
Replaced is a 2.5D sci-fi retro-futuristic action platformer where you play as R.E.A.C.H. - an artificial intelligence trapped in a human body against its own will. Replaced combines cinematic platforming, pixel art and free-flow action combat set in an alternative 1980's.




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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Russo | |||
| Ucraino | |||
| Inglese | |||
| Tedesco | |||
| Francese | |||
| Spagnolo |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Almost 10 years we are waiting for The Last Night to be released but now you can say it just got REPLACED
I've been waiting for this game for 5 years, and as much as I loved it I have quite a few bones to pick with it. (I have beaten the game before writing this, steam had a cloud freakout and only registered 4 of my 13 hours. I have completed chapter 10.) Here are my pros and cons: Pros: - Probably some of the most unique and beautiful artwork in a game I've EVER seen. The blend of 2D and 3D elements are just incredible along with the raytracing make this game have an aesthetic that i've never seen any other game pull off. My friend and I were marveling at every new room we went into. - Expanding on the artwork, the environments in this game are designed with so much care and attention to detail, every room and building feels lived in, loved and used. The environmental storytelling is done very well and the cities feels alive and bustling with noise. The world you wander through is just
Product refunded Mixed tbh. I returned it because it was not what I was waiting for. Brilliant visuals. But it is just a platformer/brawler with pretty simple mechanics. I'm putting thumbs up because game deserves it just not my cup of tea.
After a long wait and several delays, the game finally released in 2026. I have to admit, the first thing that immediately captivated me was the visuals. The retro-futuristic art style with a cyberpunk feel is truly one of the best in its genre. Every frame looks like a living digital painting, and the atmosphere created by Sad Cat Studios is incredibly rich, truly conveying the loneliness and violence of the world within the Phoenix Corporation. The pixel art and dynamic lighting are incredible. The city and industrial districts feel incredibly immersive, and the premise of an AI trapped in a human body is intriguing and executed with a fairly intense pace. Character movement feels agile, fluid, and responsive, especially when moving between platforms or engaging in combat. The audio design and soundtrack perfectly complement the dystopian atmosphere, heightening the tension at key
Pretty art design, nice OST, abysmal game design. The saddest and probably most annoying thing about the game is all its problems become very apparent in the second half of the game, while the first part manages to appear enjoyable. 1) The game does not respect your time: checkpoints become less frequent the closer you are to the end, making you pointlessly walk to the enemy arenas, forcing you to go through platforming puzzles over and over again or throwing rooms and rooms and rooms of enemies at you. 2) The combat can feel satisfying and look flashy but most of the time feels clunky, random and unresponsive. The character does not turn around when you want him to, making you shoot in the wrong direction. Enemies overlap their attacks, which does not let you actually interact with the various combat mechanics and forces you to take unnecessary hits. Different types of enemies outrigh
I'm tired. Tired of game design that confuses tediousness with challenge, and obfuscation with puzzles. I was really looking forward to this game. The art style, the story, sound, music, all fantastic. The gameplay underneath? Infuriating. Dear developers, if you want to make a trial-and-error platformer, make checkpoints aplenty. Don't force me to find my way through the visual clutter of multiple parallax layers of obstacles in a soup of bad visibility, all while having a one-shot-death mechanic looming over me if I don't manage to do all that within a 1 or 2 second window, and resetting me 15 to 30 seconds back to try again. Unless you have a very high tolerance for extremely repetitive trial-and-error platforming challenges at near-zero visibility, I cannot recommend this game at all, as much as it pains me considering how good the art and presentation are.
Structured threads, verified dev answers and player expertise without chat noise


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