
Explore and uncover the mystery of a surreal alien world by blasting aliens and glitching your environment in this intense retro side-scrolling action/adventure.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.86/day in the week to Sep 7 → 1.71/day in the week after.
About
Genres
Sums Steam only; PlayStation, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99−75% | 6.6Kreviews | 90% | — | $706.7K |
| $19.99 | 9.4Kratings | 95% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 825 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I have only great things to say regarding the game's artistic aspects. The music and pixel art are amazing and set up the atmosphere incredibly well. I can't tell you how much I've been flabbergasted by the enviromental design and some of the eneimes. They are incredibly creative and masterfully crafted works that I loved and enjoyed. I can't say the same for the gameplay. Dull. Old. Stuck in the past. I get that not all games need to reinvent a genre to be good, but this game feels too much like the first Metroid. Not even Super Metroid which fixes a lot of problems with world traversal and enemies. Plain Metroid. The game started pretty boring, but I had high hopes up after getting the first lab coat. After the second one it was extremely downwards. Whoever decided that the TP needed to be binded to pressing a direction twice made an insane mistake, since this prompts TOO MANY accidental TPs that end up with you getting harmed or killed. Specially since this style of games have a lot of "jump, shoot and move back" fights, doing the circular motion on both DPAD and Stick sometimes pops the TP. Want to do a small microadjustment for a jump or an enemy? Get TPd idiot. The game also feels way more cryptic than its inspirations, sometimes a piece of progression isn't even hinted at and you just need to move around the map aimlessly until you find something or get inspired by some divine entity (Steam Guides mostly). I never needed a guide for ANY Metroid but I had to keep looking at a hints guide on this game. One map progression is blocked behind using your glitch gun on a pool of liquid that doesnt even look different to the rest, no hints, no different sprites. The last point only gets worse when you consider the map traversal is slow and annoying due to the enemies in-between (we'll get to that later). There's no quick travel up until over half of the game, and said quick travel puts you in the most uncomfortable places and as far from possible to any POI as possible on any map. The enviroments may look beautiful, but the map design in itself feels like modern age torture. The enemies are also.... bad. Just bad. Too many enemies are designed and placed to hit you for free, without being able to avoid them at all. It feels more like an endurance run than a game most of the time. This gets even worse in hard mode (which i started in blindly) where enemies deal significantly more damage (that's kinda it, it's just number tweaks). This creates an extremely frustrating game experience where you are discouraged from fighting enemies at all, since dealing with them usually means more damage than just running away. There's a powerup that lets you shoot extremely low damaging bullets when full HP. They can only shoot forward, dont track, barely deal damage and you rarely are full HP so it feels like an insult to you, the player. The enemy glitching mechanics are odd. Some enemies have fun and interesting glitches, while others are erratic and harder to fight than their base forms. You will never know what happens after you glitch an enemy, which I guess you can make an argument for since you're corrupting them and that leads to unexpected behaviours, but the game pushes you to glitch every enemy you find as most of them are already annoying to fight on their base forms. And since we're on the topic of dealing with enemies, weapons! There's TOO MANY WEAPONS. I found around 14 in my playthrough but there's like over 20 of them. Why do you want so many!? A lot of them are upgrades from others, so it feels extremely odd to get them as a separate powerup BLOATING the weapon select screen. At the end you only use 2 or 3 of them with very niche uses for up to 2 more. This game would be miles better if instead of getting 20 weapons you had around 6 that you got upgrades for. The bosses were meh, but got worse to deal with after the lab coat upgrade. Many bosses force you to move a lot so you end up accidentaly teleporting all over the place. The wasp boss was one of the worst boss fights I've ever experienced in my life. I was so hyped to finally play this game since it's considered one of the best Metroid-inspired games ever, which is rare to come by nowadays since most games in the genre tend to be closer to Castlevania, but I ended up only thinking how much I would rather be playing Super Metroid again than this. I can't recommend this knowing after 6 hours the game gets uncomfortable to play. I really can't.
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Every market we collect.
Reviews, worldwide (the counter carries no country): 1/day in the week to Jul 26 → 1.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Russian, Japanese
| $4.99−75% |
| — |
| — |
| — |
| not modelled |
| $19.99 | — | 91% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 828 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I have tried soooo very hard to complete this game over the course of 3 different playthroughs. Twice with a walkthrough. I just cannot justify trying to beat this game. The main intrigue of this game is definitely the goregous pixel art and atmosphere. However its downfall is definitely the traversal, annoying bosses, and trivial upgrades. The core gameplay loop is not enough to keep me satisfied unfortunately. I love most metroidvanias, but not this one. Sorry.
Axiom Verge is, for the then previous lack of a new Metroid game at the time, the closest thing people had to a Super Metroid II. This comes with upsides and downsides. The atmosphere is unlike any other. The music is well made. The plot is Another World/Out of this World if that game was actually good & fun. Downsides, though: [list] [*] Your early game is shrouded in an extra layer of mystery due to vagueposted objectives by mission control. [*] While death is fail forward, the runback isn't. [*] Your toolkit quickly becomes a bit of a juggling act. [*] You are frustratingly fragile at the start. [*] The map uses colors, not symbols & colors. This can be less than useful at times. [*] Annoying ideosyncricies, such as being unable to set certain settings after actually going into the game, such as audio. [/list] Mind, I do intend to see this game though. There's enough weapons, [i]secrets[/i], and content to keep things going. Just that there are some sharp corners, so watch your hands.
