
FOUNTAINS
One person, five years, a maze that folds back on itself and a stamina bar that will humble you. FOUNTAINS is the kind of handcrafted souls-like Metroidvania that punishes carelessness and rewards memory.
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About FOUNTAINS
I keep a short mental list of games that feel genuinely personal, the kind where you can sense a single person's stubbornness threaded through every pixel. FOUNTAINS belongs on that list. John Pywell spent the better part of five years building this top-down action-RPG in Saskatoon with a whiteboard, a roommate handling the writing, and a US-based composer named Travis Moberg scoring the whole thing. The result lands somewhere in the territory claimed by Dark Souls, Hollow Knight, and Hyper Light Drifter, which is exactly the inspiration Pywell cited. It earns the comparison more often than it borrows from it. The world is structured as one continuous, folding dungeon. There are no level-select menus, no discrete zones with loading screens separating them. You fight through a labyrinth that loops and doubles back, and the title objects, the Fountains themselves, serve as your only save and respawn anchors, spending coins to buy the water that heals you. They are not generously placed, but the spacing tends to be fair relative to boss rooms, a design choice that veterans of the genre will recognize as a real skill rather than an accident. Your loadout covers a sword slot, head, body, and leg armor, and two tool slots, so build decisions stay lean and meaningful. The stamina system governs rolling, running, and combat, meaning every engagement is a resource conversation, not a button-mashing race. Combat is the clear center of gravity here. Enemy patterns are deliberate and readable, but they demand respect. Bosses carry the tools or abilities that unlock new traversal options, so the progression loop ties exploration and fighting together tightly. There is also a community message system that lets players leave notes across the world, helpful warnings or deliberate misdirection, a small asynchronous social layer that echoes Souls games without overstating it. Multiple endings and choices that influence the story give completionists real reasons to keep notes between playthroughs. For a game released in December 2024 right into the noise of the Steam Winter Sale, FOUNTAINS landed quietly and has since built a Very Positive rating from several hundred players. That timing cost it coverage. Critics who did find it praised the pixel art and the soundtrack, and the atmospheric restraint of its environmental storytelling. My read matches: the music is the kind of ambient work that shifts in register during combat without ever calling attention to itself, exactly what this pace of game needs. The pixel art is dense and specific, lush forests pressing against decaying ruins, with enough visual language that you can read danger zones before you enter them. The honest caveat is that FOUNTAINS asks you to tolerate a steep initial learning curve and a world that does not hold your hand on orientation. The map fills in as you explore, and you can place your own markers, but early hours in the labyrinth can feel disorienting in a way that tips from atmospheric to frustrating depending on your patience. If you come from Metroidvanias expecting tight ability-gating to guide you forward, the nonlinear structure may take adjustment. Souls veterans will find the grammar familiar and settle in faster. What stays with me is the handcraft of the thing. This is a small game made with a very specific vision and almost no compromise visible in the seams. It knows what it is. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 +
- Memory
- 4 GB RAM
- Storage
- 1 GB available space
- Graphics
- OpenGL ES 2+
- Processor
- 1.2 ghz, dual-core
Reviews & Ratings
No ratings available
Game Info
- Developer
- John Pywell
- Publisher
- Crunching Koalas
- Release Date
- Dec 20, 2024