Axiom Verge

“A loving, inventive Metroid homage whose glitch-corruption mechanic, passcode translation puzzles and superb boss music outweigh restricted aiming, stingy health drops and a miserable 100% map grind.”

A lab technician caught in a New Mexico explosion wakes in the alien biomechanoid world of Sudra, and the story builds toward a mid-game twist that makes the protagonist both the hero and the enemy, raising genuine moral questions about everyone he has killed along the way. The atmosphere of biomechanoid ruins, mountains of bodies and eerie glitch worlds lands consistently, and the deliberately stilted robot dialogue is at least an intentional world-building choice even when it reads awkwardly. Refusing the villain’s final alliance is a satisfying note to end on.

The glitch and address-corruption mechanic is the game’s best idea: corrupting enemies out of existence, revealing hidden blocks and walls, and glitching bosses themselves gives the metroidvania a layer no genre predecessor attempted. The Sudran passcode and translation puzzle layer is the standout puzzle, deciphering a twelve-character wall code to unlock note translations in an invented language, and the remote drone with its teleport-swap upgrades makes traversal feel instant and fresh. Secret worlds are procedurally generated and mercifully excluded from the completion percentage.

The weapon arsenal is broad and characterful, from a shotgun-like electro cannon through an ice machine gun to a late lightning gun that feels like the best in the game, with continuous-fire designs throughout. Boss music is the soundtrack’s crown, stuck in the head for days, and the save-and-quit fast-travel trick echoes a certain SNES classic. Drilling, grappling and trench-coat armour and teleport round out a rich progression kit.

Friction concentrates in the controls: aiming requires standing still, with no move-while-aiming option, and the weapon-switching ring system is fussy enough that most players will switch to the linear alternative and still wish for a cycle button. Health drops are stingy early and rarely generous later, and enemies ambush from off-screen with no camera scroll far too often. The crouch-jump mechanic is never explained, and the drill’s pressure-sensitive trigger depth went unnoticed for most of a run.

Difficulty front-loads hard, then trivialises once health power-ups arrive, and several bosses are beaten more by confusion than challenge. The ending sequence is buggy, with enemies failing to spawn in the final cleanup room, and a scripted death echoes a certain Souls tradition of forced loss. A late-game performance dip tanks one room for no clear reason.

The 100% map grind is the completionist’s misery: a pixel-perfect drone-launch room is worse than anything the genre’s own history produced, enough to sour an otherwise great run, and the final stats screen displays 99.98% until one last missable note is found. Roughly ten and a half hours cover credits plus full completion across four sessions, and the sweep itself, drilling through every tile, is the genre’s signature satisfaction right up until that room. The blank external map handed out by the game helps enormously during cleanup, and map percentage climbing session by session, from fourteen to fifty to one hundred, gives the run a rhythm worth savouring. Rusalka-variant bosses and per-area mutations keep even revisited zones unpredictable.

Overall, a loving, inventive Metroid homage whose glitch-corruption mechanic, invented-language translation puzzles and superb boss music outweigh restricted aiming, stingy health drops, off-screen ambushes and a genuinely miserable map-completion room. It is one of the genre’s most distinctive takes, and its best ideas are entirely its own.