
Lead Rolly in his adventure within the wonderful world of Shroomast, and explore its deep semi open-world underground. Goo Keeper is a pure metroidvania with tons of unique bosses, hand-crafted worlds and creatures, and tons of awesome abilities.
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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/day in the week to Sep 1 → 0.14/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
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Reviews
The menu controls are broken, presumably after changing the joypad bindings. There is no way to reset to default either so the game is partially unplayable.
Goo keeper is a decent metroidvania that is held back by a slew of balancing issues and janky controls. It also doesn't do anything to make it stand out among its peers other than having an arguably unique art style. This art style manages to both be charming while also looking quite amateuristic. The character and boss design are ugly and uninspired, as are most of the environments although some of these look decent. However all of this comes with the budget & time constraints of being a small 2(?)-person team, so it can be overlooked. What cannot be overlooked though is the complete and utter imbalance of the game. You start off with barely any health and a peashooter for a weapon, but bosses can dish out a lot of damage and take even more. You have to wail at them for a long time, without any indication of progress as there's no health bars. Later on this becomes worse and worse until you find the triple shot upgrade. Here the tables turn because this allows you to absolutely wreck the bosses without having to respect their mechanics at all. In fact respecting boss mechanics before acquiring triple shot is often impossible. This is due to a barrage of attacks that is nigh impossible to dodge with the clunky controls. Pair this with non existant invulnerability frames when you get hit and you can evaporate within the blink of an eye. The end result is that you safespot or cheese the early bosses while tank&spanking the later bosses with no real strategy or engagement for either. Also i forgot to mention that you can only heal by picking up orbs that drop from enemies. As you can guess this means no healing during bosses which is the final straw. The bosses are the biggest pain point but the clunky controls also make the rather poorly laid out levels a slog. On a micro scale the levels are frustrating, with annoyingly placed spikes or enemies. However credit has to be given where it's due, on a macro scale the world is interconnected and there's lots of choice where to go next. You almost always have several options to explore to find that next movement upgrade. These upgrades are your standard MV fare, things such as a double jump and wall climb. Again the game doesn't bring anything new, and what it does it does pretty weak. The music is also outright annoying, with basic and repetive tracks that made me mute the game after a while. In the end goo keeper is a pretty lackluster experience that is plagued by design issues that drag the experience down from okay to meh. Luckily it's pretty cheap but even at that price the quality just isn't there. I'd recommend this to metroidvania enthusiasts that have played all alternatives but still want more. For anyone else maybe on a deep sale if you're really craving a sidescroller.
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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, Italian, German, Spanish - Spain, Japanese, Portuguese - Brazil*languages with full audio support
Goo Keeper is a charming 2D Metroidvania that combines an unusual slime-centered fantasy setting with exploration, platforming, combat, and ability-driven progression. Developed and published by Oria Games Inc., the adventure follows Rolly, a peaceful Goo whose home in the interconnected world of Shroomast has been disrupted by toxic tar. This pollution has contaminated the environment and transformed once-friendly inhabitants into aggressive creatures. The resulting journey sends Rolly through a strange underground civilization where colorful mushrooms, mutated Goos, ancient structures, dangerous monsters, and environmental hazards contribute to a distinctive identity. Exploration is one of the game's most important elements. Shroomast consists of nine main zones connected into a larger world rather than functioning as completely isolated stages. Players encounter locations ranging from overgrown castles and forgotten temples to mushroom-covered environments and inhabited settlements. Progression is deliberately somewhat flexible, allowing certain areas and encounters to be approached in different sequences. Some bosses are optional, and alternative paths can occasionally provide different ways of advancing. This gives exploration a genuine purpose because wandering away from an obvious route may reveal useful abilities, hidden passages, optional challenges, or shortcuts. Rolly gradually becomes considerably more capable as the adventure progresses. His basic movement and combat options include jumping, rolling, blocking, shooting, and eventually climbing walls, but acquired abilities broaden both traversal and offensive possibilities. Some upgrades are necessary for reaching previously inaccessible locations, maintaining the familiar Metroidvania cycle of discovering a power and realizing that it can open routes encountered earlier. Others are optional and can be equipped to