
Uncover the secrets of the sinking metropolis in this action RPG. Clash beam sabers, or be a gunslinger. Make alliances or go it alone. Your actions have consequences - those whom learn the nature of this world will be able to shape it as they see fit.
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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
This game has an amazing atmosphere, and an enigmatic lore, delivered to you in a similar way to hollow knight: small snippets that can be pieced together into a surprisingly detailed lore. Of course this game hasn't quite gotten popular enough for the lore to have been reeally explored like hollow knight, but that just makes it more fun for me. Any idea you have about the lore could be true, or it couldn't, there's no way to check. One thing some of the negative reviews have said is that the combat is frustrating. Personally, I found this to be a bit true for a short time at first. However, because I liked the atmosphere of the game so much it didn't really bother me. Then, I fought a certain boss which forced me to play a certain way and things seemed to just click. After that the combat was quite fun. If you find the combat annoying, give it a chance, you might come around. TD;DR: if you like interesting sci-fi, you'll like this game. If you like enigmatic lore delivered in a similar style to Hollow Knight, you'll probably like this game. If you like immersive and fascinating worlds, you'll like this game.
This is one of the choppiest 2D platformers I've seen in years. The game leaves no doubt as to the cause with "Made by unity" displayed right at the game starts. There are a bunch of frame settings that the creator has neglected to change in order for a 2D game to run smoothly on Unity. It's a problem that used to plague every single 2D game made using unity (except mushroom 11) until about 4 years ago. Aside from that, the controls just don't feel natural and there is no map. Put this all together and this game is definitely a no.
hidden gem for souls fans
Give it a try.
Biomass is an independent action RPG developed and published by Final Scene dev that blends atmospheric worldbuilding, challenging combat, and exploration-heavy progression into a science-fiction experience that values mystery as much as gameplay. Built within a ruined future where civilization survives on the edge of collapse, the game creates a haunting setting that immediately captures attention through its environmental storytelling and commitment to player discovery. Rather than leading players carefully from objective to objective, Biomass encourages exploration and experimentation, allowing its world and systems to reveal themselves naturally over time. The game takes place within a flooded future where humanity struggles to survive inside massive structures rising above endless waters. Towering over everything stands an enormous lighthouse, an ever-present symbol that dominates the skyline and quietly reinforces the sense that hidden truths remain buried beneath the surface. The setting itself becomes one of Biomass’ strongest qualities. Every area feels designed to spark curiosity, creating a world that feels abandoned yet strangely alive. There is a constant feeling that every forgotten corridor or isolated location may contain answers waiting to be uncovered. Exploration forms the backbone of progression. Biomass embraces a design philosophy that rewards players who pay attention to their surroundings rather than simply following obvious paths forward. The world unfolds gradually, opening hidden routes and interconnected spaces that slowly reveal larger layers of the city and its history. New locations often feel meaningful because discovery itself becomes part of the reward system. Rather than overwhelming players with exposition, Biomass allows the environment to communicate much of its story. Its approach to storytelling stands out because of how heavily it depends on player involvement. Information is rarely delivered through lengthy explanations or direct narrative guidance. Instead, understanding develops naturally through observation, exploration, and interaction with the world. Players willing to investigate deeply may uncover layers of lore surrounding the surviving population, political tensions, and larger mysteries connected to the dying city itself. This creates a strong sense of ownership over progression because discoveries feel earned rather than delivered automatically. Combat introduces another major strength. Biomass gives players multiple options for handling encounters, allowing flexibility in how challenges are approached. Melee combat provides direct and aggressive engagement, while ranged weapons create opportunities for more tactical positioning. The inclusion of beam-based mechanics introduces additional depth through defensive play and attack deflection systems. Weapon switching during combat encourages experimentation, rewarding players who adapt rather than relying entirely on a single strategy. The variety found in enemy encounters helps maintain momentum throughout the experience. Different opponents require different approaches, preventing combat from becoming repetitive. Some enemies reward patience and careful positioning while others push players toward aggression and rapid reactions. This constant adjustment keeps battles engaging and reinforces the importance of understanding available tools rather than simply increasing raw power. Boss encounters deserve particular praise because they extend beyond standard difficulty spikes. Major confrontations often contain additional layers and hidden mechanics that can change how fights unfold depending on player choices and actions. This design strengthens one of Biomass’ core ideas: actions matter. Progression is not purely mechanical. Player decisions influence outcomes in ways that make encounters feel connected to the larger world rather than existing