
Erra: Exordium is a 2D action adventure game in Dieselpunk setting. Explore a world based on Sumerian-Akkadian mythology. Take the role of a scientist who was able to cheat death and fight the rebellious army of mechatrons.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Ukrainian, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Simplified Chinese, Turkish
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 is more of a mixed review than a negative review (Steam please add mixed reviews) [h3] The good [/h3] -MAAN what a bleak enviroment and atmosphere. This sense of the dread for the situation this world is in is superb. With the countless bodies you find littered everywhere and the crumbling buildings. It truelly gives the fallen empire sense as you travel throughout it (ESPECIALLY in [spoiler] the fire station [/spoiler]). WIth the minimalistic music that supports it gives it that dystopian feeling. -The amazing art. Im a sucker for pixel art and this is some good ♥♥♥♥. The robots look sick, the bakcgrounds are mystical and the attacks look surprisingly smooth. Very good stuff, bravo! [h3] The OK [/h3] -The combat is fine, nothing experimental about it (Which you don't really need). You do change what guns you have, but not the melee weapon you take at the start of the game. There are a few gripes about the combat i will address later. -The story was confusing from what i could piece together, with the ending throwing a massive wrench in my understanding. Not to say its bad though, it was good, but my ape brain didn't compute with it. [h3] The bad [/h3] -The parring mechanic feels incredibly off. Not much of the parry itself, but more of the stun after it. It feels really easy to knock an enemy out of the stun, only being able to hit them twice even with the upgrade. -The worst combos of enemies imaginable, Litterally the rhino and any of the ranged or hard hitting slow enemies is a nightmare for me, most of the time they hit me into a stunlock to death. -Dodging rockets, especially from turrets and the poison rocketier in the end game areas, is impossible sometimes. -Easy to get stunlocked from turrets and especially from lasers and fire. Once you are on the pain train, there is no getting out. One last thing that really disappointed me at the end game (Spoilers from here on) [spoiler] When I was picturing what the final boss would look like, I took inspiration from the flying dragon (Which was cool btw) and used it in this situation. What I pictured was a duel against an amalgamation of the disseased water and multiple robots that resembled the god that the people praised for all their lives to give a "god's punishment" feel to it. Once you killed it, you would go to the source and blow it up. What I didn't expect was a mining wave defence phase, filled with enemies that I had seen to death at that point, and a trial-and-error puzzle phase with a worm thing. Ending off with the realisation that it was just aliens, not some "God's wrath" through a plague that the priests mistakenly fed to the zigarat that created the green water. I had completely forgot about the meteor crash that had happened at the start of the game at that point. [/spoiler] All in all, It showed great potential, but suffered in some of the gameplay departments that slightly irritated me. Even with that, im excited on what you devs cook up next!
I like the look, but playing through it really wasn't fun. Though you definitely get used to it, the combat is quite clunky and punishing. There's a specific parry move you kinda have to use all the time, and the timing on it feels way wrong, even after you master it. The whole game feels designed to have you replay the same sections over an over. Walk into the room - turret behind your back. Jump down a hatch, surprise enemy you can't dodge. It's often not about skill and more about nasty traps which you only know to deal with after reloading the section. It gets much easier after the first boss when game starts throwing more checkpoints, upgrades and ammo at you, but getting to that part is painful. I've literally uninstalled the game in frustration, but came back to collect a few more steam cards. The story starts with an interesting set up, but then it's kinda formulaic and boring.
[i][b]Підтримати українських розробників - ґрунт Пікселі гарні, ігролад - не дуже. Немає ідеально відполірованих механік, записки та ведіння у 2к24 - "що?", сюжет просто присутній - в ньому нічого цікавого або нового. Грати ніби можна, але не обов'язково. Просто купити для підтримки проєкту. (19% людей що вбили боса-гвинтокрила тому яскравий доказ)[/b] На жаль гра проти того, щоб в неї грали і в сцені на кораблі герой відмовляється стрибати на коробки. (Критичні баги у релізній версії - "що?") upd: Знайшов варіант вирішення багу: гра повинна працювати у 60 fps, тоді персонаж здатний зачепитися за коробки. Але краще б я цього не робив. Оберти душності збільшуються з кожною хвилиною. Стандартна травма мозку геймдизайнера: не можеш зробити нормальні босфати - спам аддами без кінця, не можеш зробити нормальний платформінг - зроби його вкрай блювотним. З сюжетом так нічого і не відбулося, просто сон мертвої собаки. Чули про таки стан: "Відчуття потоку"? От і розробники не чули. Фінальне досягнення чудово передає враження: "Peremoga", бо цю гру не можна пройти і отримати задоволення, її можна тільки пере--могти.[/i]
Дуже цікавий сетинг, непоганий текст та приємна графіка. Як для мене забагато soulslike, але багатьом таке подобається.
