
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
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На мой взгляд, отличная игра, в духе TRON. Да, есть недостатки - не очень удобное управление, прыжки по крошечным уступам, по которым легко промахнуться и угодить в пропасть, сильные враги. Но к этому можно приспособиться. К тому же с правильными апгрейдами играть становится достаточно легко. Стоит только взять замедление времени, и враги - даже боссы - уничтожаются на раз. Это же замедление отлично помогает справиться с прыжками по уступам и островкам. В целом - вполне играбельно. Да и лор неплох, стоит уделить ему внимание. Чтобы получить хорошую концовку, нужно собрать все такие листинги (50 штук во обшей сложности), со всех уровней. При отсутствии полного набора получаем плохую концовку. Можно получить обе концовки, так как сразу после окончания игры оказываемся в начале центрального уровня, со всеми набранными апгрейдами.
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.
I would have liked to give this a good review as the premise and aesthetic are very interesting, but it lacks enough polish that I ended up uninstalling before even completing the second level. The platforming is stiff and often leads to falling off ledges that you should have been able to stand on because you landed just slightly to close to the ledge and fall off. Even things as simple as walking onto an elevator can cause you to die because there is just enough of a gap between the floor and elevator to fall through, which necessitates jumping. In fact, there is quite a lot of open ground that requires you to use the slow and awkward jump to maneuver if you don't want to get stuck on minor bumps in the ground. Combat is sluggish and seems to be set to a fixed turn speed. Dialing my mouse's DPI up to max had no effect on how quikly I could turn while using the gun. The gun itself requires you to aim down sights which puts you into a slow moving, slow turning stance. Enemies came in 3 types at the point that I got to. Boxy walkers that can be taken out from affar without any challenge. Semi-infinitely spawning flyers that are either easy enough to take on from mid-range or require you to tank shots and hope for the best if they get the drop on you, and a larger version of the flyers that moves quickly and uses a flame-thrower like weapon with seemingly infinite ammo. In all three cases, if you engage with or are engaged by the enemy at close range (which is often), you basically have to stand mostly still and trade blows, hoping that the health pickups you receive from a kill are enough to mostly replenish whatever you lose from the firefight. Finally, the puzzle solving was pretty bare bones and unengaging, mostly revolving around jumping on buttons in a particular sequence while the flying enemies harras you on a spawn timer. Overall, I wanted to like this game, especially because the story and atmosphere had me engaged. But the gameplay was simply too sluggish to enjoy my time with it. Ironically enough, one of the first upgrades I unlocked after the tutorial was a slowmo button that was touted as a way to make tricky sections easier, but just made everything even more sluggish and difficult to control.
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
Great game, I really enjoyed the art style. The story is amazing but its a shame its only told through text logs.
Really cool game!! Absolutely recommended!
I like this game because it is unique and fun to explore , it doesn't require being online like most games and is a good game to get lost in especially with a internet connection , the atmosphere in the game is very breath taking in a non reality sense.
Fun, albeit short, metroidvania style game with an interesting plot. Very enjoyable IMHO
玩起来还行,当然如果你对光污染可以忍受。 优化不是很好,帧率相当不稳定。 在steam deck上设置中文以后每次重新启动又会变成英文,难受~
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