
Travel through an overgrown megastructure, and discover what lies beyond it. Metal Garden is a short, atmospheric singleplayer FPS game.
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About

A nomad wanders the far reaches of an overgrown megastructure, a world built for a forgotten purpose in which countless civilizations have lived entombed for ages.
But when the mech they use to traverse its vast distances breaks, they remain stranded in its hostile wilds beneath a concrete sky.
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Travel through an overgrown megastructure, and discover what lies beyond it. Metal Garden is a short, atmospheric singleplayer FPS game that can be finished in a single sitting (one to three hours).
Explore architectual relics of eras near and long gone, meet mysterious and powerful factions that have emerged inside the megastructure, and fight your way through varied encounters in this tight and compact FPS campaign.
A short, tightly designed shooter campaign.
Unique setting filled with massive industrial structures taken over by nature.
Atmospheric visuals inspired by mid-00s games.
Responsive movement and combat.
A sci-fi mystery story revealed through exploration of the game's spaces.
An injury system that asks you to manage not only your health, but also your individual body parts.
Multiple modifiers to change up your playthrough, from health system modifiers to enemy and item randomizers.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Croatian, French, Japanese, Korean, Spanish - Latin America, Portuguese - Brazil, German, Russian, Simplified Chinese, Ukrainian, Italian
Engagement
Hours played at review time, across 69 reviews with recorded playtime.
Reviews
Themes across 69 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
А*уенная игра для таких одиночек-интровертов как я. Просто обожаю пасмурную погоду, а здесь ей пропитана вся игра. Прошел несколько раз. Но особый кайф словил пройдя с первой попытки на максимальном уровне сложности с модификаторами на Дефицит ресурсов, Хрупкое тело, Рандомизатор предметов и Рандомизатор врагов. Оружия мало, как и врагов, но даже с таким скудным арсеналом и малообразием противников играется прекрасно. Багов не обнаружено, не считая возможности в некоторых местах залезть туда, куда не предусмотрено разработчиком или даже провалиться под игровой мир, но эти лазейки фиксятся, к моему сожалению, как любителю прыгать за карту и в "запрещенные" места. Игра короткая, но может это и плюс, так как не утомляет долгим прохождением. Тем не менее считаю, что контента очень не хватает, и если не силами разработчика, то было бы прекрасно организовать мастерскую, чтобы каждый мог привнести что-то своё и расширить игровой опыт. Не всем игра зайдет, но если вы любите атмосферу одиночества и серую гамму, то определенно получите удовольствие от сие шедевра. Рекомендую.
The moment to moment gameplay is lame, but the level art and map design is mindblowing every time it shows off scale. That's what you bought it for, not the shooting. It's pretty in how abandoned and serene and flat it looks, concrete and fog with some overgrowth. The player, weapons, and the enemies are slow and floaty, unintelligent, not interesting to look at or fight. Not a puzzle game, just 3d platforming with pulling levers and elevators. Too much ammo, and only for 3 guns? Might need a dynamic ammo spawn system, or something else worthwhile to encourage scavenging and exploring. And never enough handgrenades, or any obvious way to line up the grenade throw. The movement mechanics are suited for the maps more than the enemies, but there were still a few invisible walls that the super double jump won't parkour clamber up. I don't like the revised animations, they bring too much momentum to a glacial wide open game, they don't gel with the thematic focus. Character SFX is forgettable, but the environment SFX has a few nice moments.
By far one of the best games I've played this year. Even though it only took me 4 hours to finish the game and get all of the achievements, it felt like [b] so [/b] much more. You can feel the heavy atmosphere laid out by the wonderfully crafted world, you feel the need to explore as much as possible, to find out more about what is happening, what your goal is. The sound design is also great, they are the cherry on top of the experience to fully immerse you into this world. The gameplay is surprisingly good as well. Shooting feels good and fun, the platforming is also super smooth and enables some creative solutions to some puzzles you'll encounter. The injury system is very interesting, some of the debuffs you get actually annoy you enough so that you'll be careful when fighting next time. One tip I would give to new players is to start with the modifier that disables spawning of med kits. By the end of my playthrough I had 10 of those stacked in my inventory that were never used. This game is really generous when it comes to checkpoints and healing stations so you probably wont feel the need to use med kits that often. Besides, you get an achievement for finishing the game with a modifier so there's that as well. All in all, perfect short game, a 10/10 for me! Especially since this is the first game made by this dev, looking forward for more in the future!
