Compare Subaeria prices across 50+ stores and find the best deal. Developed by iLLOGIKA. Published by iLLOGIKA. Released on 5/9/2018. Available on PC. Genres: Action, Adventure, Indie.

No weapons, no problem: Subaeria hands you a hacking drone and a dystopian underwater city full of robots who hate each other, then dares you to be clever enough to walk out alive.

My first hour with Subaeria was equal parts delight and bewilderment, and I think that split reaction is the most honest thing I can tell you about it. Montreal indie studio iLLOGIKA built something with a genuinely rare premise here: a top-down roguelite action-puzzler where your protagonist, Styx, carries no weapons at all. The entire combat vocabulary comes from your hacking drone and a roster of installable apps that let you redirect, freeze, paint, distract, or outright bait the Cleaner robots that fill each procedurally shuffled room. Yellow cleaners are hostile to blue ones and vice versa, explosive crates detonate clusters of both, and your drone can be loaded with apps to create typhoons, deploy holograms, or briefly take over an enemy's movement entirely. The concept feels almost Orwellian in the best way: the president's own enforcers, turned against themselves through clever manipulation. The world backing all of this up is more textured than you might expect from a small studio debut. Styx's story of family loss and revenge against the totalitarian Don Dorf sits inside a dystopian underwater city split sharply between haves and have-nots, with a visual language that draws faint Bioshock comparisons through its use of neon signage, oppressive industrial geometry, and light-and-shadow contrast between the slums and the Presidential Palace. The atmosphere has a specific, considered mood to it. There are four playable characters, each carrying their own narrative thread and branching endings, which gives the world genuine breadth for a game at this price tier. Bosses each function as purpose-built puzzle rooms with fixed solutions, which means learning them is satisfying the first time but gets repetitive once you have the pattern memorised. Here is where the good faith runs thin, though. The roguelite loop that wraps the puzzle design is the game's most contested element, and the criticism is fair. Progress that carries over between deaths is minimal, and the procedurally assembled rooms, while shuffled, draw from a small enough asset pool that repetition sets in faster than the loop earns it. Some reviewers found the pacing genuinely punishing in a way that felt closer to bureaucratic obstruction than deliberate challenge design. Controls in the jump and dodge department have been flagged as less responsive than the precision-timing rooms sometimes demand, and AI bugs, including enemies stuck on corners and abilities misfiring, were documented at launch. Whether patches have smoothed all of those edges is hard to confirm years out from release, so patience with rough spots is a fair expectation going in. What Subaeria does right, it does with quiet confidence. The core idea of using a drone loaded with context-specific apps to orchestrate robot-on-robot destruction is genuinely engaging when the room design gives you room to breathe and scheme. Luring a turret-type into firing on a cluster of buzzsaw bots, or tagging an enemy with an attractor app so a more dangerous cleaner deals with it for you, produces the kind of small tactical satisfaction that puzzle-action games rarely land cleanly. Fans of Gunpoint, early Hotline Miami, or any game that rewards reading a room before acting will recognise and enjoy that feeling. If the roguelite loop had been tuned more generously, this would be a sharper recommendation. As it stands, Subaeria is a genuinely original idea wearing slightly ill-fitting structural clothes. Go in for the puzzles, accept that the run-reset rhythm may wear you down before the story pays out, and you'll find something worth your time beneath the surface. Kai, Scout Team

Subaeria
ActionAdventureIndie

Subaeria

May 9, 2018iLLOGIKA
GamerScout Says

No weapons, no problem: Subaeria hands you a hacking drone and a dystopian underwater city full of robots who hate each other, then dares you to be clever enough to walk out alive.

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About Subaeria

My first hour with Subaeria was equal parts delight and bewilderment, and I think that split reaction is the most honest thing I can tell you about it. Montreal indie studio iLLOGIKA built something with a genuinely rare premise here: a top-down roguelite action-puzzler where your protagonist, Styx, carries no weapons at all. The entire combat vocabulary comes from your hacking drone and a roster of installable apps that let you redirect, freeze, paint, distract, or outright bait the Cleaner robots that fill each procedurally shuffled room. Yellow cleaners are hostile to blue ones and vice versa, explosive crates detonate clusters of both, and your drone can be loaded with apps to create typhoons, deploy holograms, or briefly take over an enemy's movement entirely. The concept feels almost Orwellian in the best way: the president's own enforcers, turned against themselves through clever manipulation. The world backing all of this up is more textured than you might expect from a small studio debut. Styx's story of family loss and revenge against the totalitarian Don Dorf sits inside a dystopian underwater city split sharply between haves and have-nots, with a visual language that draws faint Bioshock comparisons through its use of neon signage, oppressive industrial geometry, and light-and-shadow contrast between the slums and the Presidential Palace. The atmosphere has a specific, considered mood to it. There are four playable characters, each carrying their own narrative thread and branching endings, which gives the world genuine breadth for a game at this price tier. Bosses each function as purpose-built puzzle rooms with fixed solutions, which means learning them is satisfying the first time but gets repetitive once you have the pattern memorised. Here is where the good faith runs thin, though. The roguelite loop that wraps the puzzle design is the game's most contested element, and the criticism is fair. Progress that carries over between deaths is minimal, and the procedurally assembled rooms, while shuffled, draw from a small enough asset pool that repetition sets in faster than the loop earns it. Some reviewers found the pacing genuinely punishing in a way that felt closer to bureaucratic obstruction than deliberate challenge design. Controls in the jump and dodge department have been flagged as less responsive than the precision-timing rooms sometimes demand, and AI bugs, including enemies stuck on corners and abilities misfiring, were documented at launch. Whether patches have smoothed all of those edges is hard to confirm years out from release, so patience with rough spots is a fair expectation going in. What Subaeria does right, it does with quiet confidence. The core idea of using a drone loaded with context-specific apps to orchestrate robot-on-robot destruction is genuinely engaging when the room design gives you room to breathe and scheme. Luring a turret-type into firing on a cluster of buzzsaw bots, or tagging an enemy with an attractor app so a more dangerous cleaner deals with it for you, produces the kind of small tactical satisfaction that puzzle-action games rarely land cleanly. Fans of Gunpoint, early Hotline Miami, or any game that rewards reading a room before acting will recognise and enjoy that feeling. If the roguelite loop had been tuned more generously, this would be a sharper recommendation. As it stands, Subaeria is a genuinely original idea wearing slightly ill-fitting structural clothes. Go in for the puzzles, accept that the run-reset rhythm may wear you down before the story pays out, and you'll find something worth your time beneath the surface. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:sub-5Drone MechanicsEnemy ManipulationPermadeathDystopian Sci-FiTop-Down PuzzlerMultiple EndingsProcedural RoomsNo-Combat DesignHacking

System Requirements

Minimum

OS
Windows Vista 64-bit or higher
Memory
4 GB RAM
DirectX
Version 11
Storage
4 GB available space
Graphics
GTX 470 / Radeon HD 6870
Processor
Intel Core i5-650, 3.20 GHz / AMD Phenom II X4 945, 3.00 GHz
Additional Notes
Xbox controller recommended

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Game Info

Developer
iLLOGIKA
Publisher
iLLOGIKA
Release Date
May 9, 2018

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What platforms is Subaeria available on?

Subaeria is available on PC.

When was Subaeria released?

Subaeria was released on 9 May 2018.

Who developed Subaeria?

Subaeria was developed by iLLOGIKA.