
Rex Rocket
A brutally charming Metroidvania set aboard a doomed spaceship, where tight controls and handcrafted pixel art make the punishment feel personal rather than cheap.
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About Rex Rocket
I have a soft spot for small studios that put every pixel down by hand, and Castle Pixel's Rex Rocket is exactly that kind of game. It dropped back in August 2014 and somehow still feels underappreciated. The premise leans into classic B-movie sci-fi: you wake from cryo-sleep aboard the S.S. Montana to find that a shipment of bio-engineered slime creatures called Terra-Oozlings have escaped their tanks, infected half the crew, and driven the ship's AI, LAUREN, completely homicidal. Your job is to fight through more than 100 interconnected levels of that one starship to set things right. The setting is contained, which works in the game's favor. There is something quietly intimate about a metroidvania that never leaves its own corridors. The genre DNA is honest and upfront. Think Mega Man's run-and-gun discipline fused with Metroid's backtracking and room-by-room discovery. You start practically defenseless, but over time you unearth dash boots, a jetpack, a grenade launcher, a railgun, a Quadri-Blaster, a Radial Gun, an assault rifle, and more. None of these feel redundant. The weapon variety genuinely changes how you approach dense enemy clusters, and the game never forces a single correct loadout on you. Rex can also fire a charged shot downward to gain aerial height, which adds a satisfying kinetic layer to movement that gets more expressive the longer you play. Teleportation becomes available later and opens up revisiting areas you blew past on the first run. Let me be clear about the difficulty: this game is hard. Spike geometry kills instantly, boss patterns demand real memorization, and the corridors can hit you with multi-threat situations that will feel chaotic until they suddenly, satisfyingly click. A December 2014 patch removed the original harsh penalty for losing all your lives, so now running dry at a checkpoint simply resets you with a fresh stock rather than wiping section progress. That change matters a lot. The difficulty is real but fair, and the controls are responsive enough that deaths rarely feel dishonest. You will die often. You will also keep going. The handcrafted pixel art is where my heart sits. The S.S. Montana is packed with greens and purples and blues, crew members pinned to walls by green ooze visible in backgrounds, enemy death animations that scatter pixels across the screen like broken glass. Nothing here was procedurally generated or asset-flipped. You can feel the care in every room transition. The chiptune soundtrack by Saskrotch ties the whole atmosphere together, sitting somewhere between nostalgic and genuinely cinematic. It does for this game what a good score should: it makes the space feel bigger than the resolution suggests. There are genuine criticisms. The opening act is slow by design. You wander the pre-chaos Montana talking to scientists and running small errands before combat fully opens up. Some players will bounce off this. I think it is the right call as world-building, but if you want to be shooting within sixty seconds of booting the game, Rex Rocket asks you to wait. The map structure is also more linear than the genre label implies. Exploration exists and rewards diligent players with info nodes, books, records, and upgrade capsules, but do not expect the labyrinthine freedom of a late-series Castlevania. The ship is a corridor, beautifully dressed. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP (or later)
- Memory
- 2 GB RAM
- DirectX
- Version 9.0c
- Storage
- 500 MB available space
- Graphics
- 256 MB video card (XNA 4.0 compatible, Shader Model 2.0 or higher)
- Processor
- 2.0 Ghz Dual Core
- Sound Card
- DirectX-compatible sound card
- Additional Notes
- Xbox 360 controller supported
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Game Info
- Developer
- Castle Pixel, LLC.
- Publisher
- Castle Pixel, LLC.
- Release Date
- Aug 5, 2014

