
Explore and fight your way through a crashed human spaceship infested with relentless hordes of aliens as you become more powerful with exciting weapon upgrades and powerups in this retro inspired first-person shooter.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Portuguese - Brazil, Portuguese - Portugal, Spanish - Latin America, Catalan, Japanese
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
I hope you like constant one way doors because nothing elevates a metroidvania than actively punishing the player for exploration. The annoying shield enemies were also a nice touch. The map that dies while you use it and which you have to regularly recharge also deserves an award for the most moronic thing that somebody ever implemented into an exploration game. But at least that can be disabled in the options menu along with the gigantic, bulky crosshair.
What's does it mean when a game doesn't want you to navigate its own world? Exophobia is a metroidvania styled retro shooter where you'll be navigating a giant ship across 4 different levels fighting off aliens all along the way. The premise of the game is solid, even if it's been done many times before. There is no story in this game, and there is very little music, so really the whole game hinges on it's gameplay and level design. Unfortunately for me, I didn't enjoy either aspect of this game. First, let's talk about the gameplay. True to it's old school roots, this game has zero Y axis interactions. There are no stairs in this game, and you cannot move the camera up or down. Everything in this world is set on a single plane, and all you have to do is move around and kill things. Because this game is a metroidvania, on top of the usual movement and shooting, you'll periodically obtain new abilities that allow you to make forward progress through previously inaccessible areas. I found the abilities I obtained during my play time to be pretty lack luster. I obtained the ability to charge my gun for a more powerful shot, and then I obtained the ability to use the charge shot to release a shockwave rather than a normal power shot. There also appeared to be an innate ability that I obtained that blocked me from certain ship sensors, but it wasn't really explained, I just suddenly could go into areas I couldn't before. The gameplay basics are functional, but the game moves so slowly that it hardly feels like classic fast paced boomer shooters. The removal of y axis movement and combat, while true to old shooters, also doesn't benefit the game, as it just makes the controls feel archaic. Modern retro-styled shooters wisely choose to omit this aspect of past shooters, as it was a limitation of the time rather than a planned gameplay aspect. Next, let's talk level design. Metroidvania's, probably more than any other genre, depend on interesting and engaging level design. Is a game truly a metroidvania if it's linear in design? I would say that it isn't, and because of that, I wouldn't really call Exophobia a metroidvania game. While it's true that the areas you navigate are all fairly open and allow you to navigate them with a few branching pathways, there is always only one way to move forward and you'll always need an ability to do so. What I mean, is that unlike classic games like metroid, castlevania, or newer gems like hollow knight or nine sols, the levels keep you contained to very specific and small areas, and rather than obtaining a new ability that let's you make progress in several areas, each upgrade just lets you get past a very specific obstacle that let's you move on to the next area. This is linear level design dressed up in metroidvania dna without utilizing it in an interesting way. There was always only one way to move forward in the game, and each area I was in was the only area I could make any progress in until I was pushed into the next area. On top of the levels not really being metroidvania in design, they have another major issue, which is related to the games visuals. The areas all look VERY similar to one another and the fidelity of the game is on the low end (which is fine, it's going for retro design). This wouldn't be terrible if the game had a solid map, but it doesn't for two major reasons: First, the map is simply a pixel grid that shows you the entire map with no context, so areas will have large portions that are "grayed" out because you haven't been on top of that location, but the level physically prevents you from going on them, so the actual map isn't very helpful. Second, and much worse, the map has a short battery life that recharges at save stations, so you can't actually use the map very much. Over time, maybe about 20 seconds, the map goes from a solid overlay to being fully transparent. Considering the importance of navigation in metroidvania games, I cannot fathom why they would design their map with a time limit. I ended up not really using the map because it wasn't very good and I couldn't keep it open long enough to be helpful. All told, this game sells iteslf as a metroidvania, but it isn't really one, and the basics of the game are a little off. I'm sure plenty of people can enjoy this game, but there just isn't enough that's good about it for me to want to continue playing it.
Primary complaint: There are softlocks where you can get stuck. The dev has addressed a few of these, but they still exist and it is frustrating when you are running around trying to figure out what to do only to find out you are just permanently stuck. It appears the ziplines are a big cause of these issues. Assuming the softlocks get even further addressed, there are still some flaws with the navigation design. The idea that you have a time limit on viewing the map outside of a save point doesn't make much sense in a game so convoluted in its level design. Not enough information on the map either, as there are many obstacles that don't show up there. The massive amount of one-way doors and the odd ziplines make for some frustrating navigation when you are trying to explore.
