
Rex is a classic hardcore 2D platformer shooter, you play as a soldier to hunt down an evil scientist. Fight your way through with powerful weapons and put an end to his mad experiments.
Modeled estimate, not a reported figure. How we estimate →
Media

About

Stats
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 42 reviews with recorded playtime.
Reviews
Themes across 42 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
Me super encanto mucho el juego esta muy bueno para estar a poco precio y logre comprarlo a 3 soles en descuento, se nota que esta bien hecho y tiene buena jugabilidad todo lo que me encanta en un juego simple y rápido de platinar mis respetos al desarrollador se merece un elogio por el juego me hizo recordar a un juego similar a este pero hecho en flash que jugue por su epoca del 2015+. Gráficamente esta bien es un estilo retro para mi bien logrado y sus controles simples y fácil de usar, su interfaz esta muy bien hecha respetando asi el juego base lo que me gustaria que mejoraran es algunos errores con los logros como si repetias un nivel que ya jugaste automáticamente te contaba el del siguiente por ejemplo repeti un nivel 2 veces el 30 para conseguir mas monedas y me salto un logro de derrotar a un jefe cuando aun ni lo habia pasado jajaja. aun así es un juego muy bien logrado y sobre todo recomendado para jugadores casuales que les gusta completar juegos al 100%.
last achievement not working. so no, game is not worth wasting your time
ReX is a compact but demanding indie action platformer developed by Ali Asfand and published by SA Industry that openly embraces the design philosophy of classic arcade shooters. From the moment it begins, the game establishes itself as a throwback experience that values reflexes, repetition, and skill mastery over accessibility or modern conveniences. Rather than attempting to modernize the genre with extensive tutorials or narrative exposition, ReX drops players straight into a hostile mechanical facility and expects them to learn through action, failure, and gradual improvement. The gameplay revolves around traditional side-scrolling movement and shooting, where precision and timing are the keys to survival. Players control a heavily armed mercenary navigating tightly designed levels filled with robotic enemies, environmental hazards, and narrow platforming sections. Movement feels deliberate and responsive, encouraging careful positioning rather than reckless speed. Combat encounters are frequent and unforgiving, often requiring players to memorize enemy patterns and anticipate incoming fire. This structure reinforces the game’s old-school mentality, where progress is earned by understanding the systems rather than overpowering them through grinding or passive upgrades. Difficulty is one of ReX’s defining traits. Levels are structured to challenge players consistently, with enemy placements and hazards that punish careless play. Death is frequent, particularly in later stages where multiple threats overlap, but checkpoints are designed to keep frustration manageable while still demanding improvement. For players accustomed to modern platformers that emphasize forgiveness, this can feel harsh, yet for fans of retro action games, the challenge is a core part of the appeal. Each cleared section carries a genuine sense of accomplishment, driven by the knowledge that success came from learning and execution rather than luck. Progression is supported through a simple but effective economy system. Enemies drop coins that can be used to purchase weapons and upgrades, allowing players to experiment with different approaches to combat. Weapon variety, while not extensive, meaningfully alters how encounters unfold, whether favoring rapid fire for crowd control or heavier weapons for dealing with tougher foes. This system adds a layer of strategic decision-making, as players must decide whether to explore levels thoroughly for resources or push forward quickly to minimize risk. Over time, these choices shape playstyle and offer a modest but satisfying sense of growth. The game’s structure spans multiple chapters and dozens of levels, each introducing new enemy types and environmental challenges. This gradual escalation keeps the experience engaging, preventing repetition despite the consistent core mechanics. Boss encounters punctuate progression, testing everything players have learned up to that point. These fights emphasize pattern recognition and patience, reinforcing the game’s arcade roots and providing memorable difficulty spikes that stand out from standard enemy encounters. Visually, ReX adopts a pixel art aesthetic that prioritizes clarity over extravagance. Environments and characters are designed to be easily readable during fast-paced action, ensuring that players can quickly identify threats and react accordingly. While the visuals may appear modest compared to more elaborate retro-inspired titles, they suit the game’s functional design and reinforce its no-frills identity. The accompanying chiptune-inspired soundtrack complements the action with energetic loops that maintain momentum without becoming distracting, further anchoring the game in classic arcade sensibilities. Technically, the game is straightforward and stable, though some