
Deep within the realm of sleep, Sybil finds herself pulled to a distorted castle. Grow strong, and unlock new abilities to build up a deep movement system, fight enemies, find secrets, and free the weary soul of Castle Sansa, in this retro-inspired 3D Platformer Metroidvania.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 103 reviews with recorded playtime.
Reviews
Themes across 102 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
It's a castlevania game with a speedrun parkour game hidden inside. Also Sybil is hot. 10/10
I dont think I've seen a platformer be as antiplatformer as this game... the idea that you would wanna move forward, or try a jump, just for the game to say no... all while that DRONING AWFUL MUSIC WONT STFU Instead of wall running, you get to KICK yourself OFF the wall and possibly BACKWARDS for some reason... and the music has been like a 15 second loop the entire time. Hell its hard to tell what youre doing during platforming because the damn frames are so slow to adjust and also your character does NOT carry velocity at all, your fast sliding is only for that, and the game and camera and controls are not cooperative with each other. One early section demands to progress that I grab on a pole and jump to the next one with the ceiling and more getting entirely in the way while an enemy attacks with projectiles... the only way I found to progress was to do this all moving backwards so I could jump from one pole to the next and again since she needs to be on that side for the jump it seems. Honestly people ENJOY this game???
It... sure was a game! TLDR; decent enough for ~$10 AUD, but I would STILL only buy it on sale. It's got good parts but my experience was soured by a lot of particularly sore points. The game took me roughly 5 hours to beat and truthfully, I only [i]started[/i] to enjoy myself at about 2 hours and was "having fun" at 3 hours, once I finally managed to get all the major movement upgrades. The movement's good, at least, but suffers from having the fun bits locked behind finding the relevant upgrades, which is really difficult when the game gives you so little direction regarding where you're supposed to go beyond a sign at the beginning of the Tower Remains, which, in my case, was misinterpreted as "Find the 3 MacGuffins to open the door." A revisit is all it took for me to realise I'd misread the sign, but I was still wandering around for [i]way[/i] longer than I was comfortable with, with no clue on where to go beyond trying to contort the movement system to my whims until I hit the inevitable "Come Back With The Wall Run" blocks. The actual experience itself is so... [i]aimless.[/i] You're given nothing to work with regarding what you should be doing besides the sign mentioned above and the occasional "You're Missing An Upgrade, ♥♥♥♥♥♥♥♥, Come Back Later" sections, which leaves you wandering around just trying to fill out the map as much as you can because [i]what the ♥♥♥♥ else is there to do BESIDES that.[/i] The fact the in-game map was a post-launch addition genuinely [i]astounds[/i] me, because I can't even IMAGINE attempting to beat this game WITHOUT it! The map's not even good! The fact the final major movement upgrade was locked in what I assumed was the final area of the game (an assessment which was [i]not[/i] far from the truth), only for me to then need to leave and collect the Actual, Real MacGuffins left me... deeply upset, given that I was just done with roughly 3 hours of wandering around then told to wander some more, which is a shame, because by then the movement system had FINALLY, [i]ACTUALLY[/i] opened up entirely for me to use, and it was great! But I hated what it took for me to GET there! ♥♥♥♥! The level design is... kinda whatever, to me, bordering on outright ugly at times. I get the idea of everything being a dream so some pieces of the map are nonsensical - which, admittedly, was novel enough - but I could only tolerate the checkerboard texture for so long. The combat feels tacked on [i]at best,[/i] clunky at worst. I did not at any point feel like the combat and movement systems meshed together and frequently treated them as entirely separate things. The story. Does not exist. Sybil is hot and I want her to do the unspeakable to me. In summary, if you have, like, $10 to throw around and you don't mind grinding your head against a wall for 2 hours, you might as well save yourself the physical head trauma and buy Pseudoregalia.
This is a fantastic metroidvania that really rewards simply exploring and running around lost ntil you get used to the environment. The movement options are fantastic and you can really get good momentum and maneuverability going. THe downsides are that the Wallkick gets frustrating to use very often, seems to have a random element to it for where it sends you and has its active hitbox lasting too long; it feels like the game should prioritise a ledge-grab box if it and the wallkck box are both active. The wall-run seems to jet you off into space often also, unsure why.
Fluid and fun controls. Great design and soundtrack. Hot goat.
I finally got the time to play this game, and I quite enjoy it. I rarely play metroidvanias, but as a fan of 3D platformers, Sybils moves feel so good to master that I just have to keep going and unlock them all. Visually, the game is pretty neat. It's supposed to look like an N64 game, so you have to be into that. However, when you do like that 90s style, you are going to love the graphics. Personally, I am fond of the filters in the settings that lower the resolution and make the frames more "Spider-Verse" like, so I can only recommend you to give them a shot. Sybil is a nice character too. Her design looks really cool and isn't something you see often with character that have a moveset like hers. Regardless, there is one part about her that makes me really uncomfortable. By default, she doesn't wear pants (she's a goat, duh), but you can make her wear these really dope baggy pants. That wouldn't be really a problem if the pants would just be in the outfits menu, but you actually have to enable them in the accessibility settings to appear there. I find this really tacky. I feel this belittles the importance of actual accessibility settings in games and makes fun of people who would actually feel uncomfortable by her default design. This game isn't labeled as NSFW, (and it would be fine if it was) but now I feel like someone sneaked their fetish in, and I don't know how to feel about this. I was afraid to mention this part, because the internet is a toxic place that demands you to be fine with these things, but it's important to me to actually share how I feel. Also, the game runs great on Steam Deck. lol Edit: I noticed some text on the map menu is cut off when you play on Steam Deck.
I wanted to like this game, love the idea of a platformer metroidvania. After the first hour I just got really lost, and I really couldn't tell what rooms I couldn't do because of lack of skill or lack of ability I hadn't found yet. Too many branching paths early on. Soft locked myself by accidently throwing my sword into a loading screen and wouldn't come back even after respawning at checkpoint. Lots of promise for the developer's next game though.
this is one of the best movement action games i've ever played, the fact its a metroidvania makes it so fun as well, although confusing at times
I didn't have high expectations when I started this game. I just thought it was a Metroidvania game with N64 graphics (and a goat woman), something I'd play occasionally to pass the time, but once I started, I couldn't put it down. The parkour and the rewarding sense of exploration really draw you in. When you can't get past a certain point, searching for the skill that will help you pass it, and the determination to try again and again, makes you not want to quit the game. Were there no downsides at all? Of course there were. Until I got used to it, and even after, the wall-kicking skill was very frustrating in some places, and in combat having to hit certain enemies fifty times made me feel powerless. However, combat isn't that important, since the main focus of the game is parkour and puzzles. And when you add these enchanting, dreamlike maps on top of the parkour and puzzles, it really creates a wonderful experience and a great game. [spoiler]Anyway, what I meant was thanks goat-bunny-cat lady. I don't wanna forget you. Take care, Sybil.[/spoiler]
xibiu
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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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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