Why is this game intentionally designed to be as frustrating as possible? It almost seems like the devs want people to give them negative reviews.
ゲームのジャンルとしてはDOOM系FPS。 古き良き文化を踏襲しつつ、疑似3Dドット絵による独特な描画、表現方法に心を奪われること間違いなしでしょう。 というか、ドット絵ならではの想像が掻き立てられる怖さっていうと…分かります…?
It might be a great game but the fact that it has a 60fps cap makes me not want to continue playing it.
Exophobia is a retro inspired space FPS with metroidvania mechanics. Probably one of a kind game by a solo developer. You need to get used to maps, and I wish there was a zoom and marker buttons for it, since you have to backtrack a lot, but otherwise, really enjoyed it and recommend it.
In space, nobody can hear you scream. In Exophobia, however, everyone can hear you get annoyed at the map system. Exophobia is so unashamedly retro that even the most 1995 feeling boomershooter would raise an eyebrow at how old and clunky it feels. Here is something that initially seems like an 8 colour tribute to Blake Stone before evolving into something far more convoluted and complex, being less a basic shooter and more a form of first person Metroidvania that encompass all the Game Boy eras into one title. The initial premise of a single weapon game based on only one level quickly evaporates as you gain more interesting powers and discover you have to constantly change floors in a giant, maze-like spaceship. It is an intriguing and entertaining romp, but absolutely not for peoples who get frustrated at being lost. First things first: As said above, Exophobia is not a standard boomshoot. Not only does it limit the combat to a single weapon, it also treats combat as a side element beside its exploration, as well as having a lot of technical limitations that prevent it from being a boomershooter’s best friend (will cover later). As it is, when you first start, you are hit with not only a very basic movement set (you can’t even look up or down) but also a very ugly colour palate. While this may seem off-putting at first, this aesthetic seems to be reaching for a very advanced version of what the Game Boy Color was capable of, if it was capable of raycasting that is. It takes a tone of turquoise and a dull red and adds various shades to that, mixing it up mostly with different collectable colour sets that can make it look like anything from an Atari 2600 to a few very ZX Spectrum tones. This simple aesthetic and character move set / weapon set slowly gives way to what lays beneath. It is very clear, with the various conspicuous vents and doorways that there are side routes to be explored, and the main route you are taking is very cautiously leading you from place to place, providing unspoken tutorials on how to both defeat certain enemies as well as teach you about how to interact with the environment. It goes from you having a basic popgun, shooting enemies also with popguns, to you gaining charged shots, AOE electrical stuns, Explosive shots and even a teleporting function on your gun. The enemies also eventually upgrade to variations on charging foes, enemies with shields who need precise timing to take down as well as grenade lobbing maniacs who can be used to target its own allies. The game makes fantastic use of not only the weapons, but also the combatants in numerous arenas around the game to test your mettle. The gun is possibly one of the most sublime things here, where you never have to faff about with inventory and simply need to consider various button combos to activate any ability at any time. All fantastic stuff! The real depth however comes with Exophobia’s map. While it seems to run on a system that has raycasting logic, with no height at all, the game takes place over four absolutely enormous floors. The side routes and vents you saw earlier? As soon as you get the charged shot you can blow these up and progress further. Fences and impassible voids? The teleporter can help you traverse these areas. This expands with a few areas that change the layout of the levels. On the second floor, a good chunk of the game has you locked out because of a lock-down caused by flooding. Eventually you land in the flooded area and shut off the water causing the issues, meaning the majority of the second floor becomes accessible. When all these elements reveal themselves, Exophobia really comes together and shines. That is not to say these elements are without flaws. Exophobia is very old school, and while the general design corals the player towards the next objective, it is not explicit about the objective, and if the player wanders off they can quickly become lost and confused. If in the mid game you decide to go off down a side route to get some collectables, then if you don’t remember where you were going then it can be very hard to get back on track as neither does the map have objectives, but the game itself gives none. You just defeated a boss, what now? Who knows, wander about until you find something. This lack of feedback is likely the strongest criticism I can give Exophobia. Granted, for some this may add to the sense of enjoyment they get as they used to do that an awful lot back on their old handhelds from the 90s, but for those with a poor sense of direction, or for those who need a goal to work towards, Exophobia will likely last 20 minutes before you get frustrated by the games apparent lack of direction. One other thing that Exophobia does poorly relates to its technical flaws. While there are no major issues with performance, and the only visual bugs I came across related to elevator rooms where I could either see through the walls or sometimes have my vision obscured by objects, there is a major issue for folks with high refresh monitors. The game is hard capped at 60fps, which means if you have a higher refresh monitor it is going to feel very choppy. Similarly the mouse inputs feel… off. Something feels fundamentally wrong with the mouse movement as well, which makes for a lovely combination for M&KB users where the whole game feels fundamentally wrong. I luckily played the majority of the game on a controller, and in that situation things are not so bad. The end stretch I used M&KB as it was damn hard, so I ended up using frame generation as a compensation. Sure, it smooths things out, but it is a band-aid for a much larger problem. Despite some technicalities, Exophobia is a very interesting title. If you have the patience of a kid in 1995 who is happy to search for things off their own back, then Exophobia is likely going to be one of the more fascinating first person retro Metroidvanias out there. Just bear in mind this is a very niche game for a very niche audience. If you are curious, give it a shot! It’ll likely be worth it. Just, be patient please!
