
What happened to the Minoan civilization? Join parkour master Marie Taylor and treasure hunter James Andrew in a historical action thriller, as they unveil the secrets of a forgotten kingdom which has been tragically trapped in and endless time loop.
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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, Italian, German, Spanish - Spain, Japanese, Korean, Simplified Chinese
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
A well-crafted roguelike platformer with focusing on exploration and puzzle solving. I can't wait for what the developers think of next!
9/10 for me. Tickled all the right spots and left me wanting more. The game has a lot of exploration, collecting, dymanic parkour movement and a story that is told as the player explores more of the environment and completes simple platforming puzzles. I really loved the game loop that kept me interested throughout and always wanting to go to explore for just one more round. The fall and bullet wound mechanics are also well implemented - with fun being at the forefront of the design principles underpinning this. What are the weaknesses? - Some controller buttons for non essential tasks (invoking of map, moving conversation...) were a bit unorthodox so I kept mis-clicking till the end. - Map markers could be more visible. - Contrast between what is a platform and what is not could be a bit more clearer. - Notebook could be a bit more helpful - as I ended up probably doing 4 more loops than necessary because I needed to find an item (I have previously found) but could not remember where. Overall, I really loved the concept and core mechanics of this game. It is truly a little gem, albeit with a side order of tiny bit of jank. A big recommend from me.
Treasures of the Aegean is an exploration game with a good emphasis on movement and platforming, featuring great artworks, environments, music and an interesting story. You get you full move set from the get go and are free to roam around the whole island, there are actually a few powers you can acquire during your playthrough but they're more small quality of life things, nothing is ability gated. The island is pretty huge so it feels like you're aimlessly wandering around picking up collectibles at first, but with the map completing itself after each loop, as long as you are diligent with map annotations, you'll quickly get a grasp of where you are going, places you still need to visit, and what to do. I liked that each loop made you start in a random point of the island, encouraging you to explore new places. The movement is fluid and pleasurable, your character is quick and perfectly able to parkour through its environment. I liked the features that can be exploited to conserve momentum like sliding or automatically climbing one block tall obstacles. Only thing that was a little off for me was the wall climbing that felt like it wasn't triggering consistently at times but I'm nitpicking here. I had a very good time overall with Treasures of the Aegean and would heartily recommend it !
