que estavam usando. Para um jogo brasileiro feito apenas por uma pessoa, está muito bom. O dev andou se preocupando com o jogo e recentemente lançou o último update, adicionando uma mecânica nova e corrigindo bugs.
Completed the entire game and perfected it. I'll note that I am NOT considering the game's price in this review. If you just want my answer of "is this game worth $3?" Then my answer is "I wouldve paid up to $10 without being unsatisfied with what I got." Its a mixed bundle for me. I'll start with the positives: * Combat is simple and intuitive and adds to the game experience. In fact, combat is sort of the entire game experience. * The art style is cute. * The music is a real banger * A single playthrough does not take very long, can easily be done in 2-3 hours by someone who isn't even that great at the combat However, there are definitely a lot of downsides for me, most of them rather minor but some I find more egregious. + Combat is easy and can be cheesed in almost all points in the game. If you are struggling in combat, here is how to beat your enemy (with the sole exception of some gunwielders and the frost spear-holders): walk up to them and then walk behind them. Attack. Walk back in front of them. Attack again. All three bosses fall trivially in face of the method of simply standing behind them. There are only 3 or 4 enemies in the game which seem to have the ability to frequently hit behind them and prevent this from working damagelessly. ++ Once I realized this trick, it made me immediately stop engaging with combat. I no longer felt the need to try and working around the patterns of an enemy because learning their patterns and adapting to them was only handicapping myself. Even in a stick only run, I don't think I would be planning on actually engaging with combat in the way I assumed was intended. + PWP? Plot? What plot? I expected the NPCs we were presented with after the tutorial to do something, literally anything for us. Instead two of them really do nothing and the other one (Voryx) only exists as a token turn in for our electronics. Yes he fixes our ship for us, but the initial dialogue about how he makes weapons <b> REALLY </b> made me expect that he would upgrade my weapons somehow. It was a shame moving on from a weapon I really liked (the venom scimitar) and I wish I could have kept it longer while upgrading it in some form. + Large map with no navigation support. After I beat a zone, I roughly know where I'm going, but there is absolutely no direction as to where you are supposed to go within a zone, even while knowing what your objective is. I struggled for probably 30 minutes in the forest zone while I had to wait for a friend to catch up and tell me the solution he found looking for the key to the boss room. It was behind a door that told me it couldn't be moved when I pressed interact with it. Naturally, I did not try to then knock it down by pressing forward, because I had been told already that it wouldn't budge. ++ This applies equally as much in the other two zones. We have no idea where to go. We just sort of wander around and hope it is the right away. Even without adding in quest objectives, adding in a minimap that we could summon at will would greatly aide in exploration - both so we can figure out if we missed a room somewhere and so we can navigate our way back. ++ The beautiful scenery and art style also works as a detriment here. Aside from shape, each room nearly looks the exact same within a region. + Checkpoint placement: For the most part, check points honestly just felt random. It felt like they were just plopped down so that each section would have some, without proper consideration of when they were actually necessary. I would say that less is more, and I appreciate how they can be a couple rooms apart from each other. But I think that having a checkpoint near each of the bosses would be a much greater help. Instead of a respawn timer, theres a different sort of artificial punishing wait on each death to a boss because they are usually about a 10 to 20 second walk away from the nearest check point to them. I think I wound up walking a full minute on the first boss, because I didn't realize there was a closer check point to it (see map is too large and hard to navigate). + Relative lack of replayability. Theres a lot of ways to make the game harder on yourself, and I plan to play it more - probably at least another 2 or 3 runs. I want to try a stick only run, a few attempts at a sort of speed run, and minimal checkpoint run (probably 1 checkpoint per region is what I'll do). But aside from the self-imposed challenges, the above points and ESPECIALLY the lack of any deeper plot or interactions with the NPCs make the game feel lacking in terms of returning to it.