Exophobia is a retro-styled first-person shooter that tries to blend the intensity of old-school corridor combat with the layered exploration of a Metroidvania, and the result is a distinctive hybrid that feels both familiar and surprisingly ambitious. You awaken alone on a massive, derelict starship teeming with insectoid aliens, and the game wastes little time pushing you into a rhythm of frantic firefights, rapid movement, and deliberate backtracking. From the outset, the atmosphere makes an impression: stark metallic corridors, industrial chambers lit by eerie accent colors, and a persistent feeling of isolation all contribute to a setting that feels claustrophobic yet intriguingly labyrinthine. Despite its pixelated aesthetic, the game’s environments show a clear artistic focus, each deck of the ship having its own mood and structural identity that gradually comes into view as you unlock new abilities. The shooting itself is grounded in simple but satisfying mechanics. Movement is fast, enemies are aggressive, and staying in motion is often the difference between clearing a room and being overwhelmed. The weapon you start with is your primary tool throughout the game, but it evolves through a series of upgrades that significantly alter how you engage with the world. Charging shots, stun capabilities, and mobility-focused improvements steadily expand your options, tying combat directly to exploration. These upgrades double as keys that let you backtrack into previously inaccessible areas, and the game encourages you to remember visual cues and landmarks so you can return later and uncover secrets, hidden logs, and optional enhancements. This loop of fighting, improving, and rediscovering old pathways gives the game a sense of progression that goes beyond simple level completion. That said, the exploration side of the experience can be a double-edged sword. The ship’s corridors often share similar palettes and structural layouts, making it easy to lose track of where you’ve been and where you still need to go. While the game includes tools to help you navigate, they are limited and sometimes cumbersome, and players who rely heavily on mapping systems may find themselves wishing for clearer guidance. The retro presentation, while stylish, also contributes to moments of disorientation—doors, hallways, and mechanical set-pieces tend to appear similar, especially during long play sessions. Even so, discovering a secret tucked behind a destructible wall or unlocking a shortcut back to a previous hub area still provides that satisfying Metroid-like reward. The pacing and difficulty curve lean toward the challenging side, especially in the early game where resources are scarce and unfamiliar enemy patterns can punish careless movement. The aliens come in varied forms, each with a behavior pattern that encourages players to shift tactics—from fast-moving melee units to ranged attackers and tougher armored threats. Although the game does not provide a vast arsenal of entirely different weapons, the layered upgrade system keeps combat engaging by forcing you to think about timing, spacing, and using your abilities creatively. Boss encounters also inject needed intensity, often testing both your reflexes and your understanding of the movement abilities you’ve earned. As a whole, Exophobia succeeds at delivering a tightly crafted, retro-inspired shooter that shows more depth than its minimalist presentation might suggest. Its mixture of FPS action and exploration-driven progression gives it a distinct identity within the modern indie shooter scene. While some players may find the repetition in visuals or the navigation challenges frustrating, others will appreciate its commitment to old-school design principles paired with modern twists. The game feels handcrafted, energetic, and focused, and its commitment to building tension through limited resources and oppressive environments pays off. For players who enjoy classic shooters with a sense of discovery and aren’t afraid of a bit of trial-and-error navigation, Exophobia offers a memorable and rewarding experience. Rating: 8/10
I can't recommend this. Seemed very cool at first, like an interesting mix of Super Metroid and Blake Stone. But the level design gets more and more complicated as you go on, and the in-game is completely inadequate. I play a LOT of games like this but I absolutely cannot keep track of this game. I finally gave up in the third area. This game needs a better map or it's dead.
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