Compare Exophobia prices across 50+ stores and find the best deal. Developed by Zarc Attack. Published by PM Studios, inc.. Released on 7/22/2024. Available on PC. Genres: 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
ActionAdventureIndie

Exophobia

Jul 22, 2024Zarc AttackPM Studios, inc.
GamerScout Says

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
Best Price Available
0.00
at N/A
Historical low: $

Compare Prices(0 stores)

Loading prices...

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Screenshots & Media

Screenshot

About 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, Scout Team

Tags

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

System Requirements

Minimum

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+

Reviews & Ratings

No ratings available

Game Info

Developer
Zarc Attack
Publisher
PM Studios, inc.
Release Date
Jul 22, 2024

Price Alert

Get notified when the price drops below your target!

Create Alert