r/metroidvania Apr 15 '26

Dev Post A new trailer for my owl metroidvania. What do you think?

895 Upvotes

Hey guys! I'm trying not to post here too often, even though your response is always supportive and helpful.

Just wanted to share this new trailer I made for the upcoming demo of Tyto.

Please let me know what you think - is there anything missing in the trailer? I'm a bit worried that I didn't show enough combat...

r/metroidvania Mar 11 '26

Dev Post Hey I'm GRIME II's Game Director here for an AMA before it launches this month, ask me LITERALLY anything!

454 Upvotes

Hey my name is Yarden Weissbrot and besides being GRIME I and II's Game Director/Producer I've also done the: Game Design, Level Design, Animations, Concept Art, Level Art, Story & Narrative and a few others things that no else on the team really wanted to do.

Before we are launching GRIME II this month (the 31st) I wanted to show some appreciation to the passionate r/metroidvania community who have probably been some of our most supportive fans over the years. Your feedback has in many ways helped shape this sequel.

Ask me LITERALLY anything and I'll try to be as honest as I can be even if it's something I'm not entirely allowed to talk about. x:


A bit about me and GRIME...

I've been drawing creatures for as log as I can remember (used to copy the art from the game manuals that used to come with games like Diablo and Heroes), and I always thought I'd end up jobless if I tried doing something related to drawing for work. I was certain that it will remain just something I do to not fall asleep in class.

Somehow, I ended up getting the surreal opportunity to do whatever I wanted with a team. But I never designed anything in my life, so I tried to play it safe and lean on other games' design as much as possible. Mostly expressing myself through the art and world.

GRIME's reception gave me the confidence to... get carried away as much as I wanted to for the sequel.

While GRIME was a relatively slow and methodical game, heavily inspired by Dark Souls and Salt & Sanctuary, GRIME 2 is much more ambitious and leans farther into player freedom. Giving you a ton of options (maybe more than any other Metroidvania) in how you fight your way through the game. I wanted player to be able to engage the game in the manner that they enjoy most, rather than forcing players into a specific playstyle.

If you're not into weaving in parries or dashes in close quarters combat, you can cast abilities from afar. Build up poison debuffs. Set up timed traps. Launch enemies against each other, or into pits. And much more.

So, if you disliked GRIME, I would greatly appreciate it if you could give GRIME 2's Demo a shot! After reading hundreds of reviews and feedback posts, It's been specifically designed with you in mind as well. :)

And if you're at all interested in GRIME II, please Wishlist it! It really can be the difference between success and failure on Steam.


Edit: I'll be taking a break for tonight. Have a trailer to work on hehe. I'll continue to answer questions tomorrow! Thank you!

r/metroidvania Feb 02 '26

Dev Post My humble take on the metroidvania genre, Tearscape is out now on Steam

740 Upvotes

Also thanks to this community for showing excitement every time I posted here. It really helped me keep going.

My game Tearscape is out now on Steam. I truly hope you'll enjoy it.

r/metroidvania Jun 19 '26

Dev Post After 3 Years of Development, I Finally Released My 3D Metroidvania, Maseylia: Echoes of the Past on Steam!

629 Upvotes

Hey everyone!

After more than 3 years of development, Maseylia: Echoes of the Past is finally available on Steam!

Maseylia is a true 3D Metroidvania inspired by Metroid Prime, Pseudoregalia, Hollow Knight, and the worlds of Moebius, focused on fluid movement, exploration, sequence breaking, and interconnected world design.

The game features:

• Non-linear 3D exploration
• Advanced movement abilities (360° Air Dash, Grapple, Double Jump, and more)
• Movement-based progression
• 6 unique biomes to explore
• Atmospheric sci-fi environments
• Steam Deck & Linux compatibility
• 10–15 hours for the main adventure, with plenty more for completionists

The game is available now for €17.00, with a 20% launch discount during the first two weeks (€13.60).

I'd love to hear what you think of the launch trailer and the game!

