Compare Elliot Quest prices across 50+ stores and find the best deal. Developed by Ansimuz Games. Published by PlayEveryWare. Released on 11/10/2014. Available on PC. Genres: Action, Adventure, Indie, RPG. Metacritic score: 77/100.

A Zelda II love letter with a genuinely dark soul: Elliot can't die, but he's slowly becoming the monster he hunts. Worth every hour of friction for patient explorers.

I've spent time with a lot of retro-inspired platformers that borrow NES aesthetics for nostalgia points alone, and Elliot Quest is not quite that. The game wears its debt to Zelda II openly, but it wraps that skeleton in a story worth caring about: Elliot, cursed and unable to die, is slowly transforming into a demon called a Satar. That premise gives the side-scrolling dungeon crawl an emotional undercurrent you don't often find in 8-bit homages, and the narrative is delivered through inner monologues and quiet flashbacks that feel earned rather than tacked on. The structure will be immediately familiar if you've ever wrestled with Zelda II. A top-down overworld map of Urele island gives way to side-scrolling action stages, caves, towns, and five proper dungeons housing the island's Guardians. You start with only a bow and three hearts, and those gravity-affected arrows mean every shot requires a little thought about range and angle. That mechanical wrinkle alone separates Elliot Quest from its pixel-art peers. As you level up, you allocate points across Strength, Wisdom, Agility, Vitality, and Accuracy, which lets you shape Elliot toward your preferred rhythm. Chain attacks drop more items from enemies, new spells open up traversal and combat options, and sixteen bosses scattered across the world, not just in dungeons, keep things from feeling repetitive. Dying costs experience points, so cautious play is quietly rewarded without ever tipping into permadeath cruelty. The soundtrack deserves its own paragraph. It sits in that warm, crystalline space between early Pokemon chiptunes and classic Zelda music, and it shifts register correctly for every context, from tense boss chambers to the more contemplative village scenes. For me, the music is a big part of why the game's pacing feels intentional rather than slow. The pixel art is clean and functional, though it is simpler than the more painterly retro work you'll find in contemporaries like Shovel Knight. It does the job without distraction. Here is where honesty matters: Elliot Quest will lose players who need a waypoint. The game gives almost no directional guidance outside the dungeons, and several reviewers logged real frustration after clearing a temple and having no idea which area to investigate next. The NPC dialogue hovers between cryptic and helpful without fully committing to either. If you bounce off the lack of hand-holding in the early Metroid games, you will bounce off this too. There is also a karma system tied to your decisions that shapes which of the three endings you reach, but the game barely telegraphs how your choices accumulate, so your first playthrough may deliver an ending that surprises you in ways you didn't consciously earn. For the right player, though, none of that is a dealbreaker. It's actually the point. Elliot Quest trusts you to explore, to get lost productively, and to notice that the column of light above a dungeon entrance is the game's quiet pointer toward your next goal. Players who loved the Metroidvania tension of building a skill set to unlock previously inaccessible paths will find that loop genuinely satisfying here. The three endings, the optional secret bosses, and the hidden crystal hunts give completionists meaningful reasons to replay. Kai, Scout Team

Elliot Quest
ActionAdventureIndieRPG

Elliot Quest

Nov 10, 2014Ansimuz GamesPlayEveryWare
GamerScout Says

A Zelda II love letter with a genuinely dark soul: Elliot can't die, but he's slowly becoming the monster he hunts. Worth every hour of friction for patient explorers.

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About Elliot Quest

I've spent time with a lot of retro-inspired platformers that borrow NES aesthetics for nostalgia points alone, and Elliot Quest is not quite that. The game wears its debt to Zelda II openly, but it wraps that skeleton in a story worth caring about: Elliot, cursed and unable to die, is slowly transforming into a demon called a Satar. That premise gives the side-scrolling dungeon crawl an emotional undercurrent you don't often find in 8-bit homages, and the narrative is delivered through inner monologues and quiet flashbacks that feel earned rather than tacked on. The structure will be immediately familiar if you've ever wrestled with Zelda II. A top-down overworld map of Urele island gives way to side-scrolling action stages, caves, towns, and five proper dungeons housing the island's Guardians. You start with only a bow and three hearts, and those gravity-affected arrows mean every shot requires a little thought about range and angle. That mechanical wrinkle alone separates Elliot Quest from its pixel-art peers. As you level up, you allocate points across Strength, Wisdom, Agility, Vitality, and Accuracy, which lets you shape Elliot toward your preferred rhythm. Chain attacks drop more items from enemies, new spells open up traversal and combat options, and sixteen bosses scattered across the world, not just in dungeons, keep things from feeling repetitive. Dying costs experience points, so cautious play is quietly rewarded without ever tipping into permadeath cruelty. The soundtrack deserves its own paragraph. It sits in that warm, crystalline space between early Pokemon chiptunes and classic Zelda music, and it shifts register correctly for every context, from tense boss chambers to the more contemplative village scenes. For me, the music is a big part of why the game's pacing feels intentional rather than slow. The pixel art is clean and functional, though it is simpler than the more painterly retro work you'll find in contemporaries like Shovel Knight. It does the job without distraction. Here is where honesty matters: Elliot Quest will lose players who need a waypoint. The game gives almost no directional guidance outside the dungeons, and several reviewers logged real frustration after clearing a temple and having no idea which area to investigate next. The NPC dialogue hovers between cryptic and helpful without fully committing to either. If you bounce off the lack of hand-holding in the early Metroid games, you will bounce off this too. There is also a karma system tied to your decisions that shapes which of the three endings you reach, but the game barely telegraphs how your choices accumulate, so your first playthrough may deliver an ending that surprises you in ways you didn't consciously earn. For the right player, though, none of that is a dealbreaker. It's actually the point. Elliot Quest trusts you to explore, to get lost productively, and to notice that the column of light above a dungeon entrance is the game's quiet pointer toward your next goal. Players who loved the Metroidvania tension of building a skill set to unlock previously inaccessible paths will find that loop genuinely satisfying here. The three endings, the optional secret bosses, and the hidden crystal hunts give completionists meaningful reasons to replay. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:sub-5Zelda II-InspiredGravity-Based CombatKarma SystemMultiple EndingsNES-AestheticChiptune SoundtrackNo HandholdingSecret BossesOverworld Exploration

System Requirements

Minimum

OS
Windows XP
Memory
1 GB RAM
Storage
275 MB available space
Graphics
DirectX 9.0c compatible card, 128MB of VRAM
Processor
Intel® Pentium 4 / 2.0GHz

Community Discussion

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Reviews & Ratings

Metacritic
77

Game Info

Developer
Ansimuz Games
Publisher
PlayEveryWare
Release Date
Nov 10, 2014

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Frequently asked questions about Elliot Quest

Where can I buy Elliot Quest cheapest?

Compare Elliot Quest prices across every verified store in the price table on this page. We list the cheapest in-stock key and store offers, updated regularly, so you always see the best current deal before you buy.

What platforms is Elliot Quest available on?

Elliot Quest is available on PC.

When was Elliot Quest released?

Elliot Quest was released on 10 November 2014.

Who developed Elliot Quest?

Elliot Quest was developed by Ansimuz Games and published by PlayEveryWare.

Is Elliot Quest worth buying?

Elliot Quest holds a Metacritic score of 77/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.