
HEAVYDELIC is a 2D Slavic Synthpunk Platformer broadcasting on dead frequencies. Synthetic psychedelia, comic art, VHS tapes, analog ruins & robots resurrected from Slavic mythology. Every asset is manually drawn by Eniac. Signal lost. Game found.
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About
HEAVYDELIC is a hand-drawn 2D Slavic Synthpunk Platformer set in a world where industrial collapse triggered an uninvited evolution. Developed entirely by one artist, Eniac, where every asset is manually hand-drawn, like output from a system that never went digital.
SIGNAL DETECTED / INITIALIZING HEAVYDELIC
Somewhere in the hills of central Slovakia, a tailings pond collapsed. Toxic sludge swallowed the village of Horná Ves. The valley mutated. And from the wreckage of socialism, analog circuits, and contaminated pollen, something woke up.
THE WORLD /
One toxic incident split humanity into two frequencies: empty carriers without a signal and overloaded transmitters whose hyperintelligence burned their circuits from within. During windows of hyperintelligence, survivors built something extraordinary. Robots forged from Slavic mythology, cast in chrome, bakelite, and pulsing vacuum circuits. Not just machines. New idols. A synthesis of ancient belief and obsolete technology.

The landscape is no longer a village. It is an experimental zone where nature and technology merged into an unplanned prototype.
FEATURES /
100% hand-drawn art every frame, every asset, one of a kind
Hack & slash platforming, explore, and slash
Collection gathers unique paintings scattered across a mutated world
Slavic mythology meets retro-futurism robots built from folklore and forgotten technology
Synthetic psychedelic aesthetic, VHS decay, analog noise, comic art
Atmospheric world-building, a story told through environment, not cutscenes

Heavydelic is not just a game. It is a transmission from an alternate timeline, where the future arrived late, smelled like chemicals, and spoke in old Slavic tongues.
Developed by Eniac, a Slovak artist, one-man studio, zero compromises.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
I suppose I can only blame myself for not reading the store page, but in my defense, I didn't exactly anticipate a game with 25 seconds of content. Technically the store page says it's 5 minutes, I am not entirely sure what the dev is referring to, maybe killing same enemies that don't do anything, is that the other 4 minutes? You kinda just walk across a few backgrounds, smack a few things with no real gameplay, and you done (oh and, you can open a box too, yes box, not boxes). Now I know, we don't exactly have a definition in regards to what early access is, and Valve at this point has zero standards on what they allow on the platform, but just from a point of mutual respect for your customers, I think there is a reasonable expectation of showing a realistic project, not just a dream of a game, that is more of a kickstarter thing. In my personal experience, early access is more than a demo, less than full game, most of the time devs do like a 60% finished release, at least the games that I play from developers that have some credibility. Not to come across as condescending, but I am very confused by the justification you gave to release this game in EA. I hope maybe it's just the case of you not being in the middle of active gaming community and maybe you just don't understand the ethical issues and practical application of what you suggesting. $4.50 for 25 seconds of a game is not a good experience for anyone, not for your customers, and for yourself as a game developer. Let’s hypothetically say you sell 1000 copies at the cost of upsetting 1000 people that accidently bought it, how exactly does the game benefit from it? And when does the game come out, 2030, you selling me a dream of a game that will take 3 years of waiting, assuming nothing goes wrong, and assuming people have a reason to buy it, which they don't. It just makes no sense, and I am not being rude, it just literally makes no sense. You can't gain anything from this. Lack of a game aside. Your art is very striking which is why I bought it, never seen anything so detailed and imaginative at the same time. If I may give a suggestion based on my gut feeling. It seems you want to add more combat into the game, but I think, if you are such a talented artist, maybe you should make like a collectathon game, just exploration game with no combat, just focus on making backgrounds and collecting lore, talking to characters, things like that. If you remove combat, it might play more into your strength, I think. [h1] Pros: [/h1] ~ there is no game here [h1] Feedback: [/h1] ~ this is just my personal suggestion, because I think you should play into your strength, and I don't think adding combat is the skill that you currently have. Just make a pretty exploration game, focus on adding collection content, less work, better result. You know, just a character navigating pretty backgrounds, maybe talking to characters, collecting scrap, getting achievements. ~ I think you should aim for your game to be about 60% done for early access, it's not like a rule, I think it's unspoken expectation, you are showing the people that you are capable of doing an interesting project, but right now, you didn't show me anything. Honestly, I think you should pull this from steam and come back a few years later. If not, I think you should focus on making the game at least 1 hour, and not like 2 years from now, like within a few month. [b]Overall Thoughts on Early Access 6/23/2026[/b] This is a dream of a game, there is nothing here that shows me that the developer can execute on that dream. It's 30 seconds, combat is dull and with no features, and there is nothing to say about the game other than it has a few very nice backgrounds. I am not going to refund it, if you somehow make it into a real game in 2030 (assuming I am alive), I'll be the first person to congratulate you. [code]Niche, obscure and underrated games: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
