
Redo! is a game about a girl trying to find another human in a dystopian world overrun by biomachines. It's a lonely and evocative game about exploring the unknown and overcoming obstacles to see what is left.




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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Inglese | |||
| Italiano | |||
| Portuguese (Brazil) |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Decent post-apocalyptic metroidvania that can be completed in 4-5 hours. After you beat the game you can also access the "hard mode" which changes the pathways, relocates power-ups, and increases difficulty. You play as a human survivor in a Lovecraftian world that is populated by biomachines and human-sized love dolls. Our character receives a message from a mysterious individual who we assume is another human character and our goal is to find him. My favorite part of this experience is the atmosphere - the soundtrack that creates the foreboding mood and the feeling of isolation. The game has a neat art direction which I can only describe as the 'Village Hidden in the Rain' - a city overrun by pipes, tunnels, mist, and fungus. As with many metroidvania games, it allows you to complete the areas out of order if you find the correct power-up, but there are only 3 major sections with a few
The Metroidvania Review Scored Summary[metroidvaniareview.com] | | Subscribe to our Curator How Metroidvania is it? Medium Fit – REDO! has only minor ability gating, as well as no map to guide you. The “feel” of the game is more “Survival horror”, but otherwise it’s got a very Metroidvania world to explore. Want to hear a different opinion, or want to share your own review? Check out our Forum here. Full Review The Review Code for REDO! was provided by the developer through Curator Connect. If you have played a lot of Survival Horror games, you may have started to become pretty jaded to the on-screen gore and occasional jump scare – to the point where effective “horror” is hard to come by. There is one design approach that still affects me though, and that’s the terror of moving forward into the unknown with a lot of game progress to lose. At first, the seemingly punishing number
It looks nice and the base concepts are good but controls and implementation are a nightmare. 1) It is a metroidvania without a map. That is bad enough 2) There are barely any save points. And its not like you die and and can keep your upgrades or something. NO, SIR! This is full on complete progress loss on death with everything you did since you last saved undone. 3) The controls are bad. When you melee attack then your character is moved forward. Most enemies do contact damage. So you are always at risk of getting hurt by just attacking something. And you cant just walk back since then you are out of range and open for attacks by the monster you want to kill. Since there is no XP in the game it is the best strategy to just dodge roll past everything. 4) Especially since the game throws insane enemies at you right from the start. There is a room filled with 150 hp guys that brea
Solid and atmosferic. Very good level design, which makes you always want to stop and plan where to go next. Hard combat, so you'll have lots of attack and evade mechanics to master!
There's a lot to like here -- the visual and audio design are genuinely great -- but the game just fundamentally doesn't respect the player's time. The lack of a map is a senseless omission. There are subtler ways to evoke a sense of being lost than to frustrate the player with actually getting lost. As someone who dips in and out of games quite a bit, I know that returning after enough time for my mental map to fade would make for a needlessly tedious time. The confluence of the save point system and the combat also hurt enjoyment. Dying returns the player to not just the position of their last interacted save point, but also the world state of that interaction. Not so unusual, but when the enemies, environment, and resource restrictions come together in such a way to at times make damage avoidance impossible, the run back from collecting a key item can be an inevitable death march. I
Short'n Sweet metroidvania with a neat combat system that rewards smart thinking rather than quick reflexes. REDO!'s main originality is the aforementioned combat system: each enemy you fight has a health bar as well as a stamina bar. They die when reaching zero health and become more vulnerable when reaching zero stamina. The kick is that as you play the game you find weapons that focus on damaging either one of those bars, which adds a puzzle-like reward system where you start figuring out optimal ways to kill specific enemy types to save your limited ammo until you reach the next save point (they are very few and far between). This puzzle-like approach becomes all the more obvious when you take into account the player character's slow, clunky movement and your pitifully underpowered melee attack. Apart from that, the game is a fairly regular metroidvania: you explore a map, find a c
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