
Reach your potential in a fast and fluid 3D action-platformer set in a beautiful and hopeful Solarpunk world. Take on challenging bosses, upgrade your systems, and show humanity the promise of AI.
Modeled estimate, not a reported figure. How we estimate →
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese, Simplified Chinese, Spanish - Latin America*languages with full audio support
Engagement
Hours played at review time, across 39 reviews with recorded playtime.
Reviews
Excuse me for not being a Mega Man X7 master but...oof The short of it is the game is way too difficult. A majority of the levels are precision platforming. The enemy behavior is way too aggressive. Some enemies take more than half your life bar in a single shot, Enemy usage is also terrible. There are enemies that can suck you into an area, and they are almost always placed 2 at a time, making it so you can't even move. Yet, there are also cases where the homing melee enemies are placed right in front of a pit, causing them to just fall off. The core problem though is your base shot is worth piss diddly, with no way to upgrade the base damage iirc. You mostly rely on your charge shots which deplete your meter quickly. Legitimately the best strategy is to run and ignore the enemies when possible. The enemy and boss design (of the models you actually fight in the world) are just generic with nothing to stand out. The bosses and mini bosses also have no real "pizzazz" or built like Mega Man bosses. There are no real patterns or attacks that allow you to counter easily. The best strategy most of the time is just to mash dash and fire, getting off charge shots when you can. Upgrades are almost required to progress. Luckily the secret areas are pointed out to you, and aren't too obscure to find. The weapons though I never actually used in the playthrough at all. Final boss is also very lame. There is a cutscene that occurs halfway through but it doesn't actually pause the action fully. Meaning you come out of the cutscene and can be immediately hit. The controls are good though, only had issues a couple of times. If there were difficultly options or better level scaling it could be passable but for now its a hard pass.
Honest Opinion from a Mega Man Fan with Experience in the Franchise As someone who grew up playing various titles from the Mega Man series, I was excited to see the idea of a 3D game inspired by the franchise — especially one that aimed to capture the essence of a “Mega Man-like” experience. Unfortunately, the game fails in several crucial aspects, which is a shame, because there are some good ideas here. At first, I thought it would be influenced by Mega Man X and Legends, but later I found out the foundation was Mega Man X7 — which I believe was an unfortunate choice. Not only is X7 widely considered the weakest entry in the series, but Legends has mechanics that would have been much more suitable for a 3D title like this. Gameplay and Level Design The trailer caught my attention and looked promising, but actually playing the game was a different story. The stages are long, repetitive, and lacking in creativity. Gameplay doesn’t evolve over time, remaining the same from start to finish. The maps are poorly designed: obstacles that should pose a challenge can be easily skipped with dashing and jumping, platforms are mostly pointless, and the game rarely forces the player to follow the intended path. The lack of a manual aiming button is a major issue. The auto-aim system doesn’t move the camera, which often made me lose sight of enemies while trying to dodge — especially uncomfortable when playing with a controller. Mega Man Legends already showed how essential a manual aim button is for this kind of perspective. Games like Devil May Cry handle this far more effectively as well. Enemies only spawn when you enter a specific area, making it hard to prepare or plan ahead. Many have long-range, high-rate-of-fire attacks, and they often start firing the moment they appear. Some have unnecessary shields, and mechanics like black holes or sticky projectiles feel unbalanced or poorly explained — I often didn’t know what to do and just took the damage. Important items like upgrades and chips are easy to find and poorly hidden. Secret paths are almost obvious, and the game literally tells you where the portals are. Boss abilities are also disappointing: they look different visually but are mechanically identical — just different kinds of projectiles. The decision to make the charge shot dependent on energy is questionable. It’s much more powerful than regular shots, so I ended up relying on it exclusively. And since the enemies aren’t hard, just poorly designed, the game becomes easy — and at times annoying — as many challenges can simply be bypassed by running and dashing through them. Checkpoints were poorly implemented. After reaching one, a vague message suggests you can pause, but nothing clearly indicates that it's a save point you can return to later. The interface isn’t intuitive, and the shop system feels almost irrelevant — I was rarely motivated to return to the base. Bosses follow a repetitive pattern: dodge, shoot, repeat. Arenas are small, and the lack of variety in their attack patterns makes fights monotonous. The boss in the “rockstar” stage is especially poorly designed — it rushes in and shoots nonstop in a tiny space full of side traps. Secret stages feel unfinished, as if they were assembled with generic Unreal Engine assets. They can be easily skipped with a few jumps and dashes, with no need to follow the intended route. On top of that, they offer no meaningful rewards, and their entrances aren’t hidden at all. Art and Visual Direction Visually, the game looks like a prototype. Effects for shots, lasers, shields, and the maps overall feel raw and unpolished, like off-the-shelf assets that weren’t customized. Lighting could be better adjusted, and there's excessive visual clutter during certain attacks — especially with swords. The environments are overly vibrant, and background elements often blend with the main path, making navigation confusing. At times, I stood still not knowing where to go, waiting for invisible platforms to appear. Enemies are generic and visually repetitive, making them hard to distinguish. In Mega Man, each enemy has a distinct design that helps players anticipate their behavior — something that was ignored here. Traps feel disconnected from the environment, and the game’s UI is extremely simplistic. Acquired abilities are represented only by colored circles, with no icons or visual indicators. This also applies to menus, the shop, and the stage selection screen. Speaking of stage selection, it’s a single horizontal line showing all sections of each map — not practical at all. When revisiting levels to collect missed chips, I had to scroll through several options before finding the one I wanted. There’s not even an indicator of what’s already been collected in each stage, forcing players to manually check every one. This could easily be solved with a system similar to Mega Man X3 or even Gravity Circuit, which clearly shows which items have been obtained before entering a stage. Characters and Story Delta’s design is solid — though some elements could better align with the Mega Man style, which is more a matter of personal taste. I also liked Delta’s creator and her niece. However, AnnDroid and Vega feel like recolored versions of Delta, with little visual or mechanical identity. The characters’ weapons are basically the same. In Mega Man, characters like X, Axl, and Vile all use firearms, but each has a unique style. Here, all robots follow a generic pattern. As for the bosses: one clearly seems based on Kamina, and another on Majora’s Mask. Homages are fine, but this crosses the line from inspiration to imitation. If Mega Man were a Nintendo IP, this might already have led to legal issues. The characters’ personalities are also lacking. Delta stands out to a degree, but Vega comes off as a copy. The rest of the cast feels empty, showy, and lacking in charisma. The villain is evil just for the sake of it, and the "everyone deserves forgiveness" message feels forced, making an already weak story even less engaging. Conclusion Despite the criticisms, I genuinely hope this franchise continues. The idea has potential, and I believe that with more experience and resources, the studio could deliver something truly memorable. The cliffhanger ending suggests plans for a sequel — but honestly, I think a reboot would be more appropriate. With more polish and a clearer direction, this universe could really flourish. Verdict: If you’re a Mega Man fan looking for something casual to play and don’t mind weak story or presentation, it might be worth trying. But if you’re looking for a more complete experience, with solid gameplay and meaningful challenge, this game still has a long way to go.
