
Feudal Alloy is an epic action adventure with fish-controlled medieval robots! Explore an unusual medieval world with a fish-controlled robot, Attu. Improve your combat techniques and skills by smashing many kinds of mechanical creatures in a beautiful hand-drawn world.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Aug 26 → 0/day in the week after.
About

Genres
Sums Steam only; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $16.99 | 973reviews | 71% | — | $320K |
| $16.99 | 371ratings | 77% | — | not modelled | |
Engagement
Reviews
Themes across 53 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h3] Feudal Alloy [/h3] Feudal Alloy é, infelizmente, um jogo que eu não recomendo. A proposta até parece interessante à primeira vista, mas na prática ele acaba sendo apenas mais um metroidvania genérico, sem identidade própria e sem coragem de inovar de verdade. Tirando uma única mecânica específica, o jogo não apresenta nada que o destaque dentro do gênero. [i] Feudal Alloy is, unfortunately, a game I can’t recommend. The premise may seem interesting at first, but in practice it ends up being just another generic metroidvania, lacking identity and any real desire to innovate. Aside from one specific mechanic, the game offers nothing that truly sets it apart within the genre. [/i] [h3] Mecânicas e Gameplay: | [i] Mechanics and Gameplay: [/i] [/h3] A única tentativa de diferencial do jogo é o sistema de temperatura do personagem, onde você precisa dosar ataques e habilidades para não superaquecer. No papel, a ideia até soa interessante, mas na prática ela não é bem explorada o suficiente para realmente impactar a experiência. Além disso, mecanicamente o jogo é bem duro. A movimentação é travada, pouco fluida e passa uma sensação constante de falta de polimento. As habilidades são fracas, pouco empolgantes e, em muitos casos, decepcionantes. Chega a existir um ponto em que a recompensa por avançar é uma simples aura vermelha na espada, que não aumenta dano, não muda gameplay, não adiciona profundidade alguma, servindo apenas para quebrar um tipo específico de parede. É frustrante sentir que o progresso não traz melhorias reais. [i] The game’s only attempt at a unique feature is the character temperature system, where you need to manage your attacks and abilities to avoid overheating. On paper, this sounds interesting, but in practice it’s not developed enough to have any meaningful impact on the overall experience. [/i] [i] Mechanically, the game feels stiff. Movement is clunky and lacks fluidity, giving a constant sense of poor polish. The abilities are weak, unexciting, and often disappointing. [/i] [i] At one point, the reward for progression is simply a red aura on the sword, it doesn’t increase damage, doesn’t change gameplay, and doesn’t add any depth. Its only purpose is to break a specific type of wall, which makes progression feel unrewarding. [/i] [h3] Mapas e Level Design: | [i] Maps and Level Design: [/i] [/h3] Os mapas são extremamente repetitivos. Em termos de plataforma e layout, parece que o jogo reutiliza as mesmas estruturas o tempo todo, mudando apenas o fundo e as texturas do ambiente. Isso tira completamente a sensação de descoberta, algo essencial em um bom metroidvania. [i] The maps are extremely repetitive. In terms of platforming and layout, it feels like the same structures are reused over and over, with only the background and environmental textures changing. This completely kills the sense of exploration that a metroidvania should deliver. [/i] [h3] Inimigos: | [i] Enemies: [/i] [/h3] A variedade de inimigos é mínima. Você muda de área esperando encontrar algo novo, mas acaba enfrentando apenas variantes ligeiramente maiores ou com cores diferentes, mantendo exatamente os mesmos movesets. Não existe surpresa, adaptação ou desafio novo, tudo soa reciclado. [i] Enemy variety is very poor. You move to a new area expecting something fresh, only to encounter slightly larger or differently colored variants with exactly the same movesets. There’s no surprise, adaptation, or meaningful challenge, everything feels recycled. [/i] [h3] Experiência Geral: | [i] Overall Experience: [/i] [/h3] Comprei o jogo em 2023, se não me engano, joguei um pouco e dropei logo no início. Recentemente voltei apenas para platinar, e foi uma verdadeira tortura. Jogar novamente só reforçou o motivo pelo qual eu tinha abandonado o jogo da primeira vez. [i] I bought the game in 2023, if I’m not mistaken, played a bit, and dropped it very early on. I recently came back just to get the platinum, and it was a painful experience. Revisiting the game only reminded me why I dropped it in the first place. [/i] [h3] Conclusão: | [i] Conclusion: [/i] [/h3] Feudal Alloy é um jogo fraco, repetitivo e mal aproveitado. Ele até tinha potencial, mas falha em praticamente todos os aspectos que fazem um metroidvania ser memorável. Fora de uma promoção extremamente barata, é um título difícil de recomendar. [i] Feudal Alloy is a weak, repetitive, and underwhelming game. It had some potential, but it fails in almost every aspect that makes a metroidvania memorable. Unless it’s extremely cheap, it’s a very hard game to recommend. [/i]
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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, Arabic, Czech, Hungarian, Japanese, Polish, Russian, Simplified Chinese +7 more
| $13.99 |
| 169ratings |
| 78% |
| — |
| not modelled |
| $1.69−90% | 68ratings | 72% | — | not modelled |