customize Rolly's capabilities. Active and passive abilities provide different tactical advantages, while certain combinations can reveal hidden variations, giving experimentation additional value. Combat benefits from an energy system that places practical limitations on Rolly's stronger techniques. Abilities consume energy, which regenerates automatically over time. More powerful attacks generally require greater expenditure, preventing players from relying endlessly on their strongest options. The mechanic is uncomplicated but effective because it introduces resource management without forcing players to constantly collect consumable items. Choosing when to spend energy becomes especially important during more dangerous encounters, where careless use can temporarily leave fewer offensive choices available. The creatures encountered throughout Shroomast contribute heavily to the game's personality. Goos can develop into dramatically different forms, ranging from amusing and harmless-looking beings to distorted humanoid monsters. This premise gives the artists considerable freedom when designing enemies and bosses. Traditional frame-by-frame animation complements the hand-drawn aesthetic, producing expressive characters that fit naturally within the whimsical but occasionally unsettling atmosphere. Backgrounds and environmental details also help establish individual areas as recognizable places rather than merely differently colored collections of platforms. Boss battles are particularly valuable because they connect combat with progression and exploration. Optional opponents can provide meaningful incentives beyond simply defeating another powerful enemy, including abilities that may make subsequent exploration easier. Players who thoroughly investigate the environment are therefore rewarded with additional challenges and potentially useful tools. Combined with secrets and ability-gated routes, these encounters encourage revisiting older areas after obtaining new powers. This backtracking feels most satisfying when a previously unreachable passage finally becomes accessible and leads somewhere substantial. The game's semi-open progression is also a potential dividing point. Players who enjoy searching interconnected maps and discovering their own routes should appreciate the freedom, while those who prefer consistently obvious objectives may occasionally find the structure less direct. Likewise, many of its fundamental ideas are recognizable genre conventions. Ability gates, wall traversal, hidden upgrades, optional bosses, interconnected regions, and returning to earlier locations are established Metroidvania concepts. Goo Keeper's appeal therefore comes primarily from how these familiar mechanics are combined with its distinctive Goo mythology and colorful presentation rather than from completely reinventing the genre. Controller support is a natural fit for the platforming and combat, particularly when quickly switching between movement, defensive actions, and attacks. Steam Deck compatibility, however, should be approached with some caution. The game does not have a clearly established official Steam Deck Verified or Playable classification, so it is best considered officially unverified rather than guaranteed fully compatible. Its 2D design and controller-oriented gameplay may make handheld play practical, but users should not interpret that as an official compatibility guarantee. Individual results can depend on the current SteamOS and Proton environment. As an overall package, Goo Keeper succeeds by giving familiar Metroidvania foundations an appealing personality of their own. The strange ecosystem of Shroomast, hand-drawn animation, evolving protagonist, flexible exploration, optional encounters, interconnected regions, and layered ability system work together particularly well. Its mechanics may feel recognizable to experienced genre players, but the ability combinations and unconventional slime-based world prevent the adventure from feeling completely generic. Players who enjoy uncovering secrets, gaining traversal powers, returning to previously inaccessible locations, fighting unusual bosses, and gradually mastering a connected 2D world should find plenty to appreciate. Rating: 7/10
Recommended. I thoroughly enjoyed playing this game. The graphics are charming, a nice change from all the dark games out there. The game play was fun. It's not a genre I've spent much time in, but I found it addictive.
6/10
neat little metroidvania 6/10
This is a short, fun, simplified metroidvania. There are minor quirks in getting used to the controls and in certain boss/enemy behaviour, but nothing upsetting. There are a lot of secrets and neat upgrades to find. It's on the easier side of metroidvanias, though still not something you can play blindfolded. I had a lot of fun and will keep an eye out for another project from these devs.
Ugly. Bad movement feeling. Zero feedback when you get hit. You can rebind the controls but the UI and the tutorials don't show the modified controls. The enemies are damage sponges.
Joguei pouco. Mas suficiente pra ver que não é pra mim. Vale os dois reais mas achei bem esquisito, cheguei até o primeiro chefe do caminho que escolhi e sei lá... muito esquisito. Mas é um ótimo primeiro projeto, vi que é o primeiro jogo do dev. Se esforça e vai longe amigo (vou deixar a análise positiva pra incentivar kkkkk mas se você tiver vendo isso, melhor gastar os 2 reais em outra coisa
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