
Explore a fully interconnected 3D world where every new ability dramatically expands your freedom. A true non-linear Metroidvania with breathtaking movement, atmospheric sci-fi beauty, and deep environmental storytelling.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Maseylia: Echoes of the Past is a true 3D Metroidvania built around freedom of movement, deep exploration, and atmospheric discovery.
In a fully interconnected three-dimensional world, every new ability dramatically transforms how you traverse the environment — opening hidden paths, enabling sequence breaking, and rewarding curiosity at every turn.
Explore a vast, vertically rich world filled with ancient ruins, forgotten cities, alien forests, and surreal techno-organic structures.
Master fluid traversal abilities including Double jump, 360° air dash, Grapple and more.
New powers don’t just unlock doors — they fundamentally reshape how you move and interact with the world, allowing you to revisit old areas in entirely new ways.
Discover a breathtaking universe where nature and ancient technology merge into surreal, living landscapes.
Uncover the tragic history of Maseylia through exploration, ruins, and forgotten remnants.
Face hostile creatures and towering guardians in fluid, mobility-focused battles.
Inspired by Metroid Prime, Pseudoregalia, and Hollow Knight but fully reimagined in true 3D.
Stats
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*, Simplified Chinese*, Japanese*, Russian*, Arabic*, Korean*, Portuguese - Portugal*, Turkish**languages with full audio support
Engagement
Hours played at review time, across 48 reviews with recorded playtime.
Reviews
Themes across 48 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
Overall feeling is that the game is fairly enjoyable, just really unpolished and lacking. Areas generally look good and are mostly fun to explore. Game really just needed some puzzles or actual mechanics beyond just whacking things with a stick or shooting them. Movement feel clunky in areas, and super jolting in others. 'Bosses' are pretty awful. Honestly felt like you could just remove all the 'combat' from the game and it just gets better. Map and UI need a ton of work. Impossible to tell which way you are facing on the map. Aiming reticle needs to stand out way more. Environment is pretty cool but the plot/story are pretty derivative. Not every indie game like this needs to have the exact same lore. Unsure why money even exists in the game other than to make you backtrack. Probably needs a few more months in the oven.
Jeu indépendant avec du potentiel - Fluidité de mouvement plutot reussi - Découverte des equipement plutot bien amené j'ai pris du plaisir bien que les jeux de plateforme ne soit pas ma tasse de thé.
There are two major issues with Maseylia that prevent me from fully enjoying the game, one of which is possibly not fixable, the other of which is a personal preference but can be fixed. Others will harp on the combat more, but I want to focus on the platforming. So the latter first. I'm a real nitpicker when it comes to the feel of a jump in a 3d platformer, but Maseylia's got one of the weaker ones. There's two reasons for this, one of which is the jump curve, and the other of which is the animation itself. The jump's acceleration and deceleration are barely present, resulting in a jump that feels more like the character is sliding up and then down. The animation lacks anticipation, and it lacks squash and stretch. Combine these factors together and you have jumps with no oomph and no hangtime. This isn't a dealbreaker, though, it's just something that I tend to notice in indie 3D platformers that don't quite get the feel right. What IS a dealbreaker is, awkwardly, the game's selling point: the art direction. I love the devs taking inspiration from Moebius, but it actually comes at the cost of readability. Playing on the Steam Deck, I have sometimes gotten turned around because a flat color I assumed was a wall was actually an open space that just had limited draw distance. And man the early areas, they're so lacking in contrast values. The ice area (which I have completed and now I've gotten to the forest) is just a pain to navigate because nothing pops out at me, it's full of mid-tones. Just take a look at the third official screenshot on the store page. Aside from a couple of darker shades on the nearby platforms, the turquoise values all look like they're within 10-15 pips of each other. The fog is probably not helping, pulling values even closer together towards the horizon. There are other problems too, that contribute to making the world feel a little less alive. Weak visual effects, for example, especially on dead enemies. Sometimes I'd defeat an enemy and it'd look like they just blipped out of existence. This can go hand-in-hand with the sound design as well... those golem enemies, when I would hit them with the scepter, it'd have a clank sound; but that's not too different from when I shoot bows at enemies that aren't damaged by arrows. When I shot an arrow at the golem, then, it was a different clink, just a lot louder? It's weird. But if there was better visual feedback from my attacks, I wouldn't be as confused. The simple white flash isn't great for this, however. I like the exploration, and going up giant collapsed columns to climb up a hill, that's cool. Bonus collectives behind platforming challenges, that's great, although some need to loop better... there was one with sliding ice platforms and waves to avoid, where instead of looping back around to the start point, the dev opted instead to send you up to a cliff and have you walk all the way back. I'm fine with buying the maps, the currency in the game seems to come at a decent pace. And there's enough movement tech to chain that I could see a nice Blue Fire-esque community forming around this if the game improves. In terms of bugs, there were some. Sometimes the mana indicators would not accurately show how much mana I had, which is pretty bad when I'm in a fight! I was in an underwater bonus collectable area, and I stood by a respawning bubble for a second to figure out my next move, and then suddenly the oxygen meter just disappeared. I could be wrong but I feel like I captured a flag once and then had to capture it again the next time I interacted with it. Anything else... I'd say the grapple move is kind of awkward to chain on controller, you kind of have to do it like: lock on, grapple, jump, lock off, lock on, grapple, jump, lock off, lock on, etc. It's not the most graceful. Maybe it handles better on M&KB. The UI is lacking in frills or personality, bugs aside, and when there's more than one dialog from an NPC or sign, there should be an arrow indicator to press a button to continue. All in all, I'd say it has a chance at turning out okay, and congrats to a small team putting this together, but I'm not sure if it's ready for primetime yet.
