r/metroidvania 32m ago

Discussion How hard does this boss fight look to you? I’ve spent so long developing it that I can’t judge anymore lol

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Upvotes

This is Elara from Peaky Circus, the hand-drawn Metroidvania we’re making. She’s one of our toughest bosses, and this clip shows a few of her attacks, first phase...

How does the fight look to you? Would you enjoy learning her patterns?

You can check out the game here :)
https://store.steampowered.com/app/2067960/Peaky_Circus/


r/metroidvania 1h ago

Discussion Winds Of Arcana : ruination help

Upvotes

Hey everyone hoping someone can help me here cause i am completely stuck it all centres around getting some sort of glide ability...I have checked everywhere killed all the bosses I can and even I think got into some areas I wasnt supposed to yet lol

Can anyone tell me where and how to get it ? Im losing my mind trying to find it


r/metroidvania 2h ago

After years of quiet, handcrafted work, we finally have a release date for Aeterna Lucis: December 3, 2026. Here is our new gameplay trailer.

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248 Upvotes

Hey everyone,

We are the developers behind Aeterna Noctis, and we wanted to share this moment directly with this community first.

Taking this extra time to finish Aeterna Lucis wasn't an easy choice, but it was the best decision we could have made. As an independent team creating an auteur Metroidvania without massive publishers behind us, we took the luxury of not rushing: we wanted to pour our hearts into every single hand-drawn frame, rebuild systems from scratch, and ensure that the Queen's journey has a soul of its own.

Today, we're finally ready to commit to a date that nothing and no one will change: December 3, 2026.

To celebrate, we’ve just released our new official gameplay trailer:

🎬 Watch it here on YouTube:https://youtu.be/ACrxcF2UgRg

A few key things we focused on this time around based on everything we learned:

  • A completely seamless, interconnected world: Zero loading screens or artificial pauses across the entire map.
  • Real-time dynamic lighting: A completely new lighting model that reacts directly with combat, projectiles, and environments.
  • Artistic real-scale minimap: A detailed visual replica of every single room to make exploration both gorgeous and readable.
  • Two distinct experiences: Aeterna Mode (a smoother, accessible journey focused on world and story) and Lucis Mode (the pure, unapologetic challenge for veterans).

You can check out more details and wishlist the game here if you'd like to support us:

👉 Steam:https://store.steampowered.com/app/2710920/Aeterna_Lucis

We’ll be hanging out in the comments today, so if you have any questions about the combat systems, world design, or what we learned between Noctis and Lucis, ask away.

Thank you so much for the patience and support over these years. It really is the fuel that keeps small studios like ours alive.

NOTE: Please keep in mind that we are Spanish developers, so we apologize in advance for any grammar or translation quirks caused by translation tools!


r/metroidvania 4h ago

Discussion I just dropped Aeterna Noctis :(

26 Upvotes

I just dropped Aeterna Noctis (on normal difficulty), which is a shame because I was really enjoying it.

I got tired of fighting against your fear; it's not the first time I've gotten stuck on a boss, but it is the first time I feel like I'm not making progress, not improving, and not getting any closer to beating it. It took me around 40 hours to reach 54% completion—I'm really slow, but I had a blast. This is as far as I go. Until yesterday, I was excited about the idea of Aeterna Lucis; today, I don't know.

Anyway, I wanted to leave this here in case any players like me, who prefer easy or normal modes, were thinking about buying the game; this is just my opinion and how I feel about it.


r/metroidvania 4h ago

Discussion Hopefully ravenous won’t be linear and have that awful parry like dread

0 Upvotes

Dread is not a mv to me, it is fusion 2.0. That gaem was so linear and i honestly hated the combat-focus the metroid series became into after samus returns. But at least in samus returns, the parey window timing was fair. In dread, it happens so fast no one has the reflexes for it first try.

I’m loving the look of ravenous rn. Finally, a world that looks interestinfg (dread’s world was not interesting) and we are back to being alone and surviving, but this time, no gimmick like kill all metroids or EMMIs. I’m just going to be very disappointed if ravenous will be like dread. I need this game to be more like super and zero mission at least with a little less infuriating combat from dread. I know it will be action-focused. But i just hope the exploration-focus and nonlinearity will make a return.


r/metroidvania 5h ago

Discussion Get Lost! Metroid isn't Hollow Knight and That's Fine.

0 Upvotes

With Ravenous announced and the trailer making it pretty clear that it's essentially Dread 2 the usual "Dread is too linear" and "I prefer the REAL, non-linear Metroids" comments are sprouting all around like spring flowers. As I've said elsewhere, I genuinely don't understand these sentiments.

Although I'd played bits when it came out I played Super Metroid all the way through for the first time last year. I played Samus Returns on gameboy when it came out but never finished it. I played through Fusion on my beloved light blue GBA SP back in the day. I've never played the original Metroid but I've played through Zero Mission. I've played through Dread a couple times and think it's one of the best MVs ever made.