Ciencia ficción clásica; confusa, existencialista y poética, a pesar de ser criminalmente corto pude pasar por diferentes emociones en este mundo abandonado, fantástico juego, espero que el talento detrás nos pueda traer más experiencias así. La traducción en LATAM tiene varios errores de "tipeo" que puedes romper la experiencia un poco.
BSoD
Blame!
Definitely a memorable experience.
I got the game because it seemed very atmospheric and has overwhealmingly positive reviews. Unfortunately the game doesn't feel very atmospheric when you actually start playing it. Movement is floaty, guns don't pack a punch, AI is offensively simplistic (honestly, the game would've been better without enemies and just traps or environmental danger). Some of the areas are okay, but overall the game is very lacking even for free.
se os grafico fosse melhor era um wallpaper a cada metro
I wanted to say something like, "This is just, We Have Blame! At Home: The Game," and leave the positive review at that, but I feel like it deserves a little bit more. Fair warning that this review will have some minor, unmarked spoilers until I get to the end of it, and then there will be some marked spoilers. That said, I'm gonna avoid saying anything too revealing either way since the game is short and I do think you need to experience it for yourself. The premise is that you're a scavenger living inside an enormous megastructure who may have accidentally stumbled on something that countless people and civilizations have been searching for for ages: a way out. The rest of the game is you fighting and clambering through the structure to said exit. The moment to moment gameplay is either FPS shooting or platforming. I'll be honest, friends: the shooting is pretty dull. You have three weapons and there's five enemy types (and here I'm being generous by including a Bouncy Betty mine and the final boss in that count of enemy types) so you can do the math. The game changes things up with ambushes, arena fights, a few gauntlets of daring jumps while under distant sniper fire, but it's only so much. So if the actual shooting is kind of boring, why my positive recommend? Well, the entire game is so tight and well-designed that it makes up for it. The visuals for one are really solid. The dev seems to have an amazing grasp on how to reveal new things to the player. You'll be stuck in a little tunnel or some enclosed platforming section for a bit and start thinking to yourself, "gee, I could go without seeing any more grey boxes for the rest of my life," and then suddenly a door opens to some new vista. Case in point, about midway through the game, you jump up and through a ruined highway interchange from a nameless, fallen civilization. It's all very interesting and atmospheric but just as soon as you're done with it, you pop out onto what appears to be a beach, and beyond are massive bucket excavators, endlessly grinding down a massive canyon. The sound design also gets in on this. There's a thunderstorm in the distance that never quite rolls in, so you always have dramatic wind and distant thunder to underscore how big the structure is. Your and your enemies' weapon reports clatter around and sound appropriately small inside the cavernous expanse. Everything combines to make you feel small and insignificant against the unending megastructure. More than all this is the story and world it takes place in. You're given small hints and insights into what's going on: an old newspaper article or an archeological report or even the rapidly-fading memories on a dead mercenary's wetware harddrive. Nothing spells out clearly what you're supposed to know or think, but it does give you the ability to more or less put together what's happening around the mysterious exit. And once you do finally get there, well: [spoiler]As I said, I'm not going to spell it out here. Go experience it yourself. I will say that I was surprised by just how hopeful the ending actually turns out to be. In vague terms, you're a nobody (several characters even call you "wretch") and what you find out probably won't have an impact on the greater world of the megastructure, but the finding out and then moving beyond that is where the real meaning lies. Once the game wrapped, I honestly had to sit with it quietly for a bit and let it all kind of sink in. The point of the game can basically be summed up in two diametrically-opposed quotes: From a document written by your enemies: "No heavenly fields awaited us beyond the structure... and no God to fill our empty stomachs." And then from the ending narration: "you nonetheless find the familiar step of your nomadic wandering returning: the promise engraved in every mile traveled that the seeking itself is the answer." That's...honestly pretty heartening, especially from a game that initially seems to be very dour. Once again, I'm being as vague as I can because I absolutely think you need to experience it for yourself.[/spoiler] If I had to nitpick anything, it's the save system. It only saves on the beginning of each chapter, which means that if you need to quit riiiiiight before the next one, you lose all that progress. For a game that's so thoughtful like this one, having to redo a chapter and then rush through it seems like a waste. In point of fact, that's why my play time is 11 hours; the actual game takes about 3, but I left it on overnight to avoid having this exact problem. A simple "save and quit" would be nice. But look, if I'm complaining about the [i]save system[/i] of all things, you know it's good. Do yourself a favor, pick it up, play it blind, and enjoy the ride.
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Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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