jeu agréable, quelques défaut de frame rate à quelques endroits, cela peu venir de ma config, mais le gameplay est efficace.
I love this game ! The esthetic is original and captivating and the gameplay is smooth and very fun. I got passioned by the story and its mysteries. It's the best indie game I discovered so far !
类银河恶魔城玩法的框架近年来愈发成熟,而且易于融合其他元素进行创新,让这类作品如雨后春笋般层出不穷。从去年以来我也玩了不少类银游戏,但《Maseylia : Echoes of the Past》是这其中唯一一款3D画面的作品,给我带来了和其他同类游戏截然不同的体验。 首先游戏的画面饱和度比较低,营造出了一种柔和的感觉,看起来不累眼睛。实际游玩过程中,游戏内的引导极少,剧情也不止是碎片化,而且顺序也非常混乱,你得通过在探索过程中搜集的日志慢慢拼凑成相对完整的故事来了解全貌。 能力锁也算是类银里的经典元素了,玩家需要在地图上不断探索才能找到新的能力。和其他作品里能力只作用于战斗或者开启新地图不同,在本作中能力甚至还能让你在已经完成探索的区域里找到新发现,继续推进故事发展。 战斗部分还是挺有意思的,主要的差异化就在于近战和远程两种武器的使用,整体难度不高,只要选对武器,记住BOSS的技能就很容易过关了。不过有一说一近战武器的手感确实比较一般,击打敌人的时候有很明显的迟钝。 游戏难度不高的另一个原因就是存档点非常密集,而且进入存档点时还会无痛回满生命值。比较重要的金币在死亡后也不会掉落,只要遇到存档点的时候记得踩一下,可以说基本不会遇到什么难点。 就我个人的体验来说,游戏内主要的难度反而是在前期的跳跳乐和解谜上,在没有获得足够能力的时候,跳跃的时候太随意可能就要从头开始,而且不少机关的控制也比较麻烦。不过在有了不少新能力之后,跳跳乐也基本难不住你了,甚至还能走不少捷径。 总体而言,虽然说大部分类银作品里战斗部分都是有相当难度的,不过《Maseylia : Echoes of the Past》的战斗内容比较轻量化,难度也不高。主要内容是放在了探索玩法中,包括新能力的解锁、剧情的收集等等,3D画面也算是作为一个卖点,在同类游戏中体验比较特别。 [quote] 闲暇时光,不妨试试游戏。 欢迎关注[url=store.steampowered.com/curator/45653622/] 闲暇時光鉴赏组 [/url] [/quote]
I'm only at the beginning of Maseylia but I am enjoying the game quite a lot. Once you gather the first few abilities, you get to enjoy the platforming that is well thought out in this game, combined with its good level design. The combat system is not the best I have ever experienced, but it is good enough for what it has to accomplish for this game. I recommend this game for those who enjoy a good 3D Metroidvania & platformer!
Somehow not match for me, the check points too far from each other.
une jolie pépite indé, le jeu est fluide, beaucoup d'explorations mais les combats sont assez simplistes. J'ai passé un bon petit moment à explorer ce monde.
I bought the game after seeing their amazing launch trailer, but I honestly did not expect this. The game has a stunning art direction and great gameplay. If you’re looking for something fresh and unique, I definitely recommend giving it a try!
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Heroine Conquest | $22K | 221 | 75% | $3.99 |
| Coffee Noir - Business Detective Game | $22K | 87 | 70% | $8.99 |
| Sunset Game Shop Shayou | $22K | 57 | 91% | $9.99 |
| Project Terminus VR | $22K | 53 | 68% | $19.99 |
| Rebel Duet | $21.9K | 104 | 90% | $12.99 |
| BeatBlasters III | $22K | 87 | 40% | $9.99 |