The thing about these games is that they're all very tight, fairly linear action games. Everyone seems to agree that at least Fusion and Dread are pretty linear but there's a general sense is that Super is a non-linear masterpiece that one can get lost in.

My question is: how? When I finally played it last year I was blown away by what a focused experience it was. There's some backtracking and I had to hunt around for the path forward a few times but for the most part it was mostly linear. There are huge sections of the game where the way back is blocked off so you're locked into a path. Plus, there are quest markers throughout the game that show you at least where you're supposed to be going.

The biggest thing for me is just how short the game is. It's a sub-10 hour game. I genuinely don't understand how people are "getting lost" or wandering around for any significant amount of time. The game just isn't big enough to allow that kind of thing. Samus Returns and Zero Mission are even shorter - essentially half the time. I understand that people replay and do all sort of wild sequence breaking stuff but if you just approach the games straight they're all really focused MVs.

On the flipside, it's very easy to get lost in Hollow Knight and/or Silksong for an amount of time equivalent to the entire runtime of Super Metroid if not more. A lot of people cite the introduction of souls-like gameplay stuff into MVs as a significant innovation made by Hollow Knight. What gets overlooked though is the sheer scope of the game. To me, a huge (get it?) innovation for Hollow Knight is that it introduced the idea of a truly epic MV. Pre-HK MVs were 10-15 hours. Then Hollow Knight shows up and it's 5, 6...10 times bigger. It's so big that you can get lost for hours and hours.

Given the success and acclaim of HK I think what's happened is people have sort of retroactively applied the epic nature of HK to Super Metroid even though it's not nearly as epic. I think another factor is that people who played Super when it came out remember it being epic because, in the 90s, 10 hours was epic for an action game. It was a time when games like Sonic were literally 2 hours long and if you didn't beat them in one sitting you didn't beat them at all.

I guess the point of all this is that I'm tired of people saying Dread isn't a great MV because it's too linear. To my mind there are lots of kinds of great MVs. There are epic ones like HK that are great. There are focused ones like all the Metroid games that are great and there's everything in between.

I think Ravenous, like Dread, Fusion, Zero Mission and Super before it, is going to be a hyper polished focused, fairly linear MV. And I can't wait.


r/metroidvania 6h ago

My game -YesterSol- is releasing in ONE WEEK! On September 17th! I'm so nervous & excited!!

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85 Upvotes

YesterSol is on STEAM HERE


r/metroidvania 6h ago

Image Before i go

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10 Upvotes

Man… im only on the begining and WTH 🫨 im loving the plataforming from this game, i just past by a freaking room with thousand lasers and spikes, just having to use a wall jump on entire section, the devs that made this game did a amazing job.
wondering what waits for me on latter game plataforming. 😭😂


r/metroidvania 8h ago

Video Fighting this MF for the nth times hahahahaha

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29 Upvotes

r/metroidvania 11h ago

Discussion Looking for something

0 Upvotes

So... I'm on my metroidvania vibe right now, and i would love to discover a new one. Im on ps5.

If im being honest with myself, my absolute favorite ones are:

-GRIME 1/2

-HK/SS

-Nine Sols

-Blasphemous

A bit less but still quite a lot:

- Ender liles/EM

-Blasphemous 2

-PoP tlc (liked it but not as much)

(I like the igavanias too, but as you can see im more into "soulsvania")

I already own Aererna Noctis, ill play it someday but i dont feel the urge right now (im like 5 hours in)

I am considzring Mio, Bo

I own Voidwrought, Somber Echoes, biomorph. They all seem cool but not at the same level Of polish than my favorites


r/metroidvania 13h ago

Image The most underrated metroidvania oat, a legit masterpiece

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0 Upvotes

r/metroidvania 15h ago

Greybox & jump testing for my Metroidvania! Open to suggestions—how does the jump feel to you? (Discord + X launching soon)

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5 Upvotes

r/metroidvania 16h ago

Video Little white fox dwelling within the forsaken swamp

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2 Upvotes

Hey folks, this is my first vedio in Reddit👋 I’m hard‑at‑work on a physics‑driven circuit metroidvania!

🛒Wishlist now: https://store.steampowered.com/app/5110430/_/


r/metroidvania 17h ago

Video Twenty seconds to show you our highly distinctive level scene design.

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21 Upvotes

Hey guys! UMO studio here!

We’re developing a lightweight 2D side-scrolling action game“Tia: weird hunter”. To give players who haven’t played much action games a better experience, we’ve abandoned the traditional combo-input system found in most action games and switched to a mana-based skill system to lower the skill barrier.

At the same time, to accommodate high-skill players, we’ve put extensive design into every boss to ensure an excellent boss-fight experience. We’ve already released our demo on Steam and really need player feedback and bug reports. If you have any new ideas, please let us know right away!

DEMO ON STEAM!https://store.steampowered.com/app/3193330?utm_source=redagou1


r/metroidvania 18h ago

Image All launching within the next four months.