Гра однозначно вартує своїх грошей, проте мені не сподобалося. Крутий візуальний стиль і історію перебиває якість тексту та геймплей. Гра не складна, вона просто дратує. Покинув на першому босі, просто тому, що він теж дратуючий: я зрозумів задум розробника, це мав бути а-л дарк соулс, де ти вчишся на своїх помилках.Але тут це просто не працює. Напииклад, в мене просто перестали виходити додаткові роботи в бою з босом і все - патронів нема - софтлок. Можливо, якщо з ним бадатись довше, то все запрацює, але бос і так дуже затягнутий. Тако стосовно історії: гг воює пістолетом з роботом, який в місті найсильніший. Ну камон, якщо вде реалізм, то гг мав би тікати від нього. Літл найтмейрс гарно пояснює цей концепт. А ще герой дуже тугий і повільний. Анімації це гарно, але кожен раз, коли вони програються ти отримуєш люлєй. Коротше кажучи, потенціал є, але не зараз. Дякую автору за гру
Great level-design and environmental storytelling, tremendous amount of polish. I really enjoyed how the range weapons feel here (maybe not the shotguns). It has like two major choke-points where the game wants you to show off the mastery in dealing with he various enemy types – and it kinda sucks for me, as a non-hardcore player. Only 19.4% of players (per achievement info) managed to got through the first one – the boss battle at the end of the first location. 13.7% of players finished the game. I don't know if it normal for a game to lose 80% of players due to difficulty – but having a skip button (or a save button, to not repeat the stages) would be a plus. If you have time, definitely a worthwhile game.
Erra: Exordium, developed by Fair Pixel LLC and published by Kirkidexi LTD, is a 2D action-adventure that distinguishes itself through a rare combination of mythological inspiration and industrial dystopia. Drawing heavily from Sumerian and Akkadian influences while embedding them in a dieselpunk framework, the game constructs a world that feels both ancient and mechanized, where remnants of civilization coexist with cold, unfeeling technology. This unusual blend gives the experience a strong identity from the outset, creating a setting that feels deliberately unfamiliar yet internally consistent. The gameplay unfolds within a side-scrolling structure that emphasizes precision, timing, and careful decision-making. Combat is deliberate rather than flashy, requiring players to read enemy patterns and respond with measured actions. Encounters are often tense, as mistakes can be costly, and the game rarely allows players to feel completely in control. This design encourages a methodical approach, where success depends on understanding the rhythm of combat rather than overpowering opponents. While the mechanics are relatively straightforward, the emphasis on timing gives them weight, turning even simple engagements into focused challenges. A key element that shapes the experience is resource management. Ammunition and other supplies are limited, forcing players to think strategically about how they approach each encounter. This scarcity reinforces the game’s oppressive atmosphere, as players must constantly weigh the risk of engaging enemies against the need to conserve resources for future challenges. It adds a layer of tension that extends beyond individual battles, influencing the overall pacing and decision-making throughout the game. Visually, Erra: Exordium stands out as one of its strongest aspects. The pixel art is highly detailed, with smooth, frame-by-frame animation that gives both characters and environments a distinct sense of life. The world design effectively merges ancient architectural motifs with industrial elements, creating environments that feel both decayed and purposeful. This attention to detail extends to the overall presentation, where lighting, color, and animation work together to establish a mood that is consistently bleak and immersive. The visual style is not just aesthetic but integral to the game’s identity, reinforcing its themes of collapse and transformation. The narrative is delivered in a restrained and indirect manner, relying on environmental cues and fragmented storytelling rather than explicit exposition. Players gradually piece together the history of the world and the forces that shaped it, uncovering themes related to mortality, technological overreach, and the cyclical nature of destruction. This approach encourages interpretation, allowing the story to unfold at a pace that matches the gameplay. While it may feel opaque at times, it contributes to the overall atmosphere, making discovery a central part of the experience. Despite its strengths, the game does face some limitations. The linear progression of levels can make exploration feel restricted, particularly for players who prefer more open-ended designs. Combat, while engaging, does not evolve significantly over time, which can lead to a sense of repetition during longer sessions. The difficulty, combined with the emphasis on resource scarcity, may also be challenging for some players, especially those who prefer more forgiving systems. These elements, while intentional, can narrow the game’s appeal. Pacing is another area where the experience can feel uneven. The transition between slower exploration segments and more intense combat encounters can disrupt the flow, depending on player preference. However, the relatively short length of the game prevents these issues from becoming overly pronounced, ensuring that the experience remains focused and cohesive overall. Ultimately, Erra: Exordium succeeds by committing fully to its vision. It offers a distinctive world, a deliberate gameplay loop, and a strong sense of atmosphere that ties its elements together. While it may not expand on its mechanics as much as it could, it delivers a consistent and memorable experience that stands out within its genre. In the end, Erra: Exordium is a visually striking and thoughtfully designed action-adventure that prioritizes mood and identity over mechanical complexity. It may not appeal to every player, particularly those seeking variety or accessibility, but for those drawn to its style and tone, it provides a compelling and immersive journey. Rating: 8/10
Класна гра дуже сподобалася, давно мене так не затягували ігри. Але є в цій грі один момент який знатно вибісив, це Валєра, точніше робот з циркуляркою який вискакує на тебе тупо нізвідки, якшо навчитися перемагати його не складно, але та гнида вискакує тупо зі всюди.
Great atmosphere, very good narrative design, cool art and various surroundings. Feels very polished and well thought game. Story give a lot of room for imagination in this interesting and grim world. I haven't played platformers since first Mario Bros, and this was cool game for me, not too easy, not too hardcore, just a nice fun challenge.
Дякую вам за таку класну та красиву гру!
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