
Rediscover this great Metroidvania game in a brand new version with a lot of features and improvements! Run in a vast world full of mysteries and action in this Metroidvania-style game inspired by the classics of the 16-bit era.
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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, Russian, Turkish, Portuguese - Brazil, Simplified Chinese
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
It's not that i don't like this game but in all honesty it's not that good. The only time i had a bit of fun was killing the "bosses" in a few hits because i over leveled. The music is forgettable, i don't mind the graphics but the hitboxes in this game will make you scratch your head in frustration. I only spent 10 hours on this game because of a single collectible that i was not able to find and without any info anywhere i had to look for myself, but this game realistically can be done in 3 hours if you know where every thing is. Overall- 3/10
♥♥♥♥♥
Очень плохо, по факту всё из чего состоит игра сделано криво и как я понял дорабатываться не будет. Я конечно хотел окунутся в времена 16 битных консолей, но я не думал что вместе с атмосферой получу все проблемы игр тех времен. Рваные анимации, отвратительный рельеф, неудобное управление, так еще и часто отказываются работать клавиши D S и SPACE, герой слишком быстро двигается и останавливается не сразу как вы отпускаете клавишу, в результате чего вы часто падаете и напарываетесь на монстров лбом. Короче 3/10
Inexistence Rebirth, developed and published by Jonathan Brassaud, is a lovingly crafted indie Metroidvania that serves as both a reimagining and an expansion of the developer’s earlier work, Inexistence. Rebuilt from the ground up with new art, mechanics, and a refined structure, it’s a clear passion project that pays homage to the classics of the 16-bit era while attempting to modernize their design for contemporary audiences. The game tells a familiar but heartfelt tale of heroism and sibling devotion. Players take on the role of Hald, a Keeper chosen by the gods, whose peaceful life is shattered when the dark sorcerer Claos puts his sister Hania into an eternal sleep. Determined to save her, Hald embarks on a perilous journey through a world filled with corrupted beasts, ancient ruins, and divine powers that test his strength and resolve. It’s a simple story told with sincerity, one that embraces the archetypes of old-school fantasy without pretense, providing a fitting backdrop for the game’s nostalgic sensibilities. The first thing that stands out about Inexistence Rebirth is its visual style. Brassaud’s pixel art evokes the golden age of Super Nintendo-era platformers, combining detailed character sprites with vibrant backgrounds that vary across each region. From fiery caverns and frozen peaks to dimly lit temples and lush forests, the game’s world feels diverse and alive despite its compact size. The environments are designed to balance exploration and platforming, each one distinct enough to remain memorable throughout the journey. The color palette is rich but not overwhelming, and the character animations, while simple, carry enough weight to make combat and traversal feel responsive. The soundtrack supports this aesthetic perfectly—melodic, adventurous, and quietly melancholic when it needs to be. It may not be the kind of score that lingers long after the credits roll, but it does an excellent job of enhancing the atmosphere, grounding players in the rhythm of exploration and discovery. Gameplay-wise, Inexistence Rebirth sticks close to the conventions that define the Metroidvania genre. The structure revolves around exploring interconnected regions, uncovering shortcuts, finding new abilities, and revisiting older areas to access previously unreachable zones. Hald starts with basic sword strikes and a limited move set, but as players progress, they unlock new abilities such as a double jump, dash, and powerful spells that expand both combat and navigation. The pacing of progression feels deliberate; upgrades arrive steadily enough to maintain engagement without overwhelming the player. Combat is straightforward—attacks, blocks, and dodges form the foundation of the system—but it’s responsive and satisfying, especially once additional abilities come into play. Enemies are varied, though their attack patterns can be somewhat predictable. The challenge primarily comes from timing and precision