
Foregone is a fast and fluid 2D action-platformer packed with legendary loot and stunning pixel art. Collect an arsenal of powerful weapons and unravel a compelling story of regret and conspiracy as you slice your way through hordes of enemies to save Calagan.
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Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Portugal, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Russian*languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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 purchased Foregone almost by release day, and I barely touched. Decided to play it recently, and now I remember exactly why. It looks pretty, it has good voiceacting, it plays decent, the story hints that may become interesting, and ultimately? It's an extremely boring game. It takes every cue it can from Dead Cells. In the movement, in the art style, in the feedback and the impact. It's a carbon copy of the game, and that's not necessarily a bad thing, but in Dead Cells you have this rhythm, this sense of urgency and this fluidity to what you do that is entirely lacking in Foregone, not to mention you get pretty much rooted when you attack and it prevents you from cancelling and rolling away. There's an upgrade system, and it's as shallow as it can be. You get flooded with items from all color rarities. And none of them matter. It only adds to inventory clutter that you have to constantly salvage. There's no block or parry, which are huge fun factors in these type of games. There's no... adventure here, no sense of character progression. Visually, it's a very appealing game, but that's all that it is.
There isn't much to say about foregone. It's boring, generic, buggy, and full of strange mobile game style menus (I have no idea if this game was made for mobile or not) that seem very out of place. It is simply not good or noteworthy and for the asking price of 20 dollars you could get many significantly better games instead.
crazy that the same mfs made my singing monster
[h1]Direto ao ponto, fluido e extremamente divertido[/h1] [b]Foregone[/b] é um daqueles jogos que parecem entender perfeitamente o valor do tempo do jogador. Enquanto o gênero muitas vezes aposta em labirintos excessivamente complexos e em uma dificuldade punitiva para estender as horas de jogo, este título segue pelo caminho oposto: [b]fluidez, dinamismo e diversão direta.[/b] [h2]O que faz o jogo ser tão bom:[/h2] [*] [b]Ritmo e História Dinâmica:[/b] A história cumpre exatamente o seu papel. Ela é simples, mas dinâmica, servindo como o motor que te empurra para a frente sem interromper o fluxo do gameplay com diálogos intermináveis. O foco aqui é a ação. [*] [b]Mapas Sem Enrolação:[/b] Um dos maiores méritos do jogo é o design dos mapas. Eles são simples e diretos, o que impede que o jogador se perca o tempo todo ou passe meia hora andando em círculos olhando para o mapa. A exploração é natural e recompensadora. [*] [b]Excelente Jogabilidade e Arsenal:[/b] O combate híbrido (corpo a corpo + armas de fogo) é extremamente fluido. Há uma enorme variedade de armas e equipamentos para encontrar, e os upgrades realmente fazem você se sentir cada vez mais poderoso. [*] [b]Chefes Divertidos e Justos:[/b] Os chefes dão total liberdade para você ter uma luta limpa, baseada em reflexo e habilidade. O jogo não tenta te vencer pela frustração: os padrões são claros e você não precisa morrer 10 vezes para aprender a passar de um boss. [h2]Visual e Arte[/h2] Além de tudo isso, o jogo conta com um pixel art espetacular e animações incrivelmente fluidas. O visual é limpo, o que garante excelente clareza visual durante os combates, sem efeitos desnecessários borrando a tela ou atrapalhando a jogabilidade. [h1]Veredito[/h1] [quote] Se você procura um jogo de plataforma e ação com ótimos sistemas de upgrade, combate afiado e que respeita o seu tempo sem enrolação na progressão, [b]Foregone[/b] é uma recomendação obrigatória. É o tipo de jogo que foca no que realmente importa: a diversão direta. [/quote] [b]Nota: 9/10[/b]
Foregone, developed and published by Big Blue Bubble, is a 2D action-platformer that mixes the tight combat of metroidvanias with the structure of a loot-driven progression system. It’s a game that wears its influences openly—echoes of titles like Dead Cells, Castlevania, and even Diablo ripple throughout its design—but it forges its own identity through hand-crafted level design, a grounded tone, and a sense of fluidity that prioritizes precision and pace. What sets Foregone apart from many of its peers is its balance between accessibility and complexity. It never overwhelms the player with dense mechanics or punishing difficulty but instead focuses on delivering a consistently engaging rhythm of combat, exploration, and reward. The result is a game that feels familiar but refined, a deliberate attempt to craft a more structured and story-oriented take on the fast, rogue-lite formula. The game casts the player as an Arbiter, an elite warrior