Compare NeverAwake prices across trusted key stores and find the best deal. Developed by Neotro Inc.. Published by Phoenixx Inc.. Released on 9/28/2022. Available on PC, Xbox. Genres: Action, Indie. Metacritic score: 84/100.

Shoot through a comatose girl's fears across 80 hand-crafted nightmare stages, where the real hook isn't survival, it's soul collection, looping levels, and a surprisingly dark emotional core.

I went into NeverAwake expecting a competent shmup curiosity and came out thinking about it for days afterward. Neotro Inc., a small Yokohama-based studio, built something here that sits at the intersection of bullet hell aggression and quiet, melancholic storytelling, and somehow it mostly works. The mechanics are the first thing that sets it apart from the genre crowd. You play as Rem, a girl armed with a dragon-shaped gun, moving with the left stick while aiming 360 degrees with the right. Standard twin-stick setup so far. But the level structure is where things get interesting: stages loop. Your objective isn't to reach an exit or rack a high score, it's to collect enough souls dropped by defeated enemies to hit 100% completion. Miss the mark in one pass and the loop repeats, but harder, with tougher enemies carrying over from the previous run. Passive play punishes itself naturally, and the design nudges you to push forward aggressively rather than dodge-and-hide. Most stages clock in at one to two minutes under clean conditions, which gives the whole game a sharp, arcade-like rhythm. On top of that, Rem's arsenal grows meaningfully: secondary weapons range from radial firework bursts to rapid-fire volleys to a shotgun-style attack, and an accessories system lets you slot in items like shield rings, soul-magnet earmuffs, and lipstick-shaped special weapon chargers. There is more loadout thinking here than most shooters in this price bracket bother with. The world design is where NeverAwake earns its most devoted defenders. Each of the six worlds is built from the mundane things Rem fears and hates, vegetables, monstrous dogs, school bullies, dentists, math class, and the hand-drawn art transforms them into genuinely unsettling creatures. Wasabi and eggplant bosses fill the screen. Viruses swarm a stage set inside a body. The visual tone is somewhere between Tim Burton and a Sega arcade cabinet circa 1995, and the original soundtrack reinforces that: a propulsive, slightly eerie score with a distinct flavor per world, punctuated by an official theme track from Seoul-born DJ YonYon. The soundscape alone is worth the price of admission for anyone who cares about intentional audio design. Where NeverAwake is less convincing is its narrative delivery. The story, a comatose girl, years of depression and bullying, diary fragments scattered between levels, is affecting in concept but scattered in execution. Entries drop out of order, often feel repetitive, and the game disperses them at menus, on death screens, and after completions with little sense of curation. Some critics found the emotional thread genuinely moving; others found it too disjointed to invest in. Your mileage will vary, but the setting and tone carry the weight even when the written storytelling doesn't. Two distinct endings and a Route B that imposes new stage constraints, finish a level on the first loop, avoid collecting certain souls to actually defeat bosses rather than drain them, add replay incentive for those who want to dig deeper. Runtime for a first playthrough lands somewhere between three and five hours depending on skill level, and the difficulty late in the campaign does spike in a way that feels slightly less earned than the earlier pacing suggests. Accessibility is handled thoughtfully. An auto-aim toggle lets newcomers focus on movement and dodging rather than stick accuracy. An Oversoul mode, a temporary berserker power-up available after death, softens walls without trivializing them. Global leaderboards reward low-loop efficiency for the score-chasers. It is a game that scales to its audience with genuine care. Kai, Scout Team

NeverAwake

NeverAwake

Sep 28, 2022Neotro Inc.Phoenixx Inc.
GamerScout Says

Shoot through a comatose girl's fears across 80 hand-crafted nightmare stages, where the real hook isn't survival, it's soul collection, looping levels, and a surprisingly dark emotional core.

PCXbox
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Best Price Available
€0.00
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Historical low: €9.35

GamerScout Verdict

Recommended for twin-stick fans who want a short, artful shooter with genuine mood, skip if narrative delivery matters as much as mechanics to you.