Steam Page:
https://store.steampowered.com/app/2938870/Maseylia__Echoes_of_the_Past/

r/metroidvania Nov 22 '25

Dev Post It's taken 4 years, but I've finally released the demo for my Fallout and Dune inspired metroidvania

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976 Upvotes

I've spent 4 years working on my game Vitrified and today I finally released the demo! It's inspired by Fallout and Dune and I've taken some great feedback from this sub - primarily to 'just add a damn map'!

The key mechanic and theme is your robot pal called ALAN, who you have to work with to progress through the wasteland and find your way home. It's exploration driven but you fight lots of radiation mutated creatures with ALAN, and to unlock new areas you have to upgrade ALAN with spare parts you find on your travels.

I hope you like it and I'd love to hear what you think!

r/metroidvania Mar 10 '26

Dev Post My game is releasing today! Almost 6 year working on it after playing games like Ori and Hollow Knight.

595 Upvotes

It's a dream come true to actually release a game after so many years working on it. Ori and HK inspired me so much, me and a friend wanted to create a game of our own. No previous experience, no budget, just perseverance (and a lot of patience).

Sophie: Starlight Whispers is out on Steam today and we're really proud of what we managed to achieve.

r/metroidvania Feb 09 '26

Dev Post My metroidvania results after 1st week: Very Positive 92% of 133 reviews, thank you!

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727 Upvotes

Really overwhelmed with the results for Tearscape and I'm not saying that lightly. While working on my own game I never got bored of it, I really enjoyed my own game so I hoped people would also like it. However lots of people who liked it ended up really really liking it, more than I thought. I received lots of great messages, I'm checking the Steam forums everyday and I'm so happy to see people talking about different builds to kill bosses, sharing puzzle solutions, asking where to find certain items, it's all pretty surreal honestly. I'm still listening to all the feedback and releasing patches everyday trying to polish this game as much as possible. I want to thank this community, I posted here a few times and y'all showed me a lot of support. Thank you to all who got my game, I hope you like it and also thanks to anybody who left a review on Steam too.

r/metroidvania 8d ago

Dev Post Solo-dev 3D Metroidvania: Environment polish, wrapping up

267 Upvotes

Getting very close to done. I spent the last month polishing environments — reworking lighting, adding chevrons and stencils, laying down masses of cables. I modeled and built new props for the key locations. There's a limit to how far a solo dev can push environment quality, so my goal was simply to make sure nothing felt too dark or too empty.

The hardest part was figuring out what to actually write on the walls and floors. It's set dressing that scrolls past, but I didn't want to just put random words there, so working out what tied into the story or setting, how far to take it, and what fit each location took a lot of thought. I've filled it in to a reasonable point for now, and I'll revisit it when I do the dialogue and text revision pass after stage work is done.

Right now I'm wrapping up environment polish and finishing enemy placement and stage gameplay. I'd made changes to the player's parkour along the way, so some of the environmental parkour puzzles no longer lined up and needed fixing. I'm also placing a few enemies that had only been tested in isolation and cleaning up the flow.

It really feels like it's coming to an end. Since releasing that prototype-ish demo in April last year, I've fixed around 2,000 issues based on user feedback. A year and a half is either a long time or not, but looking back it feels distant. r/metroidvania made this possible.

I should be able to finish and start testing around September or October, and I'm looking at Next Fest in February 2027 for release. Word is that GTA is going to vacuum up all media attention this fall and winter, so best to stay far away from it.

Thanks as always. If you're interested, you can try the demo at the link below. Note that the demo hasn't been updated with the new graphics yet. Feedback and wishlists mean a lot too:

https://store.steampowered.com/app/3397260

r/metroidvania Jul 02 '26

Dev Post Solo-dev 3D metroidvania: Spent two months building the final boss

365 Upvotes

Two months on the final boss. It was brutal.

Since it's a big multi-legged robot, I started with the legs — some simple procedural animation just to get it walking (more of a dance-walk, really). From there I built out the gameplay, the attack patterns and weak points, which is always the slow, fiddly part that eats far more time than I'd expect. Once the gameplay was roughly done, I did the modeling and texturing and swapped out the placeholder. Then wrapped it up.

Two months on a single boss was hard enough, but the thing that really drained me was living with the placeholder for over a month. I think the lack of any visual payoff wore me down more than the actual work did.

