
Liveza: Death of the Earth
Roughly an hour of post-apocalyptic side-scrolling atmosphere held back by thin mechanics and unrebindable controls - compelling only if the price sits at rock bottom.
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About Liveza: Death of the Earth
My honest reaction after finishing Liveza: Death of the Earth was something close to wistfulness - wistfulness for what a slightly bolder solo developer could have made with this exact premise. You're a lone survivor picking through the shattered fragments of Earth, armed with a broken weapon that doubles as a flashlight, and for the first few minutes that setup genuinely lands. The dark, distorted visuals conjure a mood that bigger post-apocalyptic games rarely bother with: quiet, oppressive, almost geological in its stillness. The loop is classic side-scrolling platformer: move through small levels, hunt down keys to unlock the exit barrier, shoot circular enemy shapes that home in on you, collect power-ups that let you double-jump or slow time briefly. There are also items that reveal hidden objects otherwise invisible to the naked eye - a neat little design touch that hints at something stranger underneath. The trouble is that none of these systems are developed far enough to sustain interest. Power-ups like the double-jump are timed rather than permanent, so you lose them when the timer runs out. Worse, your weapon resets to broken-and-useless at the start of every stage, forcing you to hunt down a weapon pick-up before enemies even show up - a loop that feels circular rather than intentional. The health bar is generous enough that tension rarely builds, and the enemy AI runs on a single script: chase, get shot, repeat. The atmosphere is the genuine bright spot here. Visually spare in a way that reads as deliberate rather than unfinished, the levels use darkness and distortion to suggest a world that no longer quite makes physical sense. The audio follows the same economy: one ambient track for exploration, a harder-edged piece that kicks in when your weapon is active. It is minimal, yes, but the shift between the two has a quiet elegance that I appreciated. Scattered documents add fragments of lore, and toward the final stages a vague sense of mystery accumulates - though it never resolves into anything with real weight. The narrative stays a sketch. The practical problems are harder to defend. Keyboard controls cannot be rebound. No tutorial exists beyond a single control screen. A second mode described as Superhot-style adjusts projectile speed based on player movement, but in practice it does not change the feel of play enough to justify a replay of an already short experience. The whole game runs just over an hour from first boot to credits. Steam's mixed reception - around two-thirds positive across a very small review pool - and at least some community skepticism about the authenticity of those reviews means you are going in without a reliable safety net. I will defend slow, short, atmospheric games all day. But Liveza asks you to forgive too many friction points - locked controls, reset weapons, toothless enemies - in exchange for a mood that is real but thin. If you are the kind of player who finds value in a single hour of lo-fi post-apocalyptic wandering and you catch this at the lowest possible price, there is something here worth experiencing once. Everyone else should probably look elsewhere first. Kai, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Unsupported.
System Requirements
Minimum
- OS
- Windows 7+
- Memory
- 2 GB RAM
- Storage
- 150 MB available space
- Graphics
- Hardware Accelerated Graphics with dedicated memory
- Processor
- 2 Ghz Dual Core CPU
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Game Info
- Developer
- Nikita Nefedov
- Publisher
- Sometimes You
- Release Date
- May 3, 2016