I didnt want to give a bad review for this game because the art in this game is mind blowing and amazing and I dont want to discourage the dev or be rude or anything because I can tell alot of work was put into this game, but theres many flaws with the actual game. Like the fact that this game is 4 MINUTES OF HORRIBLE GAMEPLAY (im posting this review on the day the game released: june 23rd 2026, so the game might be different by the time someone else sees it) heres the flaws of the game: - there's no controller support - theres no "save game" button so you cant continue where you left off - theres nothing to do after you kill the first fan guy (wich takes 4 minutes) so it gets boring super fast - the animations dont flow together, when you attack it plays the same single animation then goes to the standing animation intead of smoothly transitioning back to the default standing pose like in most other games - the restart button is "R" and the interact button is "E" wich are beside each other wich is a problem, the restart button should be in the pause menu (when you click escape) - the full game is the same as the demo right now - the game right now handles and has the same controls as a scratch game I really hope this game gets better overtime
To put it plainly, this shouldn't be an early access game. In fact, I wouldn't constitute this "game" as a game. At the very least, not yet. I think the art is beautiful (if not just a little overwhelming for me), and I do hold hope for the development considering they added controller support (and took away crouch for some reason) and seem to be working on it. However, the biggest problem is that there is no gameplay. There are a few robots that you can jump over and on (and watch the robots absolutely freak out), you can spawn tons of robots at the "end" of the game. Like, I mean infinite robots. But you can't do anything else. There isn't even a basic soundtrack for when you're actually IN the game. When you jump on the robots sometimes character models freak out (there was a time when my character auto crouched and there was this thing where my character just slid across the entire surface for a period of time (while making an egg I think(?)) which I assume isn't intended because any other time the robots just caused my character to be pushed back). I won't refund, because I really want this game to be better and I'm holding out hope that it'll improve, but for now I just can't in good faith recommend the game. I think I'll just see it as I bought it sorta as a little art piece P.S. I originally only finished the game with 5 minutes played, but Steam wouldn't count it in the actual time (aka I had no option given to me to review the game) so I had to proceed to walk around for an extra 5 minutes. I genuinely can't fathom why this game is early access. Editing to say that I am on controller. So perhaps that was part of my bad experience?
A platformer that doesn't support a gamepad. Even through the Steam input. This is an epic, indescribable, unapologetic fail.
The game is basically a barebones concept so far. However, I am writing a positive review, because the art is amazing, the vision is there and I am happy to support such project, even though it is in very early stages. Looking forward to future updates :)
I can recommend this game to people who aren't fazed by its rather unorthodox use of Early Access as a means of crowdfunding. If you want to support single-dev indie games with a unique world and art style, this is definitely one to keep an eye on. That being said, a couple items of feedback from my first two playthroughs in late June '26: – I feel like the platforms that the player character can actually jump on should be a bit more prominent and pop out more from the non-interactable art assets. Maybe making the outline thicker, or giving them a uniform color? – The moveset does need more work. This is one aspect where the help of a skilled game programmer could really help. I feel like having an interesting and fluid moveset is incredibly important in games that mostly rely on visuals, i.e. the world shouldn't just be pleasant to look at, but also fun to traverse. – The game features a lot of unique objects that aren't interactable, which is a shame. Being able to talk to other characters and examine the surroundings would quickly add players more stuff to do, as well as a great way to learn more about the game world. (also, the fan enemy sound is pretty unpleasant, especially when there are several on the screen at the same time) That's it for now, I'll try to chime in again after future updates. :)
Recommended with caveats. This is one small level with some minimal combat and interactions. It was worth the fiver to support the art and design here for me, but it does feel more like patronage than a game purchase. If you can afford it and you like the art, do it.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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