Compare Obludia prices across 50+ stores and find the best deal. Developed by FobTi interactive. Published by FobTi interactive. Released on 7/18/2014. Available on PC. Genres: Action, Indie.

A pocket-sized arcade dungeon brawler that asks almost nothing of your time but rewards anyone who grew up praying at the altar of Robotron and Smash TV.

My honest reaction to Obludia was a quiet fondness, the kind you get from stumbling onto a one-person project that understood exactly what it wanted to be and didn't try to be anything more. This is a top-down arena shooter from FobTi interactive, a solo studio out of Slovakia, built around the same relentless loop that powered Robotron and Smash TV: spawn into a room, clear every enemy before they clear you, collect what drops, move on. It is small, handcrafted, and almost defiantly retro. The structure is fifty levels split across five worlds, with a boss fight closing out each world. Every three levels the game drops you into a shop where you can spend coins on upgrades, spells, and ammo. There are eight weapons across a range that runs from ranged firearms to melee options like the short sword, and the spells run on a classic mana system that gives fights a second resource layer to manage. On top of that, finishing a world earns you a talent point to allocate across four branches: power, mana, health, and speed. None of this is deep by modern RPG standards, but it gives the loop a gentle forward momentum that keeps sessions from feeling flat. The enemy variety holds up reasonably well too, ranging from skeletons and spiders to vicious snowmen and killer penguins, and each type brings its own movement or attack pattern to read. The cartoon art style is bright and charming against dungeon backdrops that lean darker, and that contrast works. The audio design is where the game carries something genuinely atmospheric, a soundtrack and sound mix that a lot of games twice the budget never bother to get right. The fixed-level design means rooms can be memorized over repeat runs, which the community has noted removes the replayability that a random dungeon system would otherwise provide. Death also sends you back to level one, which is old-school honest but unforgiving if you are not careful with your resource spending. The real friction points are few but worth knowing. The game is short, potentially completable in under an hour for a skilled player, and without a harder post-game mode the ceiling drops fast once the bosses are down. Steam reception sits mostly negative, which feels harsher than the game deserves but does flag that the value question is real: if you want twenty hours, look elsewhere. Character movement can feel sluggier than the chaos around you demands, and the inventory loop has been described as fiddly in a way that occasionally interrupts the flow. Controller support works but was specifically noted as Xbox 360, so non-standard gamepad users should verify compatibility. For someone drawn to the handmade quality of very early Steam indie releases, Obludia has a particular warmth. It is not trying to compete with the genre's modern giants. It is a small, earnest thing that wants you to survive five dungeon worlds and feel good doing it. That sincerity counts for something. Kai, Scout Team

Obludia
ActionIndie

Obludia

Jul 18, 2014FobTi interactive
GamerScout Says

A pocket-sized arcade dungeon brawler that asks almost nothing of your time but rewards anyone who grew up praying at the altar of Robotron and Smash TV.

PC
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About Obludia

My honest reaction to Obludia was a quiet fondness, the kind you get from stumbling onto a one-person project that understood exactly what it wanted to be and didn't try to be anything more. This is a top-down arena shooter from FobTi interactive, a solo studio out of Slovakia, built around the same relentless loop that powered Robotron and Smash TV: spawn into a room, clear every enemy before they clear you, collect what drops, move on. It is small, handcrafted, and almost defiantly retro. The structure is fifty levels split across five worlds, with a boss fight closing out each world. Every three levels the game drops you into a shop where you can spend coins on upgrades, spells, and ammo. There are eight weapons across a range that runs from ranged firearms to melee options like the short sword, and the spells run on a classic mana system that gives fights a second resource layer to manage. On top of that, finishing a world earns you a talent point to allocate across four branches: power, mana, health, and speed. None of this is deep by modern RPG standards, but it gives the loop a gentle forward momentum that keeps sessions from feeling flat. The enemy variety holds up reasonably well too, ranging from skeletons and spiders to vicious snowmen and killer penguins, and each type brings its own movement or attack pattern to read. The cartoon art style is bright and charming against dungeon backdrops that lean darker, and that contrast works. The audio design is where the game carries something genuinely atmospheric, a soundtrack and sound mix that a lot of games twice the budget never bother to get right. The fixed-level design means rooms can be memorized over repeat runs, which the community has noted removes the replayability that a random dungeon system would otherwise provide. Death also sends you back to level one, which is old-school honest but unforgiving if you are not careful with your resource spending. The real friction points are few but worth knowing. The game is short, potentially completable in under an hour for a skilled player, and without a harder post-game mode the ceiling drops fast once the bosses are down. Steam reception sits mostly negative, which feels harsher than the game deserves but does flag that the value question is real: if you want twenty hours, look elsewhere. Character movement can feel sluggier than the chaos around you demands, and the inventory loop has been described as fiddly in a way that occasionally interrupts the flow. Controller support works but was specifically noted as Xbox 360, so non-standard gamepad users should verify compatibility. For someone drawn to the handmade quality of very early Steam indie releases, Obludia has a particular warmth. It is not trying to compete with the genre's modern giants. It is a small, earnest thing that wants you to survive five dungeon worlds and feel good doing it. That sincerity counts for something. Kai, Scout Team

Tags

singleplayermultiplayercooplocal-coopachievementstrading-cardstier:sub-5Top-Down ArenaRetro ArcadePermadeathTalent TreeMana SystemCouch Co-opShort PlaytimeDungeon Crawler Lite

System Requirements

Minimum

OS
XP / Vista / Seven
Memory
1 GB RAM
DirectX
Version 8.1
Processor
1 GHz

Reviews & Ratings

No ratings available

Game Info

Developer
FobTi interactive
Publisher
FobTi interactive
Release Date
Jul 18, 2014

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