I had high hopes for this game, the art alone had me frothing at the mouth to learn the lore, explore the world, and fight geiger-esque monstrosities. Unfortunately what i got was pretty uninspired and clunky: bad map system, wild goose chases for useless weapon upgrades, EXTREMELY bare bones and terribly paced story, boring/badly designed enemies and bosses, and worst of all, a world that feels BAD to traverse even with all the upgrades. The map: inacurate as HELL when it comes to bigger areas: will have you running around trying to fill out a single square that's probably behind a wall two levels above you when according to the map it's right in front of you. The weapon upgrades: most of these will get you killed if you try to use them and are annoying to acquire, i should never be trying to proceed with the story only to find a secret item and be disappointed instead of pleasantly surprised. The story: in my opinion it's pretty bad. It strings you along with a dialogue box or two every six hours and gives you almost nothing. No lore on the enemies, the areas, or the items. Every boss provides ZERO exposition and has the same dialogue, so why even have them speak? There's notes scattered around that provide nothing interesting, or are in an alien language that you can't even read. As interesting as the areas LOOK, the environmental storytelling here is pretty nonexistent. The bosses/enemies: SPONGY and erratic, and more than willing to take cheap shots. Nothing like being BUSHWHACKED by a turbo speeding/falling alien while just trying to make it to the next save point with zero health. This game is by no means difficult but it's definitely tedious to shoot the same enemy 63 times when you've memorized his pattern and he poses no threat to you, but if you try to walk by he WILL hit you. If you've played this game and you disagree, think back to the flying circular robots with dangling tails. The bosses are almost not worth mentioning because they're all exactly the same. They're all the same guy and have the same dialogue. Half the fun in a metroidvania is uncovering the horrors that the planet/area holds: monsters, demons, the undead, experiments gone wrong, body horror aliens etc. No such fun here, once you've seen the first boss you've kinda seen them all. There's two exceptions i can think of; a giant bug (hell yeah) and the final boss. The traversal: The glitch gun can get you stuck WAY too often holy hell. i had to restart my game MULTIPLE TIMES because i was stuck in a 1X2 glitch zone and couldn't get out. If the thing just cleared all the glitch away quickly and cleanly, it wouldn't be an issue, but the thing is so inconsistent that it's visually ambiguous where you could to a teleport or something, The controls/limitations on the teleport thing is just awful and frustrating. You WILL spend time mashing directions on the dpad because you're not sure if the teleport is just being stupid, or if the wall/ceiling actually can't be bypassed. Stacking the drone launch and the teleport together should feel satisfying and slick like Mario's hat throw in odyssey, instead it just feels like trying to do a special move on an MK2 cabinet that hasn't been repaired since 1997. I'm sure there's plenty of areas that i missed because i didn't want to spend 30 minutes mashing out an awkward frame perfect teleport/drone combo. I typically ADORE games like this (metroid, castlevania, tails of iron, blasphemous, etc etc) but this one had me FIENDING for that bland ending. The art on the Rusalki is haunting and gorgeous, it's a shame the game doesn't deliver on that vibe anywhere else in the game. I CAN however recommend buying the OST, some bangin' chiptunes here.
Um Metroidvania muito mais "Metroid" do que "Vânia", provavelmente alguém já deve ter dito isso, pois melhor e mais objetiva descrição sobre esse jogo não há. Na verdade acho que ele não tem nada de "Vânia" o certo talvez seria chama-lo apenas de "Metroid", e só por isso já deve ser elogiado. Não me entenda mal, eu não tenho nada contra os "Vanias" na verdade gosto muito, só que eles praticamente monopolizam o gênero, apesar de o nome dessa categoria ser formada pela junção do nome de dois jogos, pouco se vê de Metroid e muito se vê de Castlevania nesses jogos, então alguém conseguir fazer um jogo bom tendendo mais pro Metroid é algo louvável. E Axiom Verge É BOM! Se você ja jogou Super Metroid, ou o Zero Mission, ou o Fusion, e gostou, em outras palavras se você gosta dos Metroids clássicos que ajudaram a dar o nome dessa categoria de games, então é simplesmente impossível você não gostar de Axiom Verge.
Neat.
Прошел не особо много метроидваний, но эта довольно прикольная, хотя боссы довольно однообразны и тема с измененным шрифтом в записках ужасная, больше половину записок просто скипнул из-за шрифта
I waited way too long to play this. Great Metroid style game, controls feel smooth and satisfying, and while it might not be for everyone, I find the grim post apocalyptic artstyle of the world really interesting to explore
a love letter to metroid that doesn't copy its homework. lovely atmospheric soundtrack (third(?) area is a standout), and the way the beat of each track is incorporated into the graphics and the low-health beeps is really nice. visuals and sfx on attacks/tool use are incredibly satisfying. just play it. if you're looking at these reviews it's because you've played metroid and probably liked it, and you're wondering if you'll like this too. yes. yes you will.
Such a great metroidvania. I just had so much fun with this game, it really scratches that metroidvania itch with a great map that feels natural to traverse. Edit: Have replayed it after experiencing more metroidvanias and being older and even if still good it felt a lot more tedious. Notes not being able to be read until you found the right ones, items and paths being hidden everywhere (which can be fun but it was too much), the randomized location breach realms which made you rub every wall and just the general pathing of the exploration all made it feel tedious playing it again. If it were the first time i played it then those things wouldn't have bothered me because the pacing of the story is fairly good and that would have made the tediousness go away but when you already experienced it once it then it can't distract from the flaws of the game.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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