
Noita is a magical action roguelite set in a world where every pixel is physically simulated. Fight, explore, melt, burn, freeze and evaporate your way through the procedurally generated world using spells you've created yourself.
Most likely between $29.1M and $82.4M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $19.99 | 95% | approximately $48.5M |
| GOG | $7.99 | 90% | #224 |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $2.06 on GOG · Russia (−90%). Compare 30 prices in 15 markets →
Reviews
Themes across 1774 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
3 horas de run. 10 orbes. las mejores varitas. 2 mundos paralelos visitados. curacion constante. me aplican polimorfia... muero... el mejor juego de la historia
i suck at this game so much
Noita is an amazing game marred with some bad design decisions. How you manage these decisions will determine whether you quit early, keep going only to get frustrated well into it, or experience it fully. Judging from global achievement completion, a vast majority of players will fall within the first two categories. One of the most obvious of these decisions is the cryptic nature of the game. It won't take long to realize that nothing is really explained that well. This doesn't just concern the secrets in the game but rather basic mechanics and wand building that are essential to beat the base game, something Noita experts colloquially refer to "beating the tutorial". There is an irony to this because how can one beat the tutorial when there was no tutorial in the first place? As a result, this produces artificial layers of difficulty for the game which would've been easily solved provided the player has a certain skill floor, but we'll get to the purpose of skill in a moment. In any case, any review of the game under 20 or so hours will likely have this issue, where players adopt the opinion that the game is naturally difficult. Some of these players that keep going might get surprised that what they thought was a glaring skill gap was actually a knowledge gap pertaining mainly to insufficient wand building, and partly to certain potion interactions and secrets that are difficult to find or figure out. In fact, the knowledge gap is so significant, that in some cases it can completely fill any skill gaps, provided you know how to utilize it. This can trivialize skill to such an extent that it is no longer required to play well, rather - the wands will do all the work for you. Getting there, however, is a question of how much time are you willing to spend before you inevitably look for information on the wiki. That brings us to dying. People comment how easy it is to get “Noita’d” all the time. And yes, it’s easy to die. But no, you don’t have to. This might be a hot take but if you have a history of rougelites, or have played 2D action games like Soldat way back, you will rack up experience quickly and a base run will be possible in almost all cases - provided you put in some effort to bridge the knowledge gap. This is because there is a certain quality to a methodical approach to combat even with just basic wand building, and as long as you learn how to avoid certain things and play the game with proper focus, you should be able to reach the base level boss vast majority of the time. Deaths usually come in the form of, well – trying anything new. And this is the conundrum in the heart of Noita. You're expected to experiment with wands, yet this will often kill you. You can only carry four and tinkering with them everywhere is locked behind a perk. You're expected to explore outside the usual boundaries, but this will often kill you too. You're expected to solve secrets, yet the important ones are so well hidden, that consulting the wiki is basically an inevitability. All of it would not be a problem if it didn't take such a long time. Experimenting, exploring, backtracking, researching - this is tens of hours of gameplay, hundreds for some people. To lose progress because often you did not know what will happen in the next 5 seconds is a completely solvable issue. This is why I said the game had bad design decisions. Gameplay is otherwise good. Wand building is actually really clever. Falling Everything engine is a technical marvel. In fact I'd recommend it just on the merits of the engine alone. I love many parts of it and there is nothing like it, it’s just the sum of its parts I have issues with. But, for some people it could very much turn out to be exactly the experience they wanted.