It's like when you rent a ps2 game that's rough around the edges and broken but you love it anyways
A esta review le voy a poner las mismas ganas que el desarrollador le puso a la interfaz de usuario y simplemente decir NO, esto no es un Mega Man X en 3D bien hecho. Posiblemente mejor que el X7 (vara bajísima), pero no llegué ni a la hora de juego antes de tener que cerrarlo. Tosco de manejar, con enemigos fáciles pero insufribles, niveles largos pero repetitivos con música aburrida y con algunas de las peores decisiones que vi en un juego que quiere imitar a los Mega Man X, como el hacer que el disparo cargado (que sí, hace bastante daño acá) dependa de una barra de energía, pero al mismo tiempo poner constantemente a enemigos con escudos que requieren de un disparo cargado, y usualmente los ponen en los lugares más frustrantes posibles. Al final le ♥♥♥♥ más ganas a la review que el dev a la horrenda interfaz de usuario (incluyendo el menú de opciones que el juego NI TENÍA CUANDO SALIÓ), así que mejor me callo ya. EDIT: Por si fuese poco, hay un skin DLC que ya no se puede conseguir, y probablemente era el más fachero de todos encima.
I'd rather play mighty number 9
[H1]Underloved Gem[/H1] I'm not a Mega Man fan, but I recently got into the series, played a bit of Dive/Offfline and felt like trying this out. I've had a great time with it! DeLTA's a wonderful protagonist, cool and adorable in equal measure, the levels hit just the right balance of challenging and tacklable, the collectable hunting kept me engaged throughout... fun boss fights, great VA, this was just a strong package on all fronts. Give it a try!
DEI megaman
So...why aren't more people talking about this game now? I only have a little time with it so far and it definitely more than a little rough around the edges, but this is a solidly fun game with a lot of love for Megaman X. Like it plays like if MegaMan X would if it had always been in 3D and it plays fairly well overall. Like I'm rarely frustrated with the controls. What I'm saying is if you wanna scratch that Mega Man X itch and got some cash to burn I would recommend this for a pretty damn good time.
A swing and a partial hit. The game has some of the feel of 3D megaman games but is only somewhat faithful to the quality. So the positives are the boss fights are good, the game has a decent difficulty level, and the platforming has novel new obstacles and layouts that keep it fresh. The story is whatever, more about humans and robots, blah blah. The platforming is usually tight but you will regularly get your jumps eaten while dashing or running towards/off the edge which is very frustrating, so that could have been better. Theres way too much knockback and stun from damage, even when you buy the upgrade. Its kind of dumb how heath, damage, energy, and other upgrades are behind secret hidden challenge rooms. I got air dash from a secret challenge room.......why TF isn't that already part of the game or given from regular gameplay as the game would have been impossible without out. Also the levels all feel and look the same and don't have the same personality as MM games. You get some new moves and using them is finnicky having to hold and press two buttons, and your new shot varieties don't seem any better than standard shot so to be honest, i completely forgot about them, which isn't like MM at all. Then theres the combat, which is the games biggest weakness. Most enemies have this dumb shield which can only be damaged with charge shot or melee. But chare shot uses energy, and your basic shot does so little damage its useless 1/2 the time. So you run into instances where you are forced to use charge shot but have limited resources. This relies on you using the awful melee attack. I would use it on enemies and sometimes I would be hurt and other times I wouldn't. Theres no way to judge if it will be effective or not, but its basically the only way to get energy besides a few scattered recharge stations. Like MM the charge shot shouldn't take resources or have enemies drop charges with death or have less people with shields because melee is trash. Also enemies can shoot you from further away but your lock on won't target until quite close and is impossible to try and switch to a different enemy. Checkpoints are also sometimes too far away. Overall the game is good, but the energy system/shielded enemies, bad melee, partially finnicky platforming, and samey levels do detract from the experience. Still worth getting if you want some MM vibes but go in with tempered expectations. 7.5/10
Protodroid Delta is punishment. The delightful kind. Delta is a cute savage. Her world is equally colorful and dangerous. Characters are imaginitive and unique. This game is everything one would expect a 3D megaman game to be that we never got. Obstacles are combined with enemy threats elegantly also. So far there was a level design error on the desert stages. It's a platform that does not return after it takes off. You basically have to intentionally fall off to reset it if you miss the platform.
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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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