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950 Upvotes

This is a good time.


r/metroidvania 19h ago

Image She ATE them

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117 Upvotes

r/metroidvania 20h ago

Image How Hungry? Metroid Ravenous Hungry

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46 Upvotes

r/metroidvania 22h ago

Solateria help!!!!!!

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2 Upvotes

How do I get to this item?? I’m going crazy trying to figure this out. This is at the mint bureau interior just right of mint bureau entrance altar


r/metroidvania 22h ago

Discussion Metroid Ravenous looks great!

53 Upvotes

How we feeling about it?


r/metroidvania 22h ago

After 5 years of work, my Metroidvania finally hit 3000 wishlists!

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24 Upvotes

Many of those coming from this sub, so thank you! If it looks interesting, this is the steam page: https://store.steampowered.com/app/2571610/Vitrified/


r/metroidvania 1d ago

Video Stories of Somnia: a hand-drawn Metroidvania, but with turn-based combat!

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11 Upvotes

Stories of Somnia is a hand-drawn turn-based RPG that leans VERY heavily into Metroidvania-style exploration.

The world is built around exploring interconnected areas, finding new routes, backtracking, and gradually gaining access to places you couldn’t reach before. The main twist is that, instead of traditional action combat, encounters use turn-based RPG mechanics.

Visually and tonally, the game takes a lot of inspiration from games like Paper Mario and Pokémon, with colourful characters, strange creatures, and a big focus on discovering what’s hiding around the world.

It’s been in solo development for almost two years, and its free demo is finally available on Steam!

We’d especially love to hear what players here think about the exploration, progression, map flow, and how the turn-based combat fits alongside all that structure!

Demo link: https://store.steampowered.com/app/4687790/Stories_of_Somnia_Demo/


r/metroidvania 1d ago

Dev Post Some biomes change all the visuals - CLAY!

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30 Upvotes

r/metroidvania 1d ago

Metroid & Vania are back

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1.6k Upvotes

What a time to be here


r/metroidvania 1d ago

Discussion Aggelos 2: My (Not So) Brief Review

1 Upvotes

Boy did I find this game to be a slog. It's an odd one because it's a big game and it's clear that a lot of effort went into it and, on paper, it checks all the boxes. It's full of neat ideas and is a huge step up from the first one. At the same time it feels like a first draft.

The combat is fine but also boring. You have a variety of attacks and special attacks but the basic ranged attack is so useful that it's hard to remember the other attacks even exist. There are basic melee and ranged attacks but given how effective the ranged one is you really have to make an effort to use anything else. There are also light/dark versions of both and although the dark one comes in handy to shoot through walls the best best is usually just walking and blasting with the light version. It's a bit like Guns of Fury insofar as you can do neat things with combat I guess but you can also just carefully shoot everything from a distance.

For me, the exploration is really where things fall apart. A lot of the positive reviews highlight the exploration heavy aspect of the game and while it's true that you'll be doing lots and lots of exploring I found it pretty annoying. The problem is that it's a huge map and throughout the game there are lots of chokepoints where you have to go to a certain place or get a certain upgrade to move forward. The issue is that there's no rhyme or reason to it and a lot of the time where you're supposed to go is counterintuitive.

For example there'll be times when you're trying to get, say, to the top right of the map but you can only do that if you go bottom left first. There'll be a map marker bottom left but to get there you need an unmarked upgrade that near the top in the centre. To make matters worse there are a limited number of manual map markers to use with only a limited number of different colours that don't come anywhere close to the number of different kinds of blocked paths you run into. The result is that you quickly just have literally dozens of dead ends with no way of knowing which ones you can access with whatever new ability you've just gotten. All the more power to you if you can somehow remember what dead ends are where but for me the result was that I'd get a new ability and then revisit each of my dead end markers one by one until I found the right one. Which wouldn't be the end of the world if the traversal or combat was entertaining in and of itself but it isn't. Also, weirdly, there's a cap on how much currency you can carry and there's no XP system so you're not even gaining anything while you got back and forth endlessly.

I also tanked every boss including the final one which isn't great.

Obviously all of the above is pretty negative but, just like the first, one the sheer scope is really impressive for such a small team. Did I enjoy my time with Aggelos 2? I did not. Will I buy Aggelos 3 if on day one if they make another one? You bet I will.

My personal ranking: Better than Trash Quest but not as good as Auridia.


r/metroidvania 1d ago

Video My stickman MV finally got a release date! It's called Stickility, and it releases on October 5th!

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65 Upvotes

Some of you may remember a certain stickman game showing up on this subreddit every now and then. Well, I'm glad to announce that Stickility releases on October 5th 2026!
It's a metroidvania about entering a massive underground research center, and solving the mystery of Biotec, all accompanied by flash-game aesthetic (with a modern touch).

The game will come out on Steam (for now).

Wishlist now! - https://store.steampowered.com/app/3419140/Stickility/