Compare Tcheco in the Castle of Lucio prices across 50+ stores and find the best deal. Developed by Marcelo Barbosa. Published by Marcelo Barbosa. Released on 6/22/2015. Available on PC, Xbox. Genres: Action, Indie.

A sub-two-hour NES fever dream built by one Brazilian developer in 2015 that still sits at 91% positive on Steam. Chaos by design, and better for it.

My first few minutes with Tcheco in the Castle of Lucio felt like someone had handed me a cartridge that had been warped by a microwave and then dipped in Brazilian pop-culture references I only half understood. That disorientation is the entire point. Solo developer Marcelo Barbosa built this as a love letter to the Famicom era, and the commitment is total: limited color palette, chiptune score, single-screen rooms, one jump button. No tutorial, no story preamble. You land, a panel of judges scores your landing, and then the castle starts trying to kill you. The structure is 65 single-screen rooms, each one a compact platforming puzzle. To clear a room you grab the key, reach the door, move on. That description sounds plain, but the rooms themselves are genuinely weird in the best way: one asks you to skateboard over a gap, another has you lowering water levels to deal with mermaids, a third is a Castlevania-referencing arena, and somewhere in there is a soccer pitch that yells at you in Portuguese when you score. The game accelerates its own internal pacing as you progress, so later rooms arrive with more hazards and less margin for error. Controls are tight and responsive throughout, which matters because the difficulty spikes hard around the midpoint and never really apologizes for it. There are two modes. Classic gives you a finite stock of lives and sends you back to room one on game over, which is the authentic NES experience including the authentic NES frustration. Try Harder, despite its name, actually lets you restart the current room without losing progress, making it the more accessible option for anyone who wants to see all 65 rooms without memorizing every pixel. The hit detection is a touch loose in spots, and a handful of rooms will damage you before you have time to react on a first visit. These are genuine complaints, not petty ones, and they echo what NES games actually felt like when the developers had more ambition than testing time. The boss encounters, three of them in total scaling from fetal to full demon, follow a simple pattern of side-to-side movement and rocket-dodging; they are the weakest part of the design, feeling samey compared to the inventive regular rooms. The soundtrack sits somewhere between charming and relentless. Mega Man-inspired chiptunes loop across the whole run, and the selection is thin enough that you will have the main theme memorized well before the halfway point. A solo project budget does not always stretch to a full OST, and this is where that shows. The pixel art itself, though, holds up with intention: colors are deliberately constrained to mimic the NES hardware, and the sprite work for the various creature types has a goofy handcrafted warmth that bigger studios often fail to replicate. At around two hours to complete a full run, the game knows its length and does not pad it. That is a quality I defend every time. This is a game for people who grew up dying on Battletoads and consider that a fond memory. If you want a narrative, character growth, or a save point, look elsewhere. If you want 65 rooms of increasingly absurd platforming built with obvious affection by a single person who clearly loved the machines of the late 1980s, Tcheco delivers that with an honesty that most nostalgia-bait titles cannot match. Kai, Scout Team

Tcheco in the Castle of Lucio
ActionIndie

Tcheco in the Castle of Lucio

Jun 22, 2015Marcelo Barbosa
GamerScout Says

A sub-two-hour NES fever dream built by one Brazilian developer in 2015 that still sits at 91% positive on Steam. Chaos by design, and better for it.

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About Tcheco in the Castle of Lucio

My first few minutes with Tcheco in the Castle of Lucio felt like someone had handed me a cartridge that had been warped by a microwave and then dipped in Brazilian pop-culture references I only half understood. That disorientation is the entire point. Solo developer Marcelo Barbosa built this as a love letter to the Famicom era, and the commitment is total: limited color palette, chiptune score, single-screen rooms, one jump button. No tutorial, no story preamble. You land, a panel of judges scores your landing, and then the castle starts trying to kill you. The structure is 65 single-screen rooms, each one a compact platforming puzzle. To clear a room you grab the key, reach the door, move on. That description sounds plain, but the rooms themselves are genuinely weird in the best way: one asks you to skateboard over a gap, another has you lowering water levels to deal with mermaids, a third is a Castlevania-referencing arena, and somewhere in there is a soccer pitch that yells at you in Portuguese when you score. The game accelerates its own internal pacing as you progress, so later rooms arrive with more hazards and less margin for error. Controls are tight and responsive throughout, which matters because the difficulty spikes hard around the midpoint and never really apologizes for it. There are two modes. Classic gives you a finite stock of lives and sends you back to room one on game over, which is the authentic NES experience including the authentic NES frustration. Try Harder, despite its name, actually lets you restart the current room without losing progress, making it the more accessible option for anyone who wants to see all 65 rooms without memorizing every pixel. The hit detection is a touch loose in spots, and a handful of rooms will damage you before you have time to react on a first visit. These are genuine complaints, not petty ones, and they echo what NES games actually felt like when the developers had more ambition than testing time. The boss encounters, three of them in total scaling from fetal to full demon, follow a simple pattern of side-to-side movement and rocket-dodging; they are the weakest part of the design, feeling samey compared to the inventive regular rooms. The soundtrack sits somewhere between charming and relentless. Mega Man-inspired chiptunes loop across the whole run, and the selection is thin enough that you will have the main theme memorized well before the halfway point. A solo project budget does not always stretch to a full OST, and this is where that shows. The pixel art itself, though, holds up with intention: colors are deliberately constrained to mimic the NES hardware, and the sprite work for the various creature types has a goofy handcrafted warmth that bigger studios often fail to replicate. At around two hours to complete a full run, the game knows its length and does not pad it. That is a quality I defend every time. This is a game for people who grew up dying on Battletoads and consider that a fond memory. If you want a narrative, character growth, or a save point, look elsewhere. If you want 65 rooms of increasingly absurd platforming built with obvious affection by a single person who clearly loved the machines of the late 1980s, Tcheco delivers that with an honesty that most nostalgia-bait titles cannot match. Kai, Scout Team

Tags

singleplayercontroller-supporttrading-cardstier:sub-5NES-StyleSingle-Screen RoomsChiptune SoundtrackMemorization-BasedPrecision PlatformerRetro HomageBoss FightsShort-RunBrazil Indie

Steam Deck & Linux

ProtonDB Platinum

Runs flawlessly on Linux out of the box. Based on 5 ProtonDB community reports.

System Requirements

Minimum

OS
Windows Vista/7/8
Memory
1 GB RAM
DirectX
Version 9.0
Storage
160 MB available space
Graphics
256 Mb video card
Processor
2.0 GHz
Sound Card
Any

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Game Info

Developer
Marcelo Barbosa
Publisher
Marcelo Barbosa
Release Date
Jun 22, 2015

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Price History

2026-06-072.05(lowest)

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What platforms is Tcheco in the Castle of Lucio available on?

Tcheco in the Castle of Lucio is available on PC, Xbox.

When was Tcheco in the Castle of Lucio released?

Tcheco in the Castle of Lucio was released on 22 June 2015.

Who developed Tcheco in the Castle of Lucio?

Tcheco in the Castle of Lucio was developed by Marcelo Barbosa.