tasked with defending the crumbling city of Calagan from a mysterious force known as the Harrow. This setup serves as a backdrop for what is primarily a journey through ruins, laboratories, forests, and fortresses—each region offering glimpses of a civilization that has been hollowed out by corruption. The story itself unfolds through fragments of logs, brief voiceover monologues, and environmental cues rather than lengthy exposition. It’s a minimalist approach that lets the world speak for itself. The Arbiter’s mission feels lonely and burdened, as though she’s fighting against inevitability as much as against her enemies. While the narrative isn’t particularly complex, it carries an undercurrent of melancholy that adds texture to the action. It’s not the story that drives the experience, but it provides just enough weight to give the combat and exploration a sense of purpose. Visually, Foregone is a stunning display of modern pixel art craftsmanship. Every background is alive with motion—clouds drift, rain falls, machines hum, and ruins decay in slow, atmospheric detail. The lighting effects are particularly impressive, layering soft glows, shadows, and particles over the environments in ways that create depth and dimension. The Arbiter herself moves with remarkable grace, her animations flowing seamlessly between attacks, dodges, and jumps. There’s a tactile sharpness to the visuals that reinforces the feeling of precision in combat; every swing, bullet, and explosion carries visual clarity. The art direction avoids over-saturation or chaos, instead relying on a cool, moody palette that fits the game’s tone of desolation and resolve. It’s one of those games that can stop you mid-combat just to admire how its world looks in motion—a reminder that good 2D design can still rival fully 3D productions in visual storytelling. The heart of Foregone lies in its combat system. It combines melee and ranged mechanics in a way that constantly pushes the player to stay in motion. The Arbiter can carry both weapon types simultaneously—a sword paired with a bow, for example—and the flow between them is designed to feel seamless. Ammunition for ranged weapons is regenerated through melee attacks, which creates a natural rhythm of alternating between close and distant combat. Each weapon class has its own timing, reach, and combos, from swift daggers and dual blades to slower but more devastating hammers and greatswords. The responsiveness of movement and attack inputs makes every encounter feel deliberate, even during chaotic battles. Enemies telegraph their attacks clearly, allowing the player to react with quick dodges or precise counters. The game rewards aggression balanced with awareness—you can’t simply button mash your way to victory, but neither does it punish you excessively for small mistakes. The combat strikes a satisfying middle ground between skill-based precision and approachable flow. Complementing the combat is the game’s progression system, which borrows from loot-driven RPGs. Enemies drop weapons, armor, and accessories of varying rarity, each with different stat bonuses or passive abilities. The loot comes frequently, ensuring a constant sense of reward, but it also creates a subtle tension: deciding whether to chase better numbers or stick with a weapon that feels comfortable in play. The Arbiter can enhance or dismantle items at specific checkpoints, using collected materials to improve stats or craft new gear. Beyond equipment, there’s a skill tree that unlocks new abilities, from energy blasts and healing fields to more aggressive dashes or area attacks. The system isn’t overly complex, but it offers enough customization to tailor your playstyle. What makes it work so well is that it never bogs the player down with excess—progression feels like a reward for mastery rather than a grind for resources. The level design in Foregone is distinctly hand-crafted rather than procedurally generated, setting it apart from many modern platformers. Each area is built with intentional flow, mixing combat arenas, traversal challenges, and secret detours that reward exploration. While the world is segmented into stages rather than a single interconnected map, the pacing between linear progression and optional discovery feels well-judged. There’s a genuine sense of advancement as you move from one biome to another, encountering new enemies and environmental mechanics. Boss battles serve as climactic tests of both reflexes and endurance, often demanding mastery of movement and timing rather than brute force. These fights are among the game’s highlights—tough but fair, visually striking, and punctuated by the game’s excellent music, which blends somber tones with driving electronic beats that echo the tension of combat. Despite its many strengths, Foregone has limitations that hold it back from greatness. The story, while serviceable, never develops beyond its initial premise. Characters remain underdeveloped, and the Arbiter’s personal arc feels more implied