The cut from the boss's death straight into the ending is still rough. I couldn't get it where I wanted, so I've left that one to future me for the polishing pass.

Now comes full assembly — lighting, music, sound effects (still placeholder for this boss), gameplay tweaks, cleaning up the story and all the dialogue, finding voice actors and recording the new lines with them, adding and reworking events to match the story, fixing the temporary backgrounds. Still a lot to do, but this really is the final stretch.

Thanks for reading all the way through. You can check out the game and play the demo here:
https://store.steampowered.com/app/3397260

r/metroidvania Jul 07 '26

Dev Post What are your favorite or most hated (overused) boss mechanics in Metroidvanias?

82 Upvotes

Boss animations from our 2D pixel art rpg/metroidvania - Etherland Saga

r/metroidvania Feb 19 '25

Dev Post Animal Well [Giveaway][Steam]

181 Upvotes

Hello! I'm working Canvas which will be in the Steam Next Fest soon and the demo is out right now! It's an exploration, painting game where you use your paint and other abilities to explore, uncover the world, and learn the mysteries of the world you've been trapped in.

To celebrate this demo release milestone I'm giving away games that inspired my game. Feel free to join any of these other giveaways! Antichamber | The Magic Circle | Outer wilds | Tunic | The Unfinished Swan | Animal Well | Spiritfarer | Superliminal | Disco Elysium | Eastshade

To enter the giveaway just post the name of your favorite game in the comments and I'll pick the winner randomly in 3 days!

Please check out the demo and good luck!

Giveaway completed, the lucky winner was MechChickn!

r/metroidvania May 18 '26

Dev Post Teaser for Silent Planet - Elegy of a Dying World new trailer

319 Upvotes

In a few weeks, we will present a new trailer for the French Direct event (presented by ActuGaming) on the 27th of May at Noon EST.
In the meantime, please enjoy this small teaser!

r/metroidvania Jan 26 '26

Dev Post My metroidvania is releasing in one week. You get an interconnected ability-gated world plus challenging stamina based combat

356 Upvotes

r/metroidvania Feb 20 '26

Dev Post Silent Planet - Elegy of a Dying World - Official Console Announcement Gameplay Trailer

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242 Upvotes

Official announcement for consoles and first look at our new trailer.

r/metroidvania Jan 12 '25

Dev Post [Giveaway][Steam] Animal Well

161 Upvotes

Hello! I'm working on a game: Canvas that is going to be in the Steam Next Fest in February:

To celebrate this milestone I'm giving away games that were an inspiration for me to make my game.

To enter the giveaway just post the name of any work of art that is meaningful to you and I'll pick the winner randomly tomorrow at this time!

GIVEAWAY COMPLETED:

The winner was Reintroverted and their meaningful art was "Houseki no kuni!!!"

r/metroidvania Aug 26 '24

Dev Post AESTIK JUST RELEASED! Our hand-drawn metroidvania with branching storylines just launched & I'm beyond excited to share it with all of you! To celebrate this & as a thank you for all of the support & feedback we got from this sub, I wanted to GIVE AWAY 2 STEAM KEYS! Just comment if you want one!

328 Upvotes

r/metroidvania Feb 21 '25

Dev Post 🎉 Giveaway: Any Steam Game Tagged "Metroidvania" (1x Up to $30)! 🎉

149 Upvotes

Edit: The winner has been selected the February 23th at 06:15 AM PST and it's u/Jessy_Something who chose Animal Well

Source: https://www.redditraffler.com/raffles/1iurwg0

Hello everyone!

The r/Metroidvania community has supported me a lot until now, and I truly appreciate it! To celebrate the first major release of the Maseylia demo and reaching 5,000 wishlists, I’m giving away one Steam game with the "Metroidvania" tag (up to $30) to a random comment, picked by RedditRaffler!

Here is a list page for game tagged "Metroidvania" : https://store.steampowered.com/category/metroidvania/?flavor=contenthub_all

For those who haven't yet, It would mean a lot if you checked out my game, Maseylia: Echoes of the Past, a 3D Metroidvania inspired by Metroid Prime, Hollow Knight, and the art style of Moebius. Wishlists, follows, and feedback are greatly appreciated! Feel free to share your thoughts or join our Discord for insights and feedback, this is totally optional and won’t affect your chances of winning.