rather than complexity, making the game approachable even for those less familiar with the genre. Boss fights offer some of the game’s best moments, featuring unique designs and attack patterns that demand focus and adaptability, though they don’t reach the difficulty peaks seen in larger titles like Hollow Knight or Blasphemous. The RPG elements add a modest layer of depth to the experience. Defeating enemies grants experience points, allowing players to level up and allocate stats toward strength, defense, or magic. Equipment and items can be found throughout the world, giving players options to customize their playstyle, though the system remains light and accessible rather than overly intricate. It’s a balance that suits the game’s tone—simple enough to keep the focus on action and exploration, yet deep enough to reward players who take the time to experiment with builds and strategies. The remake also introduces a small but appreciated skill tree, offering incremental improvements that encourage experimentation. These features, combined with smoother controls and an improved map interface compared to the original release, show that Brassaud took great care to refine the player experience without losing the retro charm that made his earlier work distinctive. While the game excels in presentation and accessibility, its limitations are also clear. Inexistence Rebirth is a relatively short experience, with most players able to complete it within three to five hours depending on playstyle. The world, while well-designed, is not as expansive or labyrinthine as many of its genre peers, and exploration rarely deviates from a linear progression path. Some areas lack the environmental puzzles or interconnected secrets that give larger Metroidvanias their sense of discovery. Combat, too, while responsive, can occasionally feel repetitive, as enemy variety tapers off toward the latter stages of the game. These issues aren’t dealbreakers, but they serve as reminders of the game’s modest scope. It’s an indie production through and through—ambitious in spirit but constrained by the resources of a one-person development effort. Despite these constraints, the game’s pacing and polish make it a rewarding experience. The short length works to its advantage in some ways, ensuring that it never overstays its welcome or bogs players down with filler content. Each new area feels purposeful, and the story moves briskly toward its conclusion without unnecessary detours. There’s a genuine satisfaction in mastering Hald’s movement and abilities, in seeing new paths open up with each power gained, and in confronting the final challenges that tie the narrative threads together. The addition of alternate game modes, including one where you play as Hania, extends the replayability slightly, offering different perspectives on the same world. It’s clear that Brassaud wanted players to enjoy the adventure at their own pace, focusing on enjoyment rather than exhaustion. Inexistence Rebirth also carries a sense of authenticity that many larger productions lack. It doesn’t pretend to reinvent the genre or dazzle players with cinematic spectacle. Instead, it delivers a personal, handcrafted experience—a game that wears its inspirations proudly and succeeds because of the passion behind it. It’s a tribute to the platformers and action-RPGs that defined the childhoods of many players, distilled into a compact and heartfelt adventure. For fans of retro-inspired games, it scratches the itch for exploration and light RPG progression without demanding a massive time investment. For newcomers, it serves as a welcoming entry point into the genre, offering just enough challenge to stay engaging while never feeling punishing. In the end, Inexistence Rebirth is a modest but memorable experience that captures the joy of discovery and the satisfaction of classic 2D adventure design. It may not reach the grandeur or complexity of genre-defining titles, but it doesn’t need to. Its strength lies in its simplicity, its sincerity, and the clear dedication of its creator. Every pixel, every note of music, and every carefully designed area feels like a labor of love. For those seeking a short but fulfilling Metroidvania with a nostalgic heart, Inexistence Rebirth delivers exactly what it promises: a journey through a world of danger, beauty, and quiet determination—one that proves that even small-scale projects can leave a lasting impression when crafted with passion and care. Rating: 7/10