[h1]走って、飛んで、よじ登って 巨大アスレチックのような島で財宝を集め回れ![/h1] 時間制限で打ち切られる探索を繰り返し、ミノア文明の謎を解く。 最初のうちはリトライするたびストーリーが語られる。 毎回の出発と帰還のムービーはスキップ可能。 広大なマップを探索して回る、メトロイドヴァニアの一面を持つ。 ただしパンチ・踏みつけ・ショットなど攻撃要素は一切ない。 アクションはかなり楽しい。 難しそうな地形も、主人公が地味にハイスペックなためスルスル進めて、うまくやれた満足感が強い。 それと、ルートが上下左右に豊富に張り巡らされているので、ルートをミスっても平気なのが良い。 「おっと行き過ぎた。でもすぐ先にも登れる所あるからそっちでいいか。進んじゃえ。」 目まぐるしく動かして楽しいゲームにおいて、これは重要。 メトロイドヴァニアにありがちな「直感で動いたら別ルートで無駄足になった」がほとんどない。 財宝を獲得するための謎解き要素もあるが、基本的に簡単。 ただし「足りない機械のパーツ」などフラグアイテムを探すのが大変。 フラグアイテムは毎チャレンジごとに再取得が必要なのにマップに自動登録されないので、ひと手間かけて地図マーカーをつけないと「すでに通った形跡がある通路」から探しなおす羽目になる。 また、フラグアイテムと一般収集品の違いが分かりづらいので「あのときのアイテムがフラグだったのか!どこだっけ?」となりやすい。 やや不親切とも感じるが、バトルもない、遺跡探索がテーマなのでマーカーで探索感を入れたかったのだろう。 とにかく、マーカーは重要なのでマメに記入しよう。 細かい問題点として、底が見えない所へのダイブがたまにある。 基本的に床がほどよく設置されているので問題ないが、高さがあると落下ミスが発生してしまう。 とはいえペナルティがそこまでキツくない、登り直しも容易なため「あちゃー」くらいで済む。 ゲーム中に説明されず気づきにくい特殊挙動がある。収集品コンプには必須となる。 1.[spoiler]着地時にしゃがみでローリングし、ローリング中にジャンプすると超高速ジャンプになる。 [/spoiler] 2.[spoiler]崖際で下キーを押すと崖にぶら下がれる。 [/spoiler]
[2023/11/26 도전과제 100% 완] 요약: 재밌음. 퍼즐은 공략 보는 게 심신에 좋다. 유물 올클 여부따라 엔딩 바뀜. 올클 못하고 엔딩본 후 도전과제 깨려면 올클로 엔딩 다시 봐야 함. 재밌음. 맵이 생각보다 넓고 스폰 위치가 달라져서 귀찮긴 한데 유물 찾기 어렵진 않음. 근데 몇 개가 정말 먹기 힘들게 되어 있거나(뱀 든 무녀 밑 쪽 보물 등), 장치 퍼즐 못 풀어서 공략봄.. 가이드가 무녀 장치들 정도만 있고, 유튜브도 그냥 플레이 영상들이라 공략 찾기가 어려웠음. 유튭 유물 100% 영상으로 보는게 제일 나은 듯. 유물 번호는 타이틀 나와야 볼 수 있어서 그것도 약간 귀찮았음 ㅎ 플레이 짜증났던 건 패드로 했는데 벽 올라가는 게 잘 안 되서 적응 좀 오래 걸림. 이건 걍 내 문제일수도? 그리고 무녀 장치 보물 여러 개 필요한데 다른 유물처럼 누적인 줄 알고 보일 때마다 열심히 모아놨었는데 20 루프 쯤에 루프마다 리셋되는 거 알고 개허탈했음 ㅋㅋㅋㅋ 엔딩 보려면 한 루프 안에서 그 넓은 맵 왔다갔다 해서 유물 모아서 퍼즐들 깨고 해야해서 무녀 관련들은 걍 모든 걸 다 끝내고 손대야 됨. 이때 맵 위쪽으로 올라갔다오고 그래야 하는데 지도로 동선 짜서 가면 묘하게 점프로 안 닿는 구간이라 못 가서 돌아가야 되고 그런 게 많은 것도 열받았음 ㅋㅋ ㅠ 열받은 것만 잔뜩 썼지만 재밌었음 !! +팁) 중간중간 놓인 여신상? 같은 거는 나중에 리스폰 위치로 쓰는 거고 별 의미 없음. 퍼즐 깰 때 뭐 써야되는지 모르겠을 때 일단 유물 쭉 찾아두고 유물 지도 봐야됨... 엄청 멀리서 가져와야 되는 것들 있어서. 뭔지 모를 땐 걍 공략보길.....
Take a 2D action-platformer, have a parkour emphasis to the movement, add a big map to explore, all done with a comic-book aesthetic, and you've got Treasures of the Aegean. I wouldn't call it a Metroidvania since there are no movement upgrades - but your base movement is very fluid. Getting around the map is fun, which is good, because simple traversal is 95%+ of the game. You can't fight, and there are only a few enemies (with the slowest bullets in history) that just act as a minor obstacle here and there. The challenge is in getting around, grabbing what you need to, figuring out where to go and how to get there, and gradually piecing together the story and the answers to puzzles. It has some minor issues but no deal-breakers, and the most annoying thing is the typos scattered around the text. You'll always know what they meant, so it's not a huge deal. The game is fun, the gameplay loop is fun, and it's well-designed. It's one huge map, with no (visible) loading screens or other divisions between its areas - yet you can tell when you're in a different area because it FEELS different. No need to announce the name of the zone when the change in palette and shift in the background music will do it for you. Super fun, very recommended on like a 50% sale or better since it's not all that long, but very worth playing.