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Price History

Historical low
€9.355 Jun 2026
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Screenshots & Media

About NeverAwake

I went into NeverAwake expecting a competent shmup curiosity and came out thinking about it for days afterward. Neotro Inc., a small Yokohama-based studio, built something here that sits at the intersection of bullet hell aggression and quiet, melancholic storytelling, and somehow it mostly works. The mechanics are the first thing that sets it apart from the genre crowd. You play as Rem, a girl armed with a dragon-shaped gun, moving with the left stick while aiming 360 degrees with the right. Standard twin-stick setup so far. But the level structure is where things get interesting: stages loop. Your objective isn't to reach an exit or rack a high score, it's to collect enough souls dropped by defeated enemies to hit 100% completion. Miss the mark in one pass and the loop repeats, but harder, with tougher enemies carrying over from the previous run. Passive play punishes itself naturally, and the design nudges you to push forward aggressively rather than dodge-and-hide. Most stages clock in at one to two minutes under clean conditions, which gives the whole game a sharp, arcade-like rhythm. On top of that, Rem's arsenal grows meaningfully: secondary weapons range from radial firework bursts to rapid-fire volleys to a shotgun-style attack, and an accessories system lets you slot in items like shield rings, soul-magnet earmuffs, and lipstick-shaped special weapon chargers. There is more loadout thinking here than most shooters in this price bracket bother with. The world design is where NeverAwake earns its most devoted defenders. Each of the six worlds is built from the mundane things Rem fears and hates, vegetables, monstrous dogs, school bullies, dentists, math class, and the hand-drawn art transforms them into genuinely unsettling creatures. Wasabi and eggplant bosses fill the screen. Viruses swarm a stage set inside a body. The visual tone is somewhere between Tim Burton and a Sega arcade cabinet circa 1995, and the original soundtrack reinforces that: a propulsive, slightly eerie score with a distinct flavor per world, punctuated by an official theme track from Seoul-born DJ YonYon. The soundscape alone is worth the price of admission for anyone who cares about intentional audio design. Where NeverAwake is less convincing is its narrative delivery. The story, a comatose girl, years of depression and bullying, diary fragments scattered between levels, is affecting in concept but scattered in execution. Entries drop out of order, often feel repetitive, and the game disperses them at menus, on death screens, and after completions with little sense of curation. Some critics found the emotional thread genuinely moving; others found it too disjointed to invest in. Your mileage will vary, but the setting and tone carry the weight even when the written storytelling doesn't. Two distinct endings and a Route B that imposes new stage constraints, finish a level on the first loop, avoid collecting certain souls to actually defeat bosses rather than drain them, add replay incentive for those who want to dig deeper. Runtime for a first playthrough lands somewhere between three and five hours depending on skill level, and the difficulty late in the campaign does spike in a way that feels slightly less earned than the earlier pacing suggests. Accessibility is handled thoughtfully. An auto-aim toggle lets newcomers focus on movement and dodging rather than stick accuracy. An Oversoul mode, a temporary berserker power-up available after death, softens walls without trivializing them. Global leaderboards reward low-loop efficiency for the score-chasers. It is a game that scales to its audience with genuine care.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayerachievementscontroller-supportcloud-savestier:aaaBullet HellSoul CollectionLevel LoopingNightmare AestheticHand-Drawn ArtAccessibility OptionsMultiple EndingsArcade RhythmBoss Rush

System Requirements

Minimum

OS
WIndows 10
Memory
8 GB RAM
Storage
2 GB available space
Graphics
NVIDIA MX250
Processor
Intel Core i7-8565U

Recommended

OS
Windows 10
Memory
16 GB RAM
Storage
2 GB available space
Graphics
NVIDIA RTX 2060
Processor
Intel Core i7

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Reviews & Ratings

Metacritic
84

Game Info

Developer
Neotro Inc.
Publisher
Phoenixx Inc.
Release Date
Sep 28, 2022

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Frequently asked questions about NeverAwake

How much does NeverAwake cost?

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What platforms is NeverAwake available on?

NeverAwake is available on PC, Xbox.

When was NeverAwake released?

NeverAwake was released on 28 September 2022.

Who developed NeverAwake?

NeverAwake was developed by Neotro Inc. and published by Phoenixx Inc..

Is NeverAwake worth buying?

NeverAwake holds a Metacritic score of 84/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.