Um excelente Metroidvania, com caminhos diferentes a se seguir e inimigos únicos para cada area Uma grande variedade de armas, com especiais diversos E umas das coisas que mais gostei no jogo foram as Boss fight, as lutas não são só um espancamento de golpes em particular oque mais gostei da luta foi o Boss da area de gelo Não vou comentar muito pra não dar spoiler, mas adorei jogo bom 👍
O jogo é bem divertido. Uma arte bonitinha. Possui diversos inimigos diferentes,uma variedade de armas com alguns especiais e diferentes tipos de ataque. O combate, com o update recente, ficou um pouco mais dinâmico e bem divertido. É um ótimo jogo para passar o tempo. Mate goblins, mate todos eles. RIP AND TEAR UNTIL IT IS DONE!
[h1] ميترويدفانيا العظيمة [/h1] في البداية ، لم يلفت انتباهي الفن ، لكن طريقة اللعب مذهلة ، ويستجيب الميكانيكيون بسرعة ، ومن الممتع جدًا استخدام مجموعة مذهلة من الأسلحة التي تمتلكها اللعبة. عدم إعطاء الكثير من المفسد ، لكنها خريطة كبيرة جدًا لاستكشافها ، أوصي 😎👍
Have you heard of the term mini Metroidvania? What about mini (top down) souls-like? That is how I would describe this game. I am not 100% sure if it is the 1st one, but It is the first one I can think of. Some of the weapons seemed to hit the enemies way more ofton than others, or maybe it was just me. Other than that, I really liked this game, and the unique attack structure (each face button attacks in a different direction). I also wish there was a run function or roll function. I wished for one or the other when running back and forth between biomes, but I am guessing the Devs worry that would make defeating the enemies too easy? Definitely worth $2!
Difícil e desafiador, Astronium até agora está sendo uma ótima experiência de jogo para mim, tenho duas horas de gameplay (até o momento desta análise), e já me senti muito imerso no jogo, querendo o explorar mais ainda. De modo geral, um jogo muito bem desenvolvido, com uma arte simples mas extremamente competente e bela. Estou adorando esse jogo!!!
[h1]Souslike gostosinho[/h1] Astronium é um souslike 2D bem gostosinho, descartando um pouco daquela dificuldade absurda. Ainda não tive tempo de jogar muito, mas até onde eu fui o jogo é bem divertido e a arte trás uma ambientação "nostálgica". Não é muito meu tipo de jogo, mas se você gosta de jogos com combate "corpo a corpo" topdown ou um RPG mais direto ao ponto, eu definitivamente recomendo. [h1]8,5/10[/h1]
Respawnear con la mitad de la vida, imposibilidad de curarte, quedarte atascado en un lugar, pérdida de progreso, ninguna opción para consultar los controles a menos que visites la zona del tutorial, golpes que no conectan. Estoy consiente que es un juego independiente, pero falla en cosas tan básicas que me he imposible recomendarlo.
O jogo te da uma sensação muito boa de descobrimento e progresso, mas acho que falta uma recompensa visual maior e um combate mais dinâmico para o jogador, o jogo é sim bom e divertido, mas as vezes começa a se tornar massante por conta do combate lento e pouco recompensador.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
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.
Related
| 7 Days to Die | $425.3M | 398.5K | 87% | $44.99 |
| Palworld | $415M | 463.2K | 94% | $29.99 |
| Mount & Blade II: Bannerlord | $309.8M | 294.6K | 88% | $49.99 |
| Terraria | $187.5M | 1.5M | 97% | $9.99 |
| Clair Obscur: Expedition 33 | $177.7M | 274.2K | 95% | $39.99 |
| Don't Starve Together | $164.7M | 540.3K | 95% | $14.99 |
Related
| Candy Blast | $2.3K | 193 | 63% | $0.74 |
| Into the Sinkhole | $2.3K | 165 | 80% | $0.99 |
| Come See My Hole | $2.3K | 176 | 94% | $0.99 |
| Homeless Simulator 2 | $2.3K | 83 | 41% | $0.99 |
| Second Thoughts | $2.3K | 82 | 73% | $1.99 |
| Llama Villa | $2.3K | 52 | 83% | $2.99 |