
This atmospheric, Metroidvania hacking adventure lets you take control of a semi-sapient program struggling against deletion. In the sprawling 3D world of a Mainframe, Recompile features intense combat, tight 3D platforming, super-powered abilities and an environmental logic-based hacking mechanic.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Simplified Chinese, Spanish - Spain, Russian
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
OK REVIEW TIME! Good game! Excellent narrative and without spoiling anything, the ending is great. However, this game deserves it's mixed reviews. There's just bugs, the dev probably needs to go back and give the game another update fixing some bugs from steam reviews like: Crashing on low RAM systems Locking mouse long before the game is open And more Janus updates in OKT (I think) because you are going to have to climb through comms at least twice and that is not easy. If you are used to Roblox, however, I cannot recomend this game enough. The biggest gripe I had with this game when I played it on xbox was difficult platforming, but, if you didn't notice, it's basiclly a roblox obby for OKT, and it's still hard, but managable. I want to write a full spoilerless guide, because I feel like that could help, but, otherwise, good game.
Je suis mitigé sur ce jeu. La musique, les bruitages, les anims, les effets, l'habillage graphique et l'ambiance visuelle sont vraiment très réussis. Hélas, ce style graphique est aussi un problème, car ça gène pas mal la lisibilité et la compréhension des décors. Le level design est parfois abscons, on a un peu de mal à se repérer dans le dédale de murs monochromes, d'effets et de néons. Et je ne compte même plus le nombre de fois où je suis tombé dans le vide à cause de la lisibilité des environnements. Il y'a des phases de plateformes vraiment ultra pénibles et bcp trop longues, car on ne voit pas où on atterrit. Un autre gros défaut, c'est aussi ce choix de devoir maintenir 2 boutons pour passer en mode tir/ciblage. Sachant que les ennemis sont assez nerveux et virevoltants. On est obligé de tirer en marchant alors que ça pète dans tous les sens autour de nous et que le reste des mouvements est assez dynamique. Selon moi, cela casse complètement le flot des combats. Et c'est dommage, car on a tous les outils pour que ça soit nerveux et sympa mais ce choix de devoir s'arrêter pour tirer ( avec un mode action au ralenti ), c'est assez galère à l'usage. D'ailleurs, ça rend les combats de boss ( qui sont des sacs à PV ), ultra chauds et interminables. ( Heureusement, j'ai réussi à abattre les 3 premiers en exploitant le level design, et en me planquant simplement derrière un décor et en bourrant le tir. Sinon, j'aurais abandonné l'expérience très rapidement. ). Sans tous ces défauts assez gênants, ça aurait vraiment été un très chouette jeu de plateforme avec son ambiance électro-techno bien assumée et réussie, quoique agressive/criarde et épuisante à la longue. Au final, je ne peux pas vraiment recommander ce jeu, même si il est bcp plus agréable sur la fin, une fois tous les pouvoirs débloqués. Et c'est à contre coeur, car ça avait du potentiel et parce qu'il y'a eu bcp de travail abattu dans la conception, mais sur certaines phases c'est vraiment de la torture et pas du tout agréable à jouer.
Феерическая скука. Интересна игра была первый час, пока я привыкал к её визуальному стилю... а потом понял, что кроме него она выделяется разве что бесконечным платформингом с оживлением на конкретных точках и возрождающимися врагами. Пиксельный «Дарк соулс», плюс «Марио», плюс какой-нибудь «Талос принсипал» (не трогаю головоломки). Короче, не моё, да и тех, кому это понравится, представить могу с большим трудом.
Me encanta ojala hagan un segundo juego
Играть в эту игру всё равно, что разбираться в чужом коде. Кстати, Финального Босса зашиб случайно.
This game has to be one of my favorite games. like ever. best part, its not even close. but there are some bad things, and some good things. [h2]Good stuff:[/h2] [list] [*] absoluetly [b]STUNNING[/b] graphics. like go watch the video trailers again. 11/10 [*] story is very good. great job devs. (wont spoil it for you, but you need read the 'logs' you find.) it just seams like it could have been make a little better, mainly with the 'live readings.' [*] the music is just perfect. always fits the vibe. [h2]bad stuff:[/h2] [*] platforming is decent. it could be better. the abilities just seam to progress to fast, the platforming is hard at the start, and you don't even do any of it at the end [spoiler]maybe because you get the ability to legit fly, and be immortal.[/spoiler] [*] the fighting is so bland, and the enemies are a joke if you got to TET first. the weapons are also just so overpowered, and become overpowered just to quickly. [*] the ending fight. i cant spoil much, but it ends to quickly. but the rest after that is perfect Even with the bad stuff, the graphics and story make up for it in my mind. i know some people are more for the metroidvania, and some want to just enjoy the graphics and stroy. (im the 2nd) but i would totally recomend it.
