
Metroidvania with a mix of melee and ranged combats inspired by classics like Super Metroid, Castlevania: Symphony of the Night or Guacamelee! Help Anna “Thirteen” Charlotte battle her way through the secrets of Mars.
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Media

About
Follow Sgt. Anna "Thirteen" Charlotte on a space mission to the first human colony on Mars.
With the use of special abilities tied to elements like ice, fire, and electricity help her navigate the colony and battle through the Mars's secrets.
MARS 2120 is a metroidvania with engaging melee combat inspired by classics like Super Metroid, Castlevania: Symphony of the Night, or Guacamelee!
Explore the Martian colony: discover new biomes, secrets, and numerous threats along the way.
Face your enemies: perform combos by mixing melee and ranged attacks, as well as special moves.
Use different equipment and abilities: find upgrades and new skills while exploring the Martian colony.
Engage in epic battles: from deadly robots to colossal monsters, build your strategies, uncover their weaknesses, and survive!
Play it your way: with various accessibility options, you can customize the game according to your style and needs.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Portuguese - Brazil*, Spanish - Spain**languages with full audio support
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
This feels like a Metroid game, but something is missing. Controls feels somewhat weird, graphics is meh, even in ultra settings and enemies, those that don't fly, is bullet sponges that can be stunlocked if you just keep firing while standing still. Story seems interesting, but I won't try hoping that game gets any better than what first 20 minutes gives. I support indie and I love Metroidvania games, but this feels quite unpolished. Sorry, but I must refund this one...
Jogo bem divertido, especialmente no terço final. Tem umas set pieces muito boas! Poderia ter algumas melhoras de QOL, mas da pra relevar. Joguei o jogo todo em um Steam Deck OLED, e rodou bem em 45fps qualidade alta na maior parte do tempo. Parabéns para toda a equipe, vai Brasil!
É um bom game mesmo tendo suas limitações consegue segurar o jogador. Espero que a equipe de continuidade no game e melhor aspectos como combate e fisica no futuro
Простенькая метроидвания без каких-либо особенных изысков. Прошел и забыл. Абилки. Найди огненную пушку чтоб открывать огненную дверь, найди чип позволяющий открывать огненную дверь вниз, найди чип позволяющий открывать огненную дверь вверх. Повторить те же действия для замораживающей пушки. Ну и тд. Боевка. Есть, но только для красоты, а так все проходится обычным закликиванием. Мобы. Ну, исходя из вышесказанного огненных мобов убиваем ледяной пушкой, соответственно ледяных - огненной. Прокачка. Находим чипы, экипируем (необратимо) за местную валюту в точках сохранения. Вариативности в экипировке ноль. Валюты тоже всегда с избытком - думать над выбором что экипировать в первую очередь не приходится. Локации. Довольно однообразны - Марс же, особо не разбежишься со станции... Сюжет. Для галочки. По этой же причине локализация в принципе и не нужна. Реплик крайне мало и они крайне скудные. Особенно повеселил финальный ролик. Боссфайты. На удивление примитивные. Большинство боссов имеют 2-3 люто тормозных паттерна атак. При этом большущую шкалу здоровья, и крайне малое окно для удара. По этой причине бои превращаются в долгое, нудное и довольно унылое действо. На некоторых реально можно заснуть и я сейчас не преувеличиваю! Последний босс особенно в этом преуспел, кто дойдет тот поймет. По итогу получается игра, которая не дает какого-то вызова, с чуть ли не медитативным геймплеем. Да, атмосфера прикольная, но в силу вышеперечисленных минусов игра все равно выглядит дешево. Возможно зайдет ценителям подобного антуража, но и тем рекомендовал бы брать по скидке.
una verguenza que un juego con tanto potencial se haya quedado en un pseudo metroid de hacendado. Fallos en enemigos, en hit boxes y ya no hablemos de los bosses. Solo deciros que el boss final se puede hacer tan pesado que puede tirarse 30 minutos de reloj repitiendo los mismos ataques lejanos impidiendote hacerle nada de daño, más aun, cuando baja la mano (que es el unico momento para golpearle) la sensación de golpeo es nula y aqui estoy yo que llevo 1 hora para matar a un boss tan facil que con quedarte a un lado de la pantalla no te da casi ninguno de sus ataque. Que le queda solo una animacion más de ir de su mano a su cabeza para matarle pero no hay manera porque no para de tirar magias de hielo, fuego y rayo en bucle sin hacer la maldita acciòn que me permita matarle. Lo dicho una pena que con tanto potencial se haya quedado en nada. Por desgracia no lo recomiendo salvo que estes muy deseoso de algo similar a metroid pero en version tosca
Just finished the game. The end kind of snuck up on me. I thought I'd have another chance to go around looking for upgrades before that. The plot is mostly delivered by audio logs, which give you snippets explaining what went horribly wrong in the complex. It's great for atmosphere, but I didn't really feel a sense of anything building up to the final boss. I just kind of stumbled upon him while exploring, and then the game was over. Obviously it's not a metroid game in a literal sense, but it has those vibes. I feel like the boss fight to exploration ratio is different, which is to say there's a high density of boss fights. They're pretty well done for the most part. Some of them have a puzzley component to them, where there's a trick you have to figure out. Checkpoints are pretty plentiful and placed well, which is good because there's a few puzzley bits that require some fast reaction that's tricky to pull off.