aspects reflect its indie scale. Controller support works well during gameplay, but menu navigation still relies on keyboard input, which can feel slightly outdated. The interface is minimal and utilitarian, focusing on essential information rather than visual flourish. These choices align with the game’s emphasis on mechanics over presentation, though they may stand out to players expecting a more polished or feature-rich experience. ReX does not attempt to broaden its appeal through accessibility options or extensive customization, and this focus is both its strength and limitation. It is a game designed for a specific audience—players who enjoy challenging 2D action, tight controls, and the satisfaction of overcoming difficult obstacles through persistence. Those seeking narrative depth, relaxed pacing, or innovative mechanics may find the experience too narrow, but players drawn to classic platform shooters will recognize the intent behind every design decision. Ultimately, ReX succeeds as a focused homage to old-school action platformers. It delivers a compact, skill-driven experience that rewards patience, practice, and mastery without diluting its challenge. While its modest production values and unforgiving difficulty may limit its reach, the game offers a sincere and engaging experience for fans of retro-inspired shooters who appreciate games that test their abilities and respect their dedication. Rating: 7/10
Вполне крутой платформер чтобы скоротать время. Получил по ключу, купил на сайте за 1 бакс собственно не жалею. Если скучно самое то! Хотя за 10 баксов такое я бы не купил😒🤔
Интересный и увлекательный платформер. Множество различного вооружения, красивая графика. Управление очень отзывчивое, играть было приятно. Каждые 10 уровней появляется босс. К сожалению, невозможно поменять клавиши управления. Еще из минусов - постоянно повторяющаяся музыка из нескольких приедающихся треков. Уровни очень разнообразные, часто встречаются новые препятствия и новые соперники. В целом, игра мне понравилась, поэтому, учитывая низкую цену, я бы сказал, что ее стоит купить.
Çerezlik güzel
Хорошая игра на пару вечерков. Некоторый уровни очень сложные, иногда проходишь по много раз. Надо сразу убрать от себя вещи которые можно разбить - кружки, тарелки итд!))) Наверно оценят те люди, которые играли в Денди и Сегу! П.С. Копите золото сразу на два последних оружия! Без мощной пушки будете проходить уровни долго и мучительно!
I've put roughly a half-hour into this game so far, so these are only first impressions, but I still feel they could be useful. I'd also like to add that I was able to purchase this game at a heavy discount (90% off). Like other reviewers have mentioned, I was able to gain achievements without needing to actually earn them (for example, I died during my first encounter with Boss 1, so I replayed the prior level a handful of times to grind coins for a better weapon. I unexpected gained the "Defeat Boss 1" achievement on my first replay). Also, the strongest 'handgun' weapon seems to be a tenth of the price it should be, allowing the player to purchase it only three or four levels into the game, before any other weapon. Speaking of levels, the first chapter of levels is far too simple, even for an introduction. The first interesting level in that chapter was the last. There's a half-dozen other little issues I have with the level design of the first chapter that are entirely solved by the second chapter-- Minimal/uninteresting enemy placement, the shortness of levels causing them to feel like a waste of time, how the level exit feels like it spawns exactly where your standing, which feels like a rug-pull when there's still coins to collect. I haven't yet reached the dreaded 'Level 24', where the other reviewers have claimed to automatically crash, so I cannot verify that. If I pick this game up again and reach that point, I'll update this review with my results. Did I enjoy the game? To be honest, yes. Would I recommend it? I'm not quite sure. EDIT: Having put in another half-hour into the game, and reaching past Level 24 with no issue, I have to say I'm starting to enjoy this game more and more! While the music can get a tad irritating, the artstyle is quite enjoyable, albeit rather simple. I'm currently halfway through Chapter 3, and this is so far my favorite zone!
Забагованный кусок г***а. Пришлось откатывать систему с windows 10 на windows 7, чтобы этот шлак нормально выдавал достижения, и запустил 24 уровень, да, именно такой способ я нашел, чтобы 24 уровень заработал, пользуйтесь на здоровье. 0/10 Позор разработчику
прикольная и незамысловатая игра
Related
Related
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Agent Awesome | $1.1K | 61 | 67% | $0.71 |
| Marcus Level | $1.1K | 64 | 67% | $0.84 |
| Castles | $1.1K | 51 | 63% | $0.99 |
| Llama Villa | $1.1K | 61 | 84% | $1.49 |
| Logic Light | $1.2K | 106 | 97% | $1.99 |
| Danger Gazers | $1.2K | 70 | 73% | $0.99 |
Related
| Human Fall Flat | $109.3M | 225.6K | 95% | $19.99 |
| DAVE THE DIVER | $90.8M | 139.6K | 97% | $19.99 |
| Slime Rancher | $73.8M | 155.4K | 98% | $19.99 |
| House Flipper | $65.8M | 110.8K | 94% | $24.99 |
| Slime Rancher 2 | $45.9M | 49.2K | 95% | $29.99 |
| Castle Crashers® | $41.4M | 139.6K | 96% | $14.99 |