Compare Ultros prices across 50+ stores and find the best deal. Developed by Hadoque. Published by Kepler Interactive. Released on 2/13/2024. Available on PC. Genres: Adventure, Indie. Metacritic score: 81/100.

A psychedelic metroidvania set inside a cosmic nightmare where every death resets the world but keeps your knowledge. Gorgeous, weird, and slower than it first appears.

Ultros is a metroidvania built around a time loop, and that loop is not a gimmick - it is the entire engine of the game. You wake up inside something called The Sarcophagus, a vast, pulsing organic structure that the game describes as a cosmic uterus cradling an ancient demonic entity. That description alone should tell you whether you are the target audience. If it made you lean forward, keep reading. The art direction, handled by artist El Huervo (known for his work on Hotline Miami), is the first thing that grabs you and does not let go. Every screen looks like an album cover from a record that does not exist, all saturated purples and greens and forms that suggest biology and machinery at the same time. The soundtrack matches - deep, droning, occasionally unsettling, the kind of score you put on through headphones and lose track of time inside. Hadoque is a small team, and the handcraft here is visible in every frame. The loop structure means each reset strips you of your weapons and abilities but preserves your knowledge of the environment and your progress with the plant-growing system at the heart of the exploration loop. You plant seeds in specific locations, tend them across resets, and they open new paths and narrative threads over time. It is deliberately patient. Some players will hit the first reset and feel cheated. The game is genuinely asking you to sit with that frustration and let it become curiosity instead. For players who respond to that kind of design philosophy - the ones who loved how Outer Wilds used ignorance as a resource - Ultros clicks into place beautifully. For players who want forward momentum and ability accumulation to feel permanent and snowballing, the loop will create friction that never quite resolves. Combat is more involved than the art style implies. There is a stance-based system tied to specific weapons, and landing precise cuts in the right order lets you disarm or pacify enemies rather than just destroy them, which feeds into the loop's themes of cyclical violence. It is satisfying once internalized, but the game does not rush to teach it, and some early encounters feel awkward because of that. The pacing in the first hour or two rewards patience more than it rewards enthusiasm, and the Mixed Steam review score reflects exactly that split: people who bounced off the opening versus people who hit hour three and found something genuinely affecting. At roughly eight to ten hours for a focused run, Ultros knows its length. It does not overstay. The ending lands with the kind of quiet weight that only works because the game spent the whole runtime earning it through atmosphere and restraint rather than exposition. This is a six-to-ten-hour experience that has more on its mind than most forty-hour ones. Kai, Scout Team

Ultros
AdventureIndie

Ultros

Feb 13, 2024HadoqueKepler Interactive
GamerScout Says

A psychedelic metroidvania set inside a cosmic nightmare where every death resets the world but keeps your knowledge. Gorgeous, weird, and slower than it first appears.

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Screenshots & Media

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About Ultros

Ultros is a metroidvania built around a time loop, and that loop is not a gimmick - it is the entire engine of the game. You wake up inside something called The Sarcophagus, a vast, pulsing organic structure that the game describes as a cosmic uterus cradling an ancient demonic entity. That description alone should tell you whether you are the target audience. If it made you lean forward, keep reading. The art direction, handled by artist El Huervo (known for his work on Hotline Miami), is the first thing that grabs you and does not let go. Every screen looks like an album cover from a record that does not exist, all saturated purples and greens and forms that suggest biology and machinery at the same time. The soundtrack matches - deep, droning, occasionally unsettling, the kind of score you put on through headphones and lose track of time inside. Hadoque is a small team, and the handcraft here is visible in every frame. The loop structure means each reset strips you of your weapons and abilities but preserves your knowledge of the environment and your progress with the plant-growing system at the heart of the exploration loop. You plant seeds in specific locations, tend them across resets, and they open new paths and narrative threads over time. It is deliberately patient. Some players will hit the first reset and feel cheated. The game is genuinely asking you to sit with that frustration and let it become curiosity instead. For players who respond to that kind of design philosophy - the ones who loved how Outer Wilds used ignorance as a resource - Ultros clicks into place beautifully. For players who want forward momentum and ability accumulation to feel permanent and snowballing, the loop will create friction that never quite resolves. Combat is more involved than the art style implies. There is a stance-based system tied to specific weapons, and landing precise cuts in the right order lets you disarm or pacify enemies rather than just destroy them, which feeds into the loop's themes of cyclical violence. It is satisfying once internalized, but the game does not rush to teach it, and some early encounters feel awkward because of that. The pacing in the first hour or two rewards patience more than it rewards enthusiasm, and the Mixed Steam review score reflects exactly that split: people who bounced off the opening versus people who hit hour three and found something genuinely affecting. At roughly eight to ten hours for a focused run, Ultros knows its length. It does not overstay. The ending lands with the kind of quiet weight that only works because the game spent the whole runtime earning it through atmosphere and restraint rather than exposition. This is a six-to-ten-hour experience that has more on its mind than most forty-hour ones. Kai, Scout Team

Tags

steamPsychedelicTime LoopMetroidvaniaLoop-Based ProgressionAtmospheric SoundtrackPlant MechanicsStance-Based CombatHand-Crafted Art

System Requirements

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Reviews & Ratings

Metacritic
81
Steam
78%(1,173)

Game Info

Developer
Hadoque
Publisher
Kepler Interactive
Release Date
Feb 13, 2024

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