В случае если надоели метроидвании с ближним боем и заточкой оружия,можно разок пройти,пострелять в течение нескольких вечеров.По наполнению пустовато,нет той глубины что есть в других играх подобного жанра.Есть 3 оружия,и по 5 навыков на каждом из них,и есть скилы которые надо найти,а потом купить в точке сохранения.В принципе все. Нет инвентаря где можно покопаться по тестировать разные вещи,все просто - находишь рывок у винтовки можешь делать рывок сквозь фиолетовый проход,находишь ледяную бомбочку у дробовика можешь пройти по воде замораживая ими воду впереди,нашел огненное скольжение у огнемета можешь пройти через полуоткрытую дверь в огне. Все навыки предназначены для продвижения по карте, некоторыми можно контролировать или убивать врагов. Сюжета как обычно нет, только редкие голосовые сообщения. Боссы простые, выглядят отлично, но битва с ними это моральная пытка,атаки настолько медленные что удары боссов с задержкой любого соулслайка это можно сказать мгновенные удары. Последний босс наверное самый медленный и нудный из всех. Более того забавно выглядят ачивки за победу над боссами в НГ+ и НГ++. Где все эти медленные боссы становятся еще и более жирными(в 1,5 раза больше хп на НГ+ и в 2 раза больше на НГ++).Мало у кого возникнет желание такое проходить более одного раза. Из существенных минусов разве что оптимизация.Конфигурация ПК выше рекомендуемых требований,но на высоких настройках системник уже начинает превращаться в турбину для самолета по уровню шума,видюху грузит на 98%,а есть еще и эпические и ультра настройки.Да графон на ультра хорош но ставить еще 3 вентилятора ради одной игры как-то нет желания. Не скрою что навыками разваливать врагов было весело,т.к. оружие специфическое и 2 из 3 эффективны только на ближней дистанции,да и у некоторых врагов появляются щиты которые защищают от стрелкового оружия спереди.Но можно метать во врагов ледяные копья,выносить с эффектного огненного рывка или поднимать вверх электрическим полем вокруг себя в зависимости от того к какой стихии враг иммунен.Так что жонглировать оружием придется часто. В итоге это одноразовая метроидвания с красивой картинкой и плохой оптимизацией.
Piece Of Metroid and Walt Disney ♥♥♥♥!!!! No saves are you real?! Reasons for e3 not with us!!!!
MARS 2120 developed and published by QUByte Interactive is a sci-fi metroidvania that clearly draws inspiration from genre classics while attempting to carve out its own identity through a blend of exploration, elemental abilities, and hybrid combat systems. Set within a remote Martian colony that has fallen into chaos, the game follows Sergeant Anna “Thirteen” Charlotte as she investigates a catastrophic event that has transformed the facility into a hostile and mysterious environment. The premise is familiar but effective, providing a strong foundation for a progression-driven adventure built around discovery and survival. The game’s structure adheres closely to traditional metroidvania design. Players explore a large, interconnected map composed of distinct zones, each filled with obstacles, hidden upgrades, and locked paths that can only be accessed after acquiring new abilities. Progression is tied directly to exploration, encouraging players to revisit earlier areas with newly unlocked powers. This loop is one of the game’s strongest aspects, as it captures the sense of gradual empowerment that defines the genre. However, the lack of clear direction can sometimes make navigation feel confusing, particularly when it becomes unclear where to go next or which ability is required to proceed. Combat combines melee and ranged elements, supported by a system of elemental powers that play a central role in both fighting and traversal. Players can switch between different energy types, each offering unique effects that interact with enemies and the environment in distinct ways. This adds a layer of variety, allowing for different approaches to encounters and puzzles. In practice, though, the balance between these systems is not always consistent. Melee attacks tend to feel more reliable, while ranged options can lack impact, and enemy behavior does not always encourage strategic use of the full system. As a result, the combat can feel uneven, even if the underlying ideas are strong. Exploration remains the driving force behind the experience. The environments are designed with multiple paths, hidden areas, and optional challenges that reward curiosity. Discovering new upgrades and unlocking shortcuts creates a satisfying sense of progression, especially when returning to previously inaccessible areas. Some sections stand out for their clever use of movement mechanics, particularly when abilities are combined to navigate more complex terrain. At the same time, the game’s map system and level design occasionally fall short in guiding the player effectively, which can disrupt the flow and lead to unnecessary backtracking. Visually, the game presents a detailed and atmospheric depiction of a Martian research facility. The environments are varied enough to maintain visual interest, ranging from industrial corridors to more alien, corrupted spaces. Lighting and environmental effects contribute to a sense of isolation, reinforcing the idea of exploring a place that has been abandoned and overtaken by unknown forces. While the graphics are not groundbreaking, they are consistent and effective in supporting the game’s tone. The audio design complements this atmosphere with subtle ambient sounds and restrained musical cues. The use of silence in certain areas enhances the feeling of tension and isolation, while occasional voice lines add context to the narrative. These elements are not overly prominent but work together to create a cohesive auditory experience that supports exploration. Where the game struggles is in its overall polish and consistency. While it introduces several interesting mechanics, not all of them are fully developed. Combat can feel repetitive over time, and certain encounters—particularly boss fights—vary widely in quality. The pacing can also be uneven, with moments of engaging exploration followed by periods of aimless wandering due to unclear objectives. These issues highlight the gap between the game’s ambition and its execution. Despite these shortcomings, MARS 2120 remains an enjoyable experience for fans of the genre. Its exploration loop is satisfying, and its combination of abilities offers enough variety to keep players engaged. The game does not significantly innovate within the metroidvania formula, but it demonstrates a clear understanding of what makes the genre appealing. In the end, MARS 2120 is a solid and occasionally compelling entry that succeeds more through its core design than its refinement. It offers a rewarding sense of progression and a well-realized setting, even if it falls short of reaching the same level of polish as its inspirations. For players who enjoy exploration-heavy gameplay and are willing to navigate some rough edges, it provides a worthwhile journey through a hostile and mysterious Martian world. Rating: 7/10
interessante modo de jogo, com variados ataques
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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