than realized. Some of the game’s progression systems can also feel superficial after a few hours; while loot drops frequently, the differences between gear often amount to incremental stat changes rather than meaningful gameplay shifts. Enemy variety is solid early on but thins toward the later sections, with reskinned or behaviorally similar foes reappearing across multiple biomes. Additionally, while the combat feels responsive, certain platforming elements—particularly sliding and double-jumping through hazards—can feel slightly inconsistent, breaking the game’s otherwise fluid motion. These issues don’t ruin the experience but remind the player that Foregone is a tightly constructed game operating within modest ambitions. Nevertheless, the overall experience of Foregone remains deeply satisfying. It captures the joy of fast-paced, skill-based combat within a beautifully realized world while maintaining accessibility that makes it approachable to both casual and dedicated players. It may not innovate on the metroidvania formula in dramatic ways, but it refines it, polishing familiar systems into a cohesive, enjoyable package. Its blend of deliberate pacing, handcrafted design, and high production value make it one of the more underrated titles in the genre. For players who crave a balance of elegance, challenge, and visual artistry in a side-scrolling action game, Foregone delivers an experience that feels both classic and contemporary—a testament to how far tight design and visual excellence can carry a game, even without reinventing the wheel. Rating: 8/10
A beautiful action-platformer with character progression, tons of gear, and Souls-like elements that focuses not so much on difficulty and hardcore mechanics as on the dynamics and aesthetics of combat
[h1] ハクスラ横スクロールアクションゲーム [/h1] 1周目は普通に楽しめる、2週目は装備集めで楽しめる・・・・・ ハクスラ要素もあるというがそこまで敵やボスが強いわけではない ので良装備が出るまでとかは考えない方がいいかも、試す相手が 居ない感じなのです。 1周目のラスボスは相手が攻撃する前に瞬殺できました。 装備OPは余波の範囲とダメージ・充填爆破関係少しと オーバーロードのOP出来るだけ積んでオーバーロード使って瞬殺 でした、クリダメ・クリ確率がもっとも重要と感じました。 2週目も同じような装備の上位互換装備してラスボスは瞬殺は 出来なかった・・まぁ10秒くらいなんだけどでも。 [h1] 個人的にこのゲームは買いかどうか [/h1] ハクスラ要素を求めるなら微妙、普通にハクスラ要素もある 横スクロールアクションとしてみれば面白いと思う。
I loved this game, and would love to see a sequel. The environments look great, combat and platforming feel satisfying, and there's enough to the game for a decent amount of replay value.
This is a good platformer game with a decent combat control system. The game seems like it is more suitable in new game+.
Pro: + Elsőkörben van egy olyan elképesztően gyönyörű pixel grafika, hogy beszarsz. + Olyan szép sima animációkkal, hogy emellé meg be is hugyozol. + Néhol kissé unalmas máskor indolatlanul nyálas, de amúgy elviselhető zene. + Átlagos hangok. + A HW igénye nem nagy. + A 78 perc alatt egy bugot vagy garfikai glitchet nem láttam. Con: - Van egy olyan elb.szott gamepad kiosztás, hogy az valami elképesztő. Amit átvartiálhatsz, kivéve a ravaszokat. Azokat nem figyeli le a settings. Nyomogathatod napestig, nem veszi, de a játékban meg működik. Ezt így hogy? Ki volt az a barom aki ezt így kitalálta, csak kérdezném? Nem volt a környéken senki akinek van agya és szóljon, hogy hé "havercsótány" ez így nem fain? A játék .json fileokban tárolja a beállításokat így kézzel editálni nem lehet. Így jobb híjján az marad, hogy játékban a kitörlök minden gamepad dolgot és controler companion-nal emulálok egy keyboard+mouse irányítást. - A gameplay még ennél is rettenetesebb. (szerintem valami roguelike rpg szar akarna lenni) Az előbbit akkor használják amikor nincs tehetség a normális gameplayhez az utóbbit amikor még lusták is. Az egész játékon látszik a koncepciótlanság és a hozzánemértés. Semmi sincs átgondolva és kidolgozva. - A turorial. Kb nulla. Harminc perc "éles" játék után jöttem rá, hogy a jobb analóggal lehet valamennyire célozni. Tök véletlenül jöttem rá, hogy bizonyos dolgokat szét lehet csapni és akkor repkednek belőle sárga sz_rok. A harcrendszer valami kegyetlen rossz, kidolgozatlan, összecsapott hulladék. Az ellenfelek buták minta f_s, de minden irányba tudnak lőni a platformokon át is. Természetesen mi nem. (A lövéseik szerintem amúgy ha megpróbálsz elszaladni követnek, azaz a scollozást is hozzáadja a lövedék repüléséshez). Célzás megvalósítása is szar. 2 irányba (előre és átlósan felfelé) lehet lőni, de célozni lefelé nem lehet az automatikus. A karakter a legközelebbi célpontra tüzel amit a játék ki is használ. A nagyobb ellenfelek estében, azt játsza, hogy eléjük tolja a kicsiket, igy arra használod el a skulót. A szecskázó robot boss-nál meg nem tudom mia f_szom járt a készítök fejében. Azt mégis hogy. Se kikerülni, se hárítani nem lehet a támadásait. A grafika szép, de a játék nem rossz, hanem botrányosan szar (talán a legrosszabb amit a 38 év gaming alatt láttam). Gfx 10/10 Music 7/10 Gameplay 0/10 Ui-Ctrl 0/10 ForeGANÉ Not recommended. A készítők remélem ez után az ipari hulladék után viszamentek a mcdonaldsba dolgozni, mert talán oda elég ez a "tehetség".
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