
Rusted Moss is a twin-stick shooter metroidvania where you sling around the map with your grapple, blasting your way through witches and rusted machine monstrosities alike. This wasteland once harboring mankind has since fallen, and Fae long forgotten now knock on humanity's door...
Modeled estimate, not a reported figure. How we estimate →
Media

About





Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Simplified Chinese, Spanish - Latin America, Portuguese - Brazil, Traditional Chinese
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 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
Some of the most fun physics based platforming I've played around with in a minute and the world/lore feels so passionately made, there's so many neatly connected plot threads and the world building feels open enough to come up with your own interpretations while having an engaging narratives, and it helps all the designs rock!
Challenging but very fun once you 'get' the platforming
Pretty cool game, fast and engaging in both combat and platforming. The game is, however, quite hard in the later stages. You can enable accessibility cheats to get past the hardest stuff, but if you want to play as intended, this game will ask you to do a lot. It's not impossible by any means, certainly easier than Umihara Kawase, but the hidden bonus zones range from decently hard to just plain mean. The game also has a built in level editor and extra modes, so you really get a lot of game for what you pay and it's pretty impressive. I'd say that even though there are a number of tough bosses to fight, there is much more emphasis on platforming. Presentation is good, maybe sometimes a little too cluttered but the game looks quite good and has a style to it. Biggest criticisms of the game are: [list] [*]The map does not show uncollected items. You will have to revisit every room if you miss something. Also doesn't show some things like rooms with puzzles to solve or NPCs. 100% completion is a chore. [*]You have to learn to speedrun the game if you want all achievements. If you don't play the game in one big sitting, good luck remembering a fast enough route. [*]I thought the fae mythology was cool and I learned some interesting stuff, but the story is a little weak on background info of the characters and their motivations. I didn't find most of the endings to be very satisfying, and that seems intentional. The main character doesn't try to win you over for most of the story, is one way to put it. [*]Some levels like Mountain have lots of healing points before a challenging jump. other levels like Barrows are infrequent with healing and increase the damage from pits. [*]It can be unclear how the game wants you to perform certain platforming puzzles because of how many tools there are at your disposal. Shotgun+Rocket Launcher will do pretty much the whole game, and you will want to rebind your controls to make these two weapons easy to access. [*]Lab is the worst level in the game, you don't get to shoot anything and just have to run away from invincible enemies that obliterate you. Not cool. [/list] Overall good, but hard. Generally pretty fair, but requires you to put in a lot of effort to beat it.
Хороший платформер с интересным сюжетом и множеством крутых механик. Любителям Холлоу Найта зайдет
Um metroidvania incrivel, os chefes são bem diversificados, a trilha sonora é muito boa, as áreas são bem diferentes e a maioria tem mecânicas únicas, esse jogo te desafia bastante seja nas salas de inimigos quanto no plataforming já q algumas áreas exigem uma precisão bem grande mas atravessar as áreas com essa física é muito gostosinho, a história é legal mas eu provavelmente n eu entendi todas as nuances (culpa minha), os personagens são interessantes e alguns bem carismáticos. Poucos metroidvanias me prendem por tanto tempo e eu sempre procuro aqueles q tem algo diferente neles, as mecânicas com a física n devem ser exatamente originais mas juntando tudo q esse jogo faz eu diria q ele é tem uma personalidade bem única. as dlcs adicionam umas boas horas de conteúdo muito boas e cheias de desafios, áreas, chefes e inimigos novos. A GRANDE ESCALADA é algo q me fez lembrar muito o "THE PATH OF PAIN" the Hollow Knight (e todo silksong), é um desafio q requer q vc masterize a movimentação e física do jogo, ele te dá uma colher de chá espalhando alguns pisos q te curam antes e depois de algumas salas, mas n todas, contudo esses pisos n salvam seu progresso e se vc morrer vc volta no último checkpoint q as vezes é muito longe, é sofrido, é difícil e as vezes vc pode pensar q é injusto mas é um sofrimento q lava sua alma quando vc conclui cada pedaço da escalada (tipo fazer o true ending de siksong) e quando vc chega no topo, é lindo, como chegar no céu depois de passar pelo inferno, por isso eu achei muito boa essa dlc, SEA OF SORROW VAI TER Q BATER ISSO AQUI SE NÃO DOU NOTA NEGATIVA PRA SILKSONG (brincadeira) um contra q eu consigo pensar dele é q n tem tanta variedade de inimigo quanto eu gostaria e as vezes o jogo tem umas variadas de dificuldade q deixam a desejar MUITO ANIMADO PRA IRON BRAMBLE