separately from it. Player choice extends beyond combat systems as well. Interactions with factions and individuals can create different outcomes throughout the experience, giving progression a more personal quality. Certain situations evolve differently depending on how players approach them. This responsiveness helps Biomass feel dynamic without forcing artificial morality systems into the experience. The world reacts naturally rather than simply presenting obvious good and bad decisions. Visually, Biomass creates a memorable identity through detailed pixel art combined with a bleak science-fiction atmosphere. The flooded city feels lonely and oppressive while still maintaining moments of beauty hidden beneath decay. Environmental design consistently reinforces tone, creating a setting that feels dangerous, mysterious, and deeply lived-in. The pixel presentation also complements gameplay clarity, ensuring combat remains readable without sacrificing atmosphere. The game's willingness to avoid constant direction may occasionally create frustration for players who prefer more guided experiences. Biomass expects patience and curiosity. Some mechanics take time to understand, and narrative answers rarely arrive immediately. However, players willing to embrace uncertainty will likely discover that much of the experience's appeal comes directly from learning through experimentation rather than instruction. What ultimately makes Biomass stand apart is its confidence in allowing players to find their own path. It trusts exploration, trusts environmental storytelling, and trusts players to piece together its systems independently. That confidence creates an experience that feels rewarding because progress depends on personal understanding rather than simply following instructions. Biomass delivers a memorable blend of action RPG systems, exploration design, and atmospheric storytelling wrapped inside a fascinating science-fiction world. Its combination of freedom, consequence, and mystery creates an experience that remains engaging from beginning to end. Players who enjoy challenging combat, discovery-focused progression, and richly atmospheric worlds may find Biomass one of the more rewarding independent action RPG experiences available. Rating: 7/10
I enjoy the pace of the action, the controls are very responsive and allow for a good depth of play. Plus the story and music are compelling.
Really enjoyed this game. Nice tight action game with a unique world and great gameplay. Good controls make this a fun challenge.
Beautiful music and atmosphere. Replayability is vital part of the game - you can complete it only on NG+3-4. Mechanic is sometimes unforgivable, but that's ok.
Biomass is a Dark Souls-esque 2D minimalist adventure. Game-play: Combat driven with basic maneuvers such as rolling/dodging, slash attacks (w/ melee) or ranged with guns (but limited by your stamina and range of weapons). Just like Dark Souls, you have to memorize the enemy patterns and react appropriately. If you die, you lose your accumulated rewards (biomass) and will have to attempt to retrieve your body to regain all that you lost until it is spent on permanent upgrades or inventory items. Save points are periodically located but if you don't make it to the next you have to start from your previous save point and traverse all the way again. I will first state that I am not a fan of soulslikes nor Dark Souls. I was mainly interested in this game for the aesthetic and hope for a narrative. The gameplay itself is relatively simple and the upgrade list is mainly giving you more health, stamina (for ranged) and damage (melee or ranged). I was not hooked by the combat, but if you are a fan of soulslikes you will probably enjoy. I only played up til the 2nd boss (in the path I took) but did not find the game engaging enough, and really dislike having to re-traverse large swaths of the map repeatedly just to progress. I also found it very hard to get a certain item as there was just one path to get the item and it took me repeated runs throughout the entire area until I found it (as msot areas just looked very bland and similar to me). 2/5 for me. Story - Similar to most souls games the story is pretty limited and more up to you to fill in pieces from scant conversations with NPCs, you're on your own journey passing through this world but don't have much interaction with the people living in it (aside from killing lots of guards and monsters). I really prefer more story to imbibe and so this was very lackluster for me. 2/5. Graphics - This is a 2D adventure set in a kind of post apocalyptic metropolis. This is what hooked me from the trailer and got me interested to explore. However, I found only the views of the distant cityscape to be interesting. Most of the environments (at least in the ~3 hours i played) were very bland and most of your enemies are just the same skin holding different weapons or with some slight color or head variations. I was really let down after what I was hoping from the trailer as there's been some beautiful 2D games. 2/5. Music - I enjoyed the music, it appropriately picked up during fights and then mellowed out during exploration. Wasn't catchy enough for me to be able to remember any of the tunes but was decent for the setting. 4/5. Fun-factor - similar to the gameplay rating, the soulslike combat and long spaces between save points just really feels like a bunch of extra "work" to me and gets into the way of enjoying this type of game. It's just MHO but was not something I considered fun, where I found myself energized or enthralled enough to continue. 2/5. Overall - 2.5/5. I would only recommend if you enjoy the combat of soulslikes and are not that interested in finding a deep narrative.
mutsis oli massiivinen
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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.
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