Tonnes of potential with an enormous map to explore, ruined completely by abysmal controls. There is no mid-air manipulation - direction is set at the time of the jump; you will experience random speed boosts for no apparent reason, causing you to overshoot your target; wall slide only works half of the time - the other half you won't even stick to the wall in the first place. You cannot make a game about parkour on a strict time limit when the traversal is this tedious and inconsistent. The art and the game concept show a lot of promise, but whoever programs the controls has let the team down big time.
one of the best parkour platformers there is. its not the greatest, but the way it merges exploration with narrative is very well done. 9/10 i would recommend
Treasures of the Aegean is a stylish and thoughtfully designed 2D action-adventure that combines fluid parkour movement, open-ended exploration, and a narrative built around mystery and repetition. Developed and published by Undercoders, the game places players on a remote volcanic island inspired by ancient Greek and Minoan history, where time itself is unstable. You take control of Marie Taylor, an agile explorer skilled in free-running, alongside her partner James Andrew, whose role as a researcher and narrator helps frame the unfolding mystery. Together, they seek to uncover the truth behind a lost civilization and the strange temporal anomaly trapping the island in an endless cycle. The game’s structure revolves around a time loop that resets the island after a limited period, encouraging players to treat each run as a scouting expedition rather than a complete journey. At first, this constraint can feel restrictive, but it quickly becomes clear that repetition is part of the design rather than a punishment. Each loop allows you to explore further, uncover new relics, and piece together fragments of the island’s past. Discovering treasures permanently extends future runs, creating a steady sense of progression and mastery. Over time, familiar routes become second nature, and the island begins to feel less like an obstacle and more like a carefully learned space shaped by your growing knowledge. Movement is one of the game’s strongest elements and serves as the backbone of exploration. Marie’s parkour abilities make traversal feel fast, smooth, and satisfying, allowing players to sprint across rooftops, climb cliffs, leap over gaps, and chain movements together with a natural sense of flow. The island is designed to reward momentum, with multiple paths, shortcuts, and hidden areas that become easier to access as you improve your understanding of the terrain. This emphasis on mobility keeps exploration engaging even when revisiting locations, as the joy comes not only from discovery but from how efficiently and creatively you move through the world. Visually, Treasures of the Aegean stands out with a hand-drawn art style inspired by European comic books. Characters, environments, and story sequences are rendered with expressive lines and bold colors that give the game a strong visual identity. Narrative moments are often presented through stylized comic panels, reinforcing the sense that you are uncovering a living graphic novel rather than watching traditional cutscenes. The island itself feels vibrant and cohesive, with ruins, cliffs, and coastal vistas that reflect both beauty and decay. Accompanied by a subtle, atmospheric soundtrack, the presentation helps ground the mystery and maintain a sense of wonder throughout the experience. Puzzle solving and exploration are closely intertwined. Many challenges require observation, memory, and deduction across multiple loops, encouraging players to connect clues found in different areas or runs. Rather than relying on strict progression gates, the game allows a fair amount of freedom in how objectives are approached, giving it a light metroidvania flavor without rigid structure. Some puzzles are intuitive and rewarding, while others may feel vague or require trial and error, particularly when the time loop forces players to repeat travel to reach a solution. Still, the satisfaction of unraveling the island’s secrets generally outweighs moments of confusion. Combat exists but is not the primary focus. Hostile mercenaries patrol parts of the island, adding tension and forcing players to stay alert, but encounters are designed to complement exploration rather than dominate it. Avoidance, timing, and smart movement are often more effective than direct confrontation, aligning combat with the game’s parkour-driven philosophy. This keeps the pace focused on traversal and discovery, ensuring that combat never distracts from the core experience. Overall, Treasures of the Aegean is a distinctive and ambitious adventure that rewards curiosity, patience, and mastery of movement. Its time-loop structure, while potentially repetitive for some players, is carefully integrated into both narrative and progression, making each return to the island feel purposeful. The combination of fluid platforming, striking visual style, and a slowly unfolding historical mystery creates an experience that feels cohesive and memorable. For players who enjoy exploration-focused games with a strong sense of place and a willingness to engage with repetition as part of discovery, Treasures of the Aegean offers a rich and rewarding journey through a beautifully imagined world. Rating: 7/10
The game lost me. I wasn't interested in the story and the loops didn't have any gameplay effect other than removing your puzzles progress, and showing the story and characters. The other aspects of the game were good, but nothing that makes me stay after getting bored of it.
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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.
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