Compare Below Kryll prices across 50+ stores and find the best deal. Developed by Team Kryll. Published by Team Kryll. Released on 9/7/2015. Available on PC. Genres: Action, Adventure, Indie, RPG.

A ninja platformer built on a library of player-made adventures that nobody writes about, and that's a genuine shame. Go in expecting MegaMan movement with RPG progression and an ever-shifting world below your feet.

I have a soft spot for the kind of game that quietly builds its own mythology while the rest of the internet looks away, and Below Kryll is exactly that. You play as Mitsu, a ninja who graduates from a five-phase tutorial and immediately drops into Takara Forest, the first of several layered world-zones. The platforming has tight roots, drawing obvious inspiration from classics like Commander Keen and MegaMan. Your character gains experience and unlocks new skills as you push deeper, and at floor ten the whole visual language shifts to the Sapphire Caverns with a new set of mechanics to absorb. The structure feels like a proper action-RPG, except the dungeons were built by strangers. That community-creation angle is the heart of the thing. Anyone can embed an adventure directly into the shared world, and the pieces connect without seams. The adventure creator lets you build story missions, stealth runs, pure puzzle rooms, pixel-art galleries, or even musical showcases, and those submissions are ranked and tagged so players can actually filter for what they want. When it works, it produces a genuinely strange variety. One session you are slaying monsters for a desperate village. The next you are parkour-climbing a crumbling skyscraper. The session after that involves a cult assassination plot. No two hours feel the same, which is a rare thing to be able to say about a 2D platformer from a small team. There are caveats worth knowing. The multiplayer is ambient rather than active. Other players appear as ghosts moving through the same space. It is atmospheric in a quiet way, but do not come expecting real co-op sessions. The community was never enormous, and the current player count reflects that. Community discussions mention SSL certificate warnings on the companion website and login difficulties for some users, both of which are signals that active development has cooled. The world still exists, the adventures are still there, but you are now wandering something that feels closer to a preserved archive than a living ecosystem. For a certain type of explorer, that melancholy quality is actually part of the appeal. What holds up cleanly is the core craft. The pixel art has its own handmade character, and the soundtrack earned its "Great Soundtrack" tag honestly. Individual adventures vary in quality the way any open community platform does, but the ranking system filters out the weakest submissions reasonably well. The quest system, added post-launch, chains adventures with XP combos and gives the otherwise directionless world a spine. If you are someone who appreciates the texture of a game that was genuinely loved into existence by a small team and a small community, that warmth is still readable in the design. Below Kryll suits explorers who are comfortable with solitude, who do not mind that the lights are dimmer than they used to be, and who find something romantic in a handcrafted world that outlasted the crowd that built it. Manage expectations around server activity, and what remains is a modest, sincere, surprisingly deep platformer-RPG hybrid that deserved a wider audience than it ever got. Kai, Scout Team

Below Kryll
ActionAdventureIndieRPG

Below Kryll

Sep 7, 2015Team Kryll
GamerScout Says

A ninja platformer built on a library of player-made adventures that nobody writes about, and that's a genuine shame. Go in expecting MegaMan movement with RPG progression and an ever-shifting world below your feet.

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About Below Kryll

I have a soft spot for the kind of game that quietly builds its own mythology while the rest of the internet looks away, and Below Kryll is exactly that. You play as Mitsu, a ninja who graduates from a five-phase tutorial and immediately drops into Takara Forest, the first of several layered world-zones. The platforming has tight roots, drawing obvious inspiration from classics like Commander Keen and MegaMan. Your character gains experience and unlocks new skills as you push deeper, and at floor ten the whole visual language shifts to the Sapphire Caverns with a new set of mechanics to absorb. The structure feels like a proper action-RPG, except the dungeons were built by strangers. That community-creation angle is the heart of the thing. Anyone can embed an adventure directly into the shared world, and the pieces connect without seams. The adventure creator lets you build story missions, stealth runs, pure puzzle rooms, pixel-art galleries, or even musical showcases, and those submissions are ranked and tagged so players can actually filter for what they want. When it works, it produces a genuinely strange variety. One session you are slaying monsters for a desperate village. The next you are parkour-climbing a crumbling skyscraper. The session after that involves a cult assassination plot. No two hours feel the same, which is a rare thing to be able to say about a 2D platformer from a small team. There are caveats worth knowing. The multiplayer is ambient rather than active. Other players appear as ghosts moving through the same space. It is atmospheric in a quiet way, but do not come expecting real co-op sessions. The community was never enormous, and the current player count reflects that. Community discussions mention SSL certificate warnings on the companion website and login difficulties for some users, both of which are signals that active development has cooled. The world still exists, the adventures are still there, but you are now wandering something that feels closer to a preserved archive than a living ecosystem. For a certain type of explorer, that melancholy quality is actually part of the appeal. What holds up cleanly is the core craft. The pixel art has its own handmade character, and the soundtrack earned its "Great Soundtrack" tag honestly. Individual adventures vary in quality the way any open community platform does, but the ranking system filters out the weakest submissions reasonably well. The quest system, added post-launch, chains adventures with XP combos and gives the otherwise directionless world a spine. If you are someone who appreciates the texture of a game that was genuinely loved into existence by a small team and a small community, that warmth is still readable in the design. Below Kryll suits explorers who are comfortable with solitude, who do not mind that the lights are dimmer than they used to be, and who find something romantic in a handcrafted world that outlasted the crowd that built it. Manage expectations around server activity, and what remains is a modest, sincere, surprisingly deep platformer-RPG hybrid that deserved a wider audience than it ever got. Kai, Scout Team

Tags

singleplayermultiplayercross-platformtier:aaaCommunity-Created LevelsNinja PlatformerAction-RPG ProgressionAdventure CreatorGhost MultiplayerHandcrafted WorldQuest Chaining

System Requirements

Minimum

OS
Windows XP
Memory
1 GB RAM
Network
Broadband Internet connection
Storage
100 MB available space

Recommended

OS
Windows 7
Memory
1 GB RAM
Network
Broadband Internet connection
Storage
100 MB available space

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Game Info

Developer
Team Kryll
Publisher
Team Kryll
Release Date
Sep 7, 2015

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