Um metroidvania simples e que me divertiu bastante. (y) só agora que lembrei de fazer uma analise. jjjjjjjjjkkkk
Эта игра сплошная катастрофа. В первую очередь, я не хочу рекомендовать её из-за сюжета. Он представляет собой какую-то плохо завуалированную метафору страшных событий. Может, они навеяны бурным воображением автора игры, а может - это его личный реальный опыт. Во-вторых, я не хочу рекомендовать из-за множества шероховатостей. Плохое управление (подтверждение и прыжок на одну кнопку, а магия и отмена - на другую, о да) и невозможность настроить его комфортно (ограниченные возможности настройки). Скудность контента: бестиарий на примерно три дюжины монстров и ещё полдюжины боссов, всего один вид базовой атаки (смена немногочисленных видов оружия лишь меняет характеристики). В-третьих, неочевидность некоторых моментов и недоработки. Например, небольшие, вроде неисправленной иконки камня телепортации в магазине (иконка ключа). Более серьёзные, вроде нехватки очков навыков на 25 уровне (игроку надо прокачать героя до 28 уровня, чтобы иметь возможность изучить абсолютно все навыки, или же пройти режим за сестру). Или большие, вроде дропа с монстров: все предметы экипировки встречаются лишь в одном экземпляре, но часть из них нужно купить, другую часть можно найти в сундуках, а ещё несколько выпадают с монстров. Сразу подсказки: с каменного голема выпадает каменное ожерелье, с большого зайца с огромным мечом в снежных горах выпадает тяжёлый меч, там же ледяное ожерелье с одноглазого фиолетового монстра, меховой доспех выпадает с минотавра, с агрессивного безрогого оленя выпадает огненное ожерелье. Вполне возможно, что где-то что-то напутал, но должно быть так. Один предмет даётся за обнаружение всех 10 пазлов. В общем, игре я ставлю 2 из 10 из-за сюжета. Это очень плохой сюжет. Лучше бы было типичное волшебное клише с отсылками к кастлваниям. Если бы не сюжет, поставил бы 4 из 10. Если бы не незнание автором своей же собственной игры (он не в курсе, что по достижении 25 уровня персонажа даже при полном сборе всех дополнительных очков навыков на всей карте игроку всё ещё не хватит для изучения всех навыков), то поставил бы 5 из 10. Так как все эти факторы можно причислить к субъективному восприятию, охарактеризую её как посредственную, слабую и оставляющую неприятный осадок. А автору должно быть стыдно.
Muito bom, caso seja como eu que é fã do gênero metroidvania ou que quer explorar esse gênero, mas não quer pagar caro em um gênero que n tem muita certeza se vai gostar, acredito que vc pode jogar este daqui tranquilo que estará experimentando um game metroidvania. 8/10.
Un jeu qui essaye d'être un bon metroidvania mais qui est gâché par des combats mal équilibré et des boss peu intéressant, des musiques sympas au début mais qui deviennent lassante à force et une histoire peu approfondie.
Inexistence Rebirth - это доработанная и дополненная версия игры [url=store.steampowered.com/app/444720/Inexistence] Inexistence [/url]. В сущности это по прежнему очень простая и очень короткая метроидвания. В игре всего 2 локации и проходится она за несколько часов. Персонаж прокачивается получая опыт с врагов, а так же ему можно менять экипировку которой так же не много. Так же есть несколько скилов, которые так же можно прокачать. Сюжет для галочки, состоящий из нескольких фраз. По началу игра "душновата" из-за небольшой дистанции атаки гг и того, что к врагам нельзя подходить в плотную, но потом втягиваешься и проходишь на одном дыхании или забрасываешь навсегда. Кстати по большей части игру сделал 1 человек. Даже не знаю, что ещё рассказать. Это простенькая игра в духе игр на денди и сега.
Depois de dar final, hora da análise. O jogo não é uma grande obra, mas foi melhor que o esperado. Vou aos pontos positivos e negativos: + Divertido, dá para jogar direto até o final sem parar; + Exploração bem recompensada; + Dá vontade de fazer a segunda playthrough; + Boa variedade de monstros; + Boa variedade de itens, considerada a extensão do jogo. + Música de fundo e efeitos sonoros OK; + Sistema de skills - Os itens não alteram a aparência do personagem; - A história é bem simples, mas pesada; - O comando "para baixo" é basicamente inútil; - A habilidade de chamas não faz sentido usar; - Exige grind leve para pegar todos os achievements, mas nada absurdo; - Atacar no ar é bem zoado; No todo, é um bom jogo. RECOMENDO.
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