| $1.99−88% | — | — | — | 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 53 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Опыт скорее негативный. Базовая часть игры работает, но многие вещи сделаны неудачно. Разработчики придумали забавных персонажей - рыб, управляющих роботами из аквариумов, вмонтированных в доспехи. Но как-то интересно обыграть данный концепт они даже не попытались, с таким же успехом мы могли управлять и обычным рыцарем-человеком. В главном меню наш герой вдумчиво смотрит в даль на возвышающийся замок. Если вы думаете, что нас ждёт грандиозное путешествие, то спрячьте свои надежды в самый пыльный сундук. Всю игру мы будем ползать по подвалам, всю игру! Биомы здесь условные, правила игры почти не меняются, как и скудный ассортимент противников, которых разработчики просто перекрашивают, меняют в размерах и навешивают дополнительную броню. Боссов всего два, они хотя бы получились неплохими и требуют особый подход. Но, блин, всего два... Куски глобальной карты нужно искать в сундуках. Она не очень удобная, отчасти из-за стилизации, местами она плохо читается из-за разрывов или клякс на пергаменте. На ней показаны торговцы, телепорты и двери с особыми символами. Но метки ставить нельзя. Нет никакой статистики по биомам, на уровнях полно сундуков, но ты не знаешь, сколько тебе ещё осталось собрать в том месте, где ты находишься. А на сбор сундуков есть достижение, самое редкое. В игре очень много наборов различной брони. Каждый набор состоит из четырёх элементов: голова, тело, руки, ноги. Но в инвентаре нет никакой сортировки, всё сваливается в одну кучу. Ты даже не можешь провести сравнение вещи, надетой на тебя, и той, что только что получил. Комплект снаряжения одинакового типа не даёт никаких бонусов, хотя, казалось бы, что это очевидное решение. Из оружия есть только мечи. Алебарды, копья, луки? Забудьте. Разных мечей будет достаточно, но в руке робота они все будут вести себя одинаково. Часто их характеристики дублируют друг друга. Инвентарь, к слову, не бесконечный, в какой-то момент придётся что-нибудь выбросить. Наш робот работает на топливе, каждое действие заставляет масло закипать. Если наступает перегрев, робот перестаёт сражаться, требуется его охладить, а в пылу боя это сделать очень неудобно и требует времени. И как это раздражает, особенно на первых порах, когда ничего не прокачано и нет хорошего снаряжения. Достижения засчитываются только после выхода из игры. На деке работает хорошо, здесь никаких нареканий нет. Но игру никому не советую покупать, она неинтересная и скучная, в магазине есть огромная пачка достойнейших представителей метройдваний на любой вкус, и эта игра в их число не входит.
I should preface this that I've 100%'ed the game; and deeply regret doing so. By far the worst metroidvania I've come across thus far. Extremely repetitive, most of progression abilities only ever serve as "you can break the 26th type of breakable wall now! :)" and collecting key cartridges to unlock doors. There are only like 6 enemies being reskinned repeatedly, and only 2 bosses. Wall jumps only work in about 3 predetermined spots in the entire game. Awkwardly delayed pogo. Upgrade tree is mostly meaningless - just unlock the offensive part and spam the down spell to stun enemies. Equipment is pointless. There is no equivalent to "charms" to customize Your playstyle. No need for consumables aside of few forced sections. Laughably easy even when barely using any consumables. Shops are pointless. Being able to hoard consumables further trivializes the entire game. Repetitive areas, and very repetitive music. For some reason limited inventory by about 10 slots - so You have to start ditching random items near the end if You wanna pick things up, and key items and consumables occupy these slots. Several bugs, but nothing super major.
Stiff controls with slow, clunky combat. Boring enemies, boring locales, and boring upgrades. Frustratingly vague map. Skip this one.
Oyunda bir çok mekanik var ve çok sayıda ekimman var. Sadece 2 Boss savaşı var fakat her bölümün geçilmesi gereken bir sadırı rush kısmı oluyor. Oyunu %100 bitirmek için tüm para ve ekipman sandıklarını bulmanız gerekli. Oyunun haritası rehber bölümünde var. O rehber ile bulduğunuz kutuları işaretleyin yoksa benim gibi oyunu işaretleye işaretleye tekrar heryeri gezmek zorunda kalırsısınız :)
Not very fun. I tried it again several years later to see if any improvements happened. They did not.
I saw in the reviews some people were complaining that the map is confusing. Yeah that's the point buddy. It's a metroidvania
Thou shall render back the oil unto the succorless elders.
Nonostante un'idea originale bizzarra e interessante, abbellita da una realizzazione tecnica notevole e immediatamente riconoscibile, FA alla fine risulta essere un metroidvania poco al di sopra della sufficienza, a causa di una macchinosità dei movimenti, animazioni a volte approssimative, un backtracking non entusiasmante e un avanzamento che annoia abbastanza presto. E in un mondo strapieno di esponenti del genere di gran lunga migliori, allora è bene spendere il proprio tempo su titoli ben più meritevoli. Cheers...ai robot pensionati.
A fun little metroidvania that will keep you entertained for 5-10h max. The graphics are charming and the combat system serviceable. My main complain is how repetitive the game is. Every room looks the same, with three different "habitats" that feel like just a pallet swap, no change in the essence. The enemy variety is also lacklustre, with most of the boss battles being just a bunch of common enemy coming at you in waves. The only two unique bosses area lot of fun, it is a shame they did not include more. It is a small studio project, definitely worth playing if you are into the genre, but I feel like the price tag is a little high for the amount of gameplay, so maybe wait for a sale :)
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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