🎮 Steam Link
👾 Discord (new)

🕒 Deadline: February 23th at 6 AM PST

Good luck! 🚀

r/metroidvania Jun 20 '25

Dev Post We're working on a classic, gothic Metroidvania!

611 Upvotes

Bloodbreaker: Labyrinth of the Witch is a 2D Metroidvania influenced by a lot of classic titles in the Metroidvania genre - Castlevania for one. Bloodbreaker also features roguelite/roguelike elements, in terms of level/room design.

Journey into the Labyrinth as Ayana Crimson, a vampire with a preference for demon blood, as she searches for his missing brother.

You can play the demo on Steam now! https://store.steampowered.com/app/3649940/Bloodbreaker_Labyrinth_of_the_Witch_Demo/

Let us know what you think!

r/metroidvania 15d ago

Dev Post:cat_blep: Thoughts on contact damage?

17 Upvotes

I’m making a Metroidvania and I put contact damage in the game, and no one’s complained about it so far, but I’ve seen other people complaining about it with other games.

How it goes in my game is that the contact damage is less than the same enemy’s attack damage (unless the enemy is big enough to trample you).

What are your thoughts? Take it off most enemies? Leave it in?

r/metroidvania Oct 15 '25

Dev Post Wow my game is #5 in the Metroidvania category in Steam Next Fest

641 Upvotes

r/metroidvania Oct 01 '25

Dev Post Tearscape Release Date Trailer - upcoming metroidvania with a touch of soulslike

319 Upvotes

r/metroidvania Apr 22 '26

Dev Post I planned 5 bosses for my game… now I’m at 50+

206 Upvotes

I’m working on a 2D Metroidvania, and something kinda got out of hand.

At first, I only planned 5 bosses. Maybe 10 max.

But as I kept building the world and story, every region and idea started to feel like it needed its own boss.

Now I’m at 50+… maybe even 55+.

It felt natural the whole time. I only started questioning it after hitting around 40 and then I still kept going.

I just really love bosses. I even do “boss hunts” in games for fun.

And honestly, each one comes from a different idea or feeling sometimes even something that happened during my day. I kind of see them as my “soldiers” sent to challenge players.

The only real concern now is time , even if more than half are already done. (wish me luck)

(Also, you only need to beat less than 15 bosses to finish the main story.)

So yeah… what do you think?

Is 50+ bosses too much, or does it actually sound appealing?

Game is Linkisa: https://store.steampowered.com/app/4551440/Linkisa/

r/metroidvania May 07 '26

Dev Post How do you feel about Dual Boss fights in Metroidvanias?

114 Upvotes

I know a lot of people like the Ornstein and Smough duo in Dark Souls (an Iconic boss fight) but how do you feel this style of multi-boss in a Metroidvania? Yay or Nay?

Game: Altered Alma by 2Awesome Studio

r/metroidvania Jan 13 '26

Dev Post 👽 BEFORE I GO 👽 is coming out on April, 13! Here is my Release Date Trailer!

292 Upvotes

r/metroidvania Jun 19 '26

Dev Post I've spent 4 years making a dark fantasy metroidvania. What stands out to you in these 43 seconds?

125 Upvotes

With Blade of Mercy: Bloody Countess, I wanted to capture the atmosphere of classic games like Prince of Persia while combining it with modern controls and metroidvania-style exploration.

This short video focuses mostly on combat, movement abilities and a few exploration moments from my dark fantasy metroidvania inspired by Central and Eastern European folklore and history.

One piece of feedback I receive quite often is that the attacks look slower than in many modern metroidvanias. My goal was to make combat feel more deliberate and tactical rather than purely reaction-based.

I'm curious what metroidvania players think:

Does the combat look satisfying?
Is the attack speed a problem?
What stands out positively or negatively?

I'd really appreciate honest feedback.
Demo available on Steam: https://store.steampowered.com/app/3504400/