[h2] (tldr; Rusted Moss is fun! Grapping and Rocket Jumping is fun to play with, and trinkets lead to some really fun builds that can break the game at times. But grapple needs more forgiveness, controller input needs fixing, bosses need to chill out, and storytelling needs work.) [/h2] [h3]Bungie / Grappling[/h3] The bungie-cord grappling hook physics felt very fun and allowed for such fun movement opportunities. When really get a feel for the game and enter a flow-state you feel amazing. There are some issues I have with niche scenarios of grappling, more specifically on slopes and high-velocity scenarios. There were many moments where I would lose a grapple because A) I wasn't pixel perfect at high speeds or B) the game would incorrectly glitch a grapple on a slope. [h3]Controller Input[/h3] I feel like game controller input could've gotten more attention. Wasn't a huge fan of rebinding buttons because it would often glitch and break input entirely. Also for some reason D-Pad and Left Stick shared a binding, which I really didn't enjoy as I was hoping to use the D-Pad as hotkeys for the main guns I needed. [h3]Guns[/h3] Guns are really fun and have a variety of uses but for the most part I found myself defaulting to the guns that enhanced movement the most. Also due to some controller issues, the guns I ended up using was very limited [spoiler]Rocket Launcher and Shotgun were my main 2 guns, I rarely used any others. [/spoiler] [h3]Trinkets[/h3] Trinkets were really fun to experiment with, I wish some trinkets found better usage but around the late-game I found some really fun synergies that broke boss revisits. I really enjoyed that nearly every trinket has a visual cue to show it's functioning. I feel like most metroidvanias just like to make changes to the values and you're often left asking "is this actually helping" this game chose to make that visual and I really appreciate that. [h3]Bosses[/h3] Not sure if I'm a fan of most of the games boss fights, usually good boss fights just feel like a dance you need to learn to get better at. For most of these fights they devolved into projectile spam and chasing. Which makes sense for the moveset given, but I felt the chase-to-dance ratio leaned heavily on panicking. [h3]Story[/h3] The storytelling also didn't capture me personally. The protagonist being unlikable is fine, but the cutscenes felt static & motionless most of the time, as if the story was being told around an engine that wasn't built for partially animated cutscenes. I am also not a fan of most of the lore being told purely by computers and stone-tablets. Would love to see more of the important lore done through item-descriptions, NPC's, environments etc. [h2] Overall, regardless of the minor criticisms, I really enjoyed my experience with this game. Especially that entire mountain DLC, it kind-of felt like it's own encapsulated experience and I can't wait to see what comes next in Iron Bramble. [h2]
its like if a metroidvania was good
Didn't expect to like this so much, it's just addicting. The movement and bosses are so much fun. Most of the bosses anyway. There's a bit of a learning curve, and many things I feel like I figured out way too late, but that's skill issue maybe? I particularly enjoy how you are intended to be able to sequence break the game. The story is really charming. I like the sister rivalry, the coalition, and the fae. I just wish that the story had more time to breathe. I really like the endings, particularly the true one. Post-game content is enjoyable, and gorgeous. Very excited for Iron Bramble. In the meantime I will attempt to 100% Rusted Moss. -'Till then.
I like it :)
Insanely underrated
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| The Last Oricru - Final Cut | $257.2K | 661 | 67% | $19.99 |
| Stickman Trenches | $257.2K | 1.9K | 81% | $5.99 |
| pureya | $257.2K | 2.4K | 96% | $5.99 |
| Backpack Jianghu | $257K | 654 | 83% | $13.99 |
| The Jackbox Party Starter | $257.3K | 566 | 94% | $19.99 |
| Growing Things Up - Season 1 | $256.9K | 647 | 93% | $10.39 |
Related
| SANABI | $12.2M | 44.5K | 97% | $14.99 |
| The End Is Nigh | $1.1M | 3.5K | 94% | $14.99 |
| Celeste | $10.2M | 144.3K | 97% | $4.99 |
| Ghost Song | $491.6K | 984 | 84% | $19.99 |
| La-Mulana 2 | $423.2K | 802 | 84% | $24.99 |
| Kandria | — | 8 | 82% | $19.99 |