噢牛批牛批长线档赶路切错背包杖完美排列组成最强紫砂法术顷刻秒杀几千血拼尽全力无法绷住
ненавижу эту игру
As above, so below. At its core, Noita is nothing but RNG garbage. Luck becomes such a fundamental factor in every stage and mechanic of the game that the gameplay loop ends up feeling like pulling the crank on a slot machine. Despite its promises of infinite replayability and choice, attempting to minimize the frustrating luck factor will make the game boring and repetitive. I enjoyed the exploration, the experimenting, and even the deaths and restarts, but I am ♥♥♥♥♥♥♥ tired of everything now. Once you learn most of what there is to the game, it just feels empty. Sure, the process of learning itself was fun, but once you exhaust it the game's replayability feels extremely shallow. Even with mods. It is just deceptively masked as deep and complex. At first, you will be learning how to identify every enemy behaviour, synergies and every little interaction that can get you killed instantly. This will take deaths upon deaths, but it will be fun because it does feel as if you were an alchemist learning the rules of this world. However, the game becomes stale after you learn 90% of everything there is to learn. Not to mention memorizing every random heart spawn location and praying they spawn. It stops being "LOL now I learned X situation kills you, that was fun" and becomes "I will probably be dead soon, I could have survived if I had X perk/spell/wand" You will spend most runs begging that your seed gets a decent perk lineup. Half of the perks are either so useless you'd rather teleport past the trigger and come back with more gold to reroll (more RNG), or so hyperspecific that by the time you are capable of building your wands around and utilize them, you will probably be dead. Assuming of course you get dropped the spells needed for it, of ♥♥♥♥♥♥♥ course. You could have dozens of ideas based on your past knowledge. You could have hundreds of theories you want to try and test with this rare perk in a creative way. None of it will matter because if you don't get dropped those specific spells to make it work, you are ♥♥♥♥♥♥. You probably were anyways since you didn't pick the broken perks, or straight-up missed them due to bad luck. You will also especially beg that the wands you find aren't complete ♥♥♥♥♥♥♥ either, alongside their spells. The spell system looks elaborate and deep at first, but at its core it is nothing but bloated junk. Most wand builds you can make won't deviate much from each other. There are around 10 types of wand builds you can make early game, until Kolmisilmä. Sure, you can vary some spells here and there, but the idea behind the build will still be the same. These builds will consist of the same ♥♥♥♥♥♥♥ broken spells you will pray you get in the next wand spawn, before you inevitably fail to do so and get your ass handed in a steel platter by some off-screen ♥♥♥♥♥♥♥♥, Hiisi Base, or any of the following biomes. And of course, good luck if you tried being creative and making a specific build outside of these broken 10, because you will need that RNG in your favor much more. You could have found the perfect combination of spells, a new build you had in the back of your mind for the past twenty runs that suddenly became achievable. Yet nothing will matter because the wands are also RNG, if your wand and any wands you find are ♥♥♥♥ and do not allow for your build to happen, you will eat the ground the next biome. So, you are met with two options: Trying to go for specific creative off-meta builds, which is the most RNG dependant garbage that will probably get you killed. Or: Picking up the most versatile and broken spells, perks and wands each run so that you can stop dying (still not guaranteed, just less RNG ♥♥♥♥♥♥♥♥), thus making all of your runs feel the same boring and repetitive adventures. Of course, the community is also very receptive about any criticism of their game. If you say anything bad you will be screamed at by monkeys yelling "skill issue" over and over again. This will completely destroy and invalidate any of your arguments. But I got to give it to them, it takes mental skill and fortitude to keep gambling on this piece of ♥♥♥♥. Ask them about their win/death ratio and see for yourself the [strike]luck[/strike] skill needed. When they start sperging about how their first 1000 deaths do not count because they were still learning, and how "real pros and speedrunners can consistently beat it" while sweating and stuttering all over their words, you will understand. The game throws you into an interesting world, it encourages you to investigate, explore and learn from it. Then, it invites you to experiment with new spells, wands and perks just to spit on your face and force you to go back to the same broken ♥♥♥♥ run after run. The only lesson you learn is to not deviate from the path. I guess it is learning, after all. I learned to stop playing this garbage. I couldn't believe this myself after the first 500 deaths, because everyone says "every seed is doable". Then, after deciding to sink more hours into the game, it finally makes sense. A Noitish revelation, if you will: Every seed is doable and the same ♥♥♥♥, it is all the same ♥♥♥♥ everywhere and every single run. Everything is the same. As above, so below. And so leftward, rightward, in the middle and every ♥♥♥♥♥♥♥ place. Tired of this game.
Абсолютно прекрасная игра с огромным количеством контента и высокой реиграбельностью за свою цену. Из возможних минусов отмечу только сложность, но лично меня она устраивает. Вполне могу представить, что наиграю в нее 1000 часов.
Successfully implements a unique and interesting idea, and is also an absolute blast to play. 10/10 - for me this is up there as one of the great indie games of the steam era.
史上最高のゲーム。むずかしさ、その中で培われる自分の腕前、知識、すべてを持てしても安定しない。よくゲームをやっていて、成長過程は楽しいがその成長が終わり無双が始まるとつまらなくなるという展開が、ない。すぐやられる。うかつに動くと無敵かと思っていた数十秒前からえげつないほど死に近づく。いつまでもうかうかしていられない感覚を味わえる。でも慣れてくる。でも飽きたりしない。1日1noita、君たちもこの世界に怒り、絶望し、そして全能感に酔いしれよう。
DONT USE THE GOOGLE, I don't! And I think you shouldn't either! This is the only way to gain true knowledge.