Метроидвания с интересным сюжетом. Настройки освещения советую сразу скрутить
Recompile is an ambitious 3D Metroidvania that transports players into the depths of a decaying digital ecosystem, crafting an experience that is as philosophical as it is action-driven. Developed by Phigames and published by Dear Villagers, the game takes place entirely within a vast, corrupted supercomputer known as the Mainframe. You assume the role of a newly awakened program—an emergent intelligence navigating a fragmented system filled with malfunctioning subsystems, hostile security constructs, and the enigmatic presence of a higher governing entity. Rather than relying on conventional fantasy or sci-fi tropes, Recompile grounds its narrative and mechanics in themes of artificial consciousness, digital entropy, and systemic control, giving it a conceptual identity that stands apart from many entries in the genre. The structure follows familiar Metroidvania principles but adapts them into a fully 3D space. Exploration is central to the experience, with interconnected sectors branching outward in multiple directions. Initially, your abilities are limited, restricting movement and access to certain areas. As you explore and recover fragments of lost code, you unlock traversal upgrades such as enhanced jumps, aerial dashes, and other mobility enhancements that gradually open up previously unreachable paths. This sense of growth is integral to the pacing, rewarding players who backtrack and thoroughly investigate the environment. The world design encourages curiosity, though it can sometimes feel disorienting due to the abstract geometry and layered verticality of the levels. Combat plays a significant role, blending ranged attacks, hacking mechanics, and situational awareness. You gain access to different weapon types and system-altering abilities that allow you to manipulate enemies or environmental hazards. Hacking is particularly noteworthy, as it extends beyond simple puzzle-solving and into direct interaction with adversaries. Certain foes can be overridden or temporarily controlled, turning their own systems against them. This mechanic reinforces the game’s core theme: nothing within the Mainframe is entirely fixed. Systems can be recompiled, rewritten, and repurposed. However, while the conceptual foundation of combat is strong, the execution can feel uneven. Encounters sometimes lack fluidity, and the combination of platforming precision and enemy aggression may create moments of frustration, particularly when environmental hazards compound the challenge. Visually, Recompile embraces a striking cybernetic aesthetic defined by glowing neon lines, geometric architecture, and glitch effects that suggest digital instability. The environments feel abstract yet cohesive, shifting between sterile corridors, open data expanses, and corrupted zones filled with visual distortion. Lighting effects and particle animations contribute to a sense of immersion, reinforcing the impression that you are navigating through a living computational space. The sound design complements this atmosphere with ambient electronic tones and subtle audio cues that heighten tension without overwhelming the experience. Together, the audiovisual presentation establishes a distinct identity that aligns seamlessly with the game’s conceptual framework. Narrative delivery is subtle and environmental rather than cinematic. Story elements are scattered through logs, system messages, and encounters with the overseeing intelligence that monitors your progress. The fragmented storytelling mirrors the broken state of the Mainframe itself, requiring players to piece together context through exploration. Themes of autonomy, systemic control, and the nature of emergent consciousness gradually surface as you progress. Multiple endings add weight to player choice, reflecting how your interactions with the system influence its ultimate state. While the storytelling may feel abstract at times, it rewards attentive players who engage deeply with its philosophical undercurrents. Recompile’s ambition is evident in how it attempts to merge traversal, combat, hacking, and narrative cohesion into a unified experience. Its willingness to experiment within the Metroidvania structure gives it a distinctive flavor, especially in how it treats the environment as something malleable rather than static. At the same time, its scale and complexity occasionally expose mechanical rough edges. Navigation can feel unclear in certain sectors, and the learning curve may test patience as players adapt to the physics and combat rhythm. Yet these challenges are intertwined with the game’s broader sense of exploration and experimentation. Ultimately, Recompile stands as a thoughtful and visually compelling entry in the action-adventure genre. It pushes beyond simple exploration by embedding philosophical inquiry directly into its mechanics, asking players not just to traverse a world but to reshape it. For those who appreciate atmospheric design, methodical progression, and thematic depth grounded in digital science fiction, the game offers a memorable journey through a fractured machine world struggling to redefine itself. While not without its imperfections, Recompile succeeds in delivering an experience that is intellectually engaging and stylistically bold, leaving a lasting impression through its fusion of concept and gameplay. Rating: 6/10
Muy bueno en general, los diseños son novedosos y la jugabilidad es entretenida, una historia bien elaborada a mi parecer tanto en la trama como en los distintos finales que tiene, recomiendo bastante jugarlo si te gustan los juegos de plataformas, el juego no es tan extenso.
The idea is cool, but the execution is off...I like the art style, but it becomes incredibly distracting during gameplay. The art style of your surroundings makes it very difficult to judge distances, which is a problem in a game that's primarily a platformer. I you can judge how far away a floating platform is, it's kinda difficult to jump your player to that platform. It's also really frustrating when you can't SEE the platform until you're close enough to it for it to render properly (understand that's part of the art style, not an actual rendering issue with the game)
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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