Compara los precios de Exophobia en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Zarc Attack. Publicado por PM Studios, inc.. Lanzado el 22/7/2024. Disponible en PC. Géneros: Action, Adventure, Indie.

A one-person FPS-Metroidvania hybrid that asks whether 90s boomer-shooter bones can carry a full exploration game. Spoiler: mostly yes, with some genuinely rough edges.

I keep a soft spot for the kind of game that one person builds over years because the idea wouldn't leave them alone. Exophobia is exactly that: a solo project from Portuguese developer José Castanheira, who started this thing in a game jam back in 2015 and finally shipped it in July 2024. That origin story is worth knowing before you boot it up, because the craft on display is inseparable from the constraints, and the constraints are real. The concept is a genuine oddity. Picture the flat, no-vertical-aim movement of Wolfenstein 3D locked inside a Metroidvania structure spread across four floors of a crashed alien-infested spaceship. You carry one weapon the entire run, but that weapon evolves into something different depending on which upgrades you find: a charge shot first, then a shockwave, then the ability to detonate charged shots mid-air. Those upgrades double as keys, opening paths the game quietly locked off earlier. The progression loop clicks when it works, and it does work in the mid-game, where new abilities reframe areas you thought you understood. There are 20 enemy types and five boss fights, each with attack patterns that demand you learn before you can survive them. The knee-slide is the linchpin of combat, letting you stun shielded aliens or sneak past environmental hazards, and once it becomes instinct the game starts to feel like something special. The soundtrack deserves its own paragraph, because it is quietly the game's strongest argument for itself. Composer Pedro J. Costa wrote dense, danceable electronic music that sits somewhere between a mid-90s rave and the corridors of a dying ship. It does the thing good game music should: it makes you feel more capable than you are. Combined with a strict red-and-blue pixel palette of exactly eight colors, the aesthetic is deliberate and confident in a way that most solo projects are not. The look will either click for you immediately or it won't, and the early floors lean heavy on near-identical hallways that make orientation genuinely frustrating. That map system is the honest pain point. You can pull up a map, but consulting it drains a battery that recharges only at save rooms. The design intends tension, and some players will read it that way. Others will just find it punishing in the wrong direction, especially combined with level layouts that critics and players both flagged as hard to parse. Enemy corpses become wayfinding landmarks once respawns stop, which is a clever accidental workaround, but the underlying maze design needed more visual differentiation between rooms. There are five difficulty settings and the battery restriction can be turned off in the options, which softens the experience considerably if default feels hostile. Runtime lands around seven to ten hours for most players, and the game is honest about its scope: it knows when to end, which is worth more than people admit. Steam players rate it Very Positive, sitting at 89% approval across roughly ninety-five reviews, which puts it comfortably in "the audience found what the critics missed" territory. The people who connect with it tend to love it. The people who bounce off the map design and sparse backtracking corridors tend to bounce hard. If you want a focused, handmade FPS experiment with a phenomenal soundtrack and a combat system that rewards timing over twitch reflexes, this is absolutely worth your time. If you need your Metroidvania to communicate clearly and reward secrets meaningfully, manage expectations. Kai, Scout Team

Exophobia

Exophobia

22 jul 2024Zarc AttackPM Studios, inc.
GamerScout opina

A one-person FPS-Metroidvania hybrid that asks whether 90s boomer-shooter bones can carry a full exploration game. Spoiler: mostly yes, with some genuinely rough edges.

PC
Steam Deck VerifiedProtonDB Platinum
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €9.87

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Acerca de Exophobia

I keep a soft spot for the kind of game that one person builds over years because the idea wouldn't leave them alone. Exophobia is exactly that: a solo project from Portuguese developer José Castanheira, who started this thing in a game jam back in 2015 and finally shipped it in July 2024. That origin story is worth knowing before you boot it up, because the craft on display is inseparable from the constraints, and the constraints are real. The concept is a genuine oddity. Picture the flat, no-vertical-aim movement of Wolfenstein 3D locked inside a Metroidvania structure spread across four floors of a crashed alien-infested spaceship. You carry one weapon the entire run, but that weapon evolves into something different depending on which upgrades you find: a charge shot first, then a shockwave, then the ability to detonate charged shots mid-air. Those upgrades double as keys, opening paths the game quietly locked off earlier. The progression loop clicks when it works, and it does work in the mid-game, where new abilities reframe areas you thought you understood. There are 20 enemy types and five boss fights, each with attack patterns that demand you learn before you can survive them. The knee-slide is the linchpin of combat, letting you stun shielded aliens or sneak past environmental hazards, and once it becomes instinct the game starts to feel like something special. The soundtrack deserves its own paragraph, because it is quietly the game's strongest argument for itself. Composer Pedro J. Costa wrote dense, danceable electronic music that sits somewhere between a mid-90s rave and the corridors of a dying ship. It does the thing good game music should: it makes you feel more capable than you are. Combined with a strict red-and-blue pixel palette of exactly eight colors, the aesthetic is deliberate and confident in a way that most solo projects are not. The look will either click for you immediately or it won't, and the early floors lean heavy on near-identical hallways that make orientation genuinely frustrating. That map system is the honest pain point. You can pull up a map, but consulting it drains a battery that recharges only at save rooms. The design intends tension, and some players will read it that way. Others will just find it punishing in the wrong direction, especially combined with level layouts that critics and players both flagged as hard to parse. Enemy corpses become wayfinding landmarks once respawns stop, which is a clever accidental workaround, but the underlying maze design needed more visual differentiation between rooms. There are five difficulty settings and the battery restriction can be turned off in the options, which softens the experience considerably if default feels hostile. Runtime lands around seven to ten hours for most players, and the game is honest about its scope: it knows when to end, which is worth more than people admit. Steam players rate it Very Positive, sitting at 89% approval across roughly ninety-five reviews, which puts it comfortably in "the audience found what the critics missed" territory. The people who connect with it tend to love it. The people who bounce off the map design and sparse backtracking corridors tend to bounce hard. If you want a focused, handmade FPS experiment with a phenomenal soundtrack and a combat system that rewards timing over twitch reflexes, this is absolutely worth your time. If you need your Metroidvania to communicate clearly and reward secrets meaningfully, manage expectations.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:indieFPS-MetroidvaniaSingle-Weapon ProgressionRetro Sci-FiBoss Pattern LearningBattery-Limited MapSolo DevSlide MechanicElectronic Soundtrack

Requisitos del sistema

Mínimos

OS
Windows XP, Vista, 7, 8, or 10
Memory
2 GB RAM
DirectX
Version 9.0
Storage
200 MB available space
Graphics
128MB
Processor
2GHz+

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Información del juego

Desarrolladora
Zarc Attack
Distribuidora
PM Studios, inc.
Fecha de lanzamiento
22 jul 2024

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¿En qué plataformas está disponible Exophobia?

Exophobia está disponible en PC.

¿Cuándo se lanzó Exophobia?

Exophobia se lanzó el 22 de julio de 2024.

¿Quién desarrolló Exophobia?

Exophobia fue desarrollado por Zarc Attack y publicado por PM Studios, inc..