Compara los precios de Axiom Verge en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Thomas Happ Games LLC. Publicado por Thomas Happ Games LLC. Lanzado el 14/5/2015. Disponible en PC, Xbox. Géneros: Action, Adventure, Indie. Puntuación Metacritic: 80/100.

A one-man Metroidvania built with the obsessive care of someone who had a point to prove. Strange worlds, stranger weapons, and a soundtrack that burrows into your skull.

Axiom Verge is a Metroidvania made entirely by one person, Thomas Happ, over the course of roughly six years while he held a day job. That context matters, not as an excuse, but as a lens. Every pixel, every sound effect, every line of cryptic lore was touched by a single pair of hands. The result is something that feels genuinely authored in a way large studio productions rarely do. You play as Trace, a scientist who survives a catastrophic lab accident and wakes up in a decaying alien world called Sudra, surrounded by biomechanical structures, hostile drones, and enormous bosses that lumber toward you with unsettling weight. The core loop is classic Metroidvania: you explore a sprawling, interconnected map, find weapons and tools that unlock new paths, and backtrack to areas you wrote off an hour ago. What separates Axiom Verge from the crowd is how strange its toolkit gets. The Axiom Disruptor can glitch enemies into different behavior states. The Address Disruptor can corrupt the terrain itself, punching holes through certain walls. The Trenchcoat lets you phase through solid structures. None of this is window dressing - each tool reshapes how you read the environment, and the map is designed knowing you will eventually read it differently. The sense of discovery when a new item cracks open a previously closed quadrant of the world is exactly as good as you want it to be. The atmosphere is the other reason this game has staying power. Happ cited Metroid, Contra, and Blaster Master as touchstones, and those influences are legible, but Axiom Verge has its own oppressive, quietly cosmic mood. The world of Sudra feels genuinely alien rather than just aesthetically alien - there are beings here with history and tragedy, delivered through scattered notes and environmental storytelling rather than cutscenes. The soundtrack, composed by Happ himself, is one of the more memorable chip-influenced scores in the genre. Certain tracks hit that rare frequency where they feel ancient and electronic at the same time. I have thought about the Ziggurat boss theme at odd hours of the night. Criticism where it is due: the opening hours ask for patience. The early weapons feel limited, the map can disorient before it starts to cohere, and a handful of bosses are more endurance tests than satisfying puzzles. Some players find the lore impenetrable by design, which is a valid frustration if you want clean narrative resolution. The game holds things at arm's length and trusts you to piece them together. If you want explicit answers, Sudra will keep your questions. For players who grew up with Super Metroid, or who finished Hollow Knight and started asking what else was out there, Axiom Verge is essential homework. For narrative-curious players who appreciate craft and intentional pacing over production scale, there is something quietly remarkable about playing a game this cohesive made by a single person. It knows what it is, it knows when to end, and it earns its final stretch. The fact that it exists as it does - whole, polished, and personal - is the most interesting thing about it. Kai, Scout Team

Axiom Verge

Axiom Verge

14 may 2015Thomas Happ Games LLC
GamerScout opina

A one-man Metroidvania built with the obsessive care of someone who had a point to prove. Strange worlds, stranger weapons, and a soundtrack that burrows into your skull.

PCXbox
Steam Deck VerifiedProtonDB Gold
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Mínimo histórico: €3.05

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Acerca de Axiom Verge

Axiom Verge is a Metroidvania made entirely by one person, Thomas Happ, over the course of roughly six years while he held a day job. That context matters, not as an excuse, but as a lens. Every pixel, every sound effect, every line of cryptic lore was touched by a single pair of hands. The result is something that feels genuinely authored in a way large studio productions rarely do. You play as Trace, a scientist who survives a catastrophic lab accident and wakes up in a decaying alien world called Sudra, surrounded by biomechanical structures, hostile drones, and enormous bosses that lumber toward you with unsettling weight. The core loop is classic Metroidvania: you explore a sprawling, interconnected map, find weapons and tools that unlock new paths, and backtrack to areas you wrote off an hour ago. What separates Axiom Verge from the crowd is how strange its toolkit gets. The Axiom Disruptor can glitch enemies into different behavior states. The Address Disruptor can corrupt the terrain itself, punching holes through certain walls. The Trenchcoat lets you phase through solid structures. None of this is window dressing - each tool reshapes how you read the environment, and the map is designed knowing you will eventually read it differently. The sense of discovery when a new item cracks open a previously closed quadrant of the world is exactly as good as you want it to be. The atmosphere is the other reason this game has staying power. Happ cited Metroid, Contra, and Blaster Master as touchstones, and those influences are legible, but Axiom Verge has its own oppressive, quietly cosmic mood. The world of Sudra feels genuinely alien rather than just aesthetically alien - there are beings here with history and tragedy, delivered through scattered notes and environmental storytelling rather than cutscenes. The soundtrack, composed by Happ himself, is one of the more memorable chip-influenced scores in the genre. Certain tracks hit that rare frequency where they feel ancient and electronic at the same time. I have thought about the Ziggurat boss theme at odd hours of the night. Criticism where it is due: the opening hours ask for patience. The early weapons feel limited, the map can disorient before it starts to cohere, and a handful of bosses are more endurance tests than satisfying puzzles. Some players find the lore impenetrable by design, which is a valid frustration if you want clean narrative resolution. The game holds things at arm's length and trusts you to piece them together. If you want explicit answers, Sudra will keep your questions. For players who grew up with Super Metroid, or who finished Hollow Knight and started asking what else was out there, Axiom Verge is essential homework. For narrative-curious players who appreciate craft and intentional pacing over production scale, there is something quietly remarkable about playing a game this cohesive made by a single person. It knows what it is, it knows when to end, and it earns its final stretch. The fact that it exists as it does - whole, polished, and personal - is the most interesting thing about it.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

steamMetroidvaniaSolo DeveloperAtmosphericNon-linear ExplorationChip Music SoundtrackGlitch MechanicsSci-fi HorrorBacktracking

Requisitos del sistema

Mínimos

Processor
Intel Pentium E2180 2.0 GHz
Memory
500 MB RAM
Graphics
Intel HD Graphics 4400
Storage
300 MB available space

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Reseñas y valoraciones

Metacritic
80
Steam
90%(6,500)

Información del juego

Desarrolladora
Thomas Happ Games LLC
Distribuidora
Thomas Happ Games LLC
Fecha de lanzamiento
14 may 2015

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¿En qué plataformas está disponible Axiom Verge?

Axiom Verge está disponible en PC, Xbox.

¿Cuándo se lanzó Axiom Verge?

Axiom Verge se lanzó el 14 de mayo de 2015.

¿Quién desarrolló Axiom Verge?

Axiom Verge fue desarrollado por Thomas Happ Games LLC.

¿Merece la pena comprar Axiom Verge?

Axiom Verge tiene una puntuación Metacritic de 80/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.