Compare Feudal Alloy prices across 50+ stores and find the best deal. Developed by Attu Games. Published by Attu Games. Released on 1/17/2019. Available on PC, Mac, Linux. Genres: Action, Adventure, Indie, RPG. Metacritic score: 76/100.

A hand-drawn metroidvania where a goldfish pilots a medieval robot through interconnected caverns, and the whole thing is charming enough to make you forgive its rough edges, mostly.

My first impression of Feudal Alloy was pure, uncomplicated delight. A husband-and-wife team from the Czech Republic made a game where every character, hero and villain alike, is a clunking medieval robot operated by a fish in a bowl. That premise alone carries a quiet warmth that few indie projects manage, and the hand-drawn art style, sketchy linework and muted tones throughout, amplifies it into something genuinely lovely to look at. You are Attu, a farmer-bot turned reluctant adventurer, and the world you explore is rendered with the kind of careful, unhurried craft that makes you stop scrolling and start paying attention. As a metroidvania, Feudal Alloy hits the structural fundamentals cleanly. The interconnected world opens up as Attu gains new traversal abilities: a mid-air dash, a double jump, and a wall jump that occasionally requires a beat of patience to land reliably. Combat is built around sword swings, grenades, dodges, blocks, and electrical discharges to stun enemies, all gated behind a heat gauge that fills with every action and stuns Attu completely if you push too hard. That overheating mechanic is the game's sharpest original idea. It turns what could have been mindless button-mashing into something more considered, particularly against the tankier armored enemies that close ground quickly. Gear drops cover Attu's arms, head, and legs, with different loadouts reducing heat buildup, boosting damage output, or shifting defense, and swapping combinations to prep for specific encounters gives the build-crafting side a small but satisfying texture. Where the game struggles, it struggles consistently and in ways that are hard to overlook. The map system is the loudest complaint, and fairly earned: it tracks your current area but does not pin your precise location, which means backtracking to find a keycard symbol you spotted forty minutes ago becomes a genuine chore rather than the satisfying loop the genre promises. Environment variety is limited too, with most of the runtime spent in caves and underground corridors that blur together after a few hours. The talent tree is flat, mostly offering incremental damage increases with little of the build identity you would hope for. And with only two actual boss encounters in the whole game, the challenge rooms that substitute in their place start feeling like structural gaps rather than intentional design. The story is barely a thread. Outlaws stole the village oil, Attu grabbed a sword, and that is the shape of things until the credits. Given how singular the world concept is, how strange and tender and genuinely funny the fish-robot premise could be, the near-total absence of lore or character writing is the one disappointment that lingers. The world deserved a few more lines. The soundtrack, while fitting in tone, also draws criticism for becoming repetitive across the six-to-eight hour runtime, which is about as long as a thorough playthrough takes. Still, I find it hard to dismiss what Attu Games accomplished here with two people and a hand-drawn pipeline. The movement feels clean and purposeful, the overheating system is genuinely novel for the genre, and the art alone is worth the quiet hours you will spend in those caverns. It is a game that knows roughly what it is: a compact, artisanal metroidvania with one unforgettable coat. If you go in expecting Hollow Knight's depth, you will leave disappointed. If you go in expecting something peculiar and handcrafted that runs perfectly, controls responsively, and has a goldfish for a protagonist, you will leave with something small and sincere sitting in your memory. Kai, Scout Team

Feudal Alloy
ActionAdventureIndieRPG

Feudal Alloy

Jan 17, 2019Attu Games
GamerScout Says

A hand-drawn metroidvania where a goldfish pilots a medieval robot through interconnected caverns, and the whole thing is charming enough to make you forgive its rough edges, mostly.

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About Feudal Alloy

My first impression of Feudal Alloy was pure, uncomplicated delight. A husband-and-wife team from the Czech Republic made a game where every character, hero and villain alike, is a clunking medieval robot operated by a fish in a bowl. That premise alone carries a quiet warmth that few indie projects manage, and the hand-drawn art style, sketchy linework and muted tones throughout, amplifies it into something genuinely lovely to look at. You are Attu, a farmer-bot turned reluctant adventurer, and the world you explore is rendered with the kind of careful, unhurried craft that makes you stop scrolling and start paying attention. As a metroidvania, Feudal Alloy hits the structural fundamentals cleanly. The interconnected world opens up as Attu gains new traversal abilities: a mid-air dash, a double jump, and a wall jump that occasionally requires a beat of patience to land reliably. Combat is built around sword swings, grenades, dodges, blocks, and electrical discharges to stun enemies, all gated behind a heat gauge that fills with every action and stuns Attu completely if you push too hard. That overheating mechanic is the game's sharpest original idea. It turns what could have been mindless button-mashing into something more considered, particularly against the tankier armored enemies that close ground quickly. Gear drops cover Attu's arms, head, and legs, with different loadouts reducing heat buildup, boosting damage output, or shifting defense, and swapping combinations to prep for specific encounters gives the build-crafting side a small but satisfying texture. Where the game struggles, it struggles consistently and in ways that are hard to overlook. The map system is the loudest complaint, and fairly earned: it tracks your current area but does not pin your precise location, which means backtracking to find a keycard symbol you spotted forty minutes ago becomes a genuine chore rather than the satisfying loop the genre promises. Environment variety is limited too, with most of the runtime spent in caves and underground corridors that blur together after a few hours. The talent tree is flat, mostly offering incremental damage increases with little of the build identity you would hope for. And with only two actual boss encounters in the whole game, the challenge rooms that substitute in their place start feeling like structural gaps rather than intentional design. The story is barely a thread. Outlaws stole the village oil, Attu grabbed a sword, and that is the shape of things until the credits. Given how singular the world concept is, how strange and tender and genuinely funny the fish-robot premise could be, the near-total absence of lore or character writing is the one disappointment that lingers. The world deserved a few more lines. The soundtrack, while fitting in tone, also draws criticism for becoming repetitive across the six-to-eight hour runtime, which is about as long as a thorough playthrough takes. Still, I find it hard to dismiss what Attu Games accomplished here with two people and a hand-drawn pipeline. The movement feels clean and purposeful, the overheating system is genuinely novel for the genre, and the art alone is worth the quiet hours you will spend in those caverns. It is a game that knows roughly what it is: a compact, artisanal metroidvania with one unforgettable coat. If you go in expecting Hollow Knight's depth, you will leave disappointed. If you go in expecting something peculiar and handcrafted that runs perfectly, controls responsively, and has a goldfish for a protagonist, you will leave with something small and sincere sitting in your memory. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:aaaMetroidvaniaHeat MechanicHand-drawn ArtGear CustomizationCzech IndieShort CampaignMap Navigation IssuesBody-part Upgrades

System Requirements

Minimum

OS
Windows 7
Memory
4 GB RAM
DirectX
Version 10
Storage
500 MB available space
Graphics
GeForce 9800GTX+ (1GB)
Processor
Intel Core 2 Duo E5200
Additional Notes
16:9 recommended

Recommended

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 11
Storage
500 MB available space
Graphics
GeForce GTX 560
Processor
Intel Core i5
Additional Notes
16:9 recommended

Reviews & Ratings

Metacritic
76

Game Info

Developer
Attu Games
Publisher
Attu Games
Release Date
Jan 17, 2019

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