Main game
3.70 average rating based on 694 ratings
Saw this game on sale and bought it. The art style and old school feel caught my attention. Although it does nothing to revolutionize or bring something new to its genre the game is fun and interesting. I did feel that some items were spaced out by way too much progression and returning to previous area to complete them was exhausting. The difficulty was not too bad, challenging at points even. I wish the protagonist could have been a little more visually interesting compared to everything else. Overall it is a fun Metroidvania with some cool guns, smooth gameplay, and amazing art direction but don't expect a game changer if you've played this type of games before.

I love the mysterious world that's been crafted here. Even if, like with most Metroidvanias, I kept losing my way in it. Battles and gameplay were challenging but not overly so. It's certainly not unfair and skill will get you through all but the final fights, which I actually feel I brute forced my way through a bit. That wouldn't have worked in Metroid Dread! The music is marvellous. Whimsical and alien. It really makes axiom verge feels like a proper adventure far far away.
Full disclosure, I listened (and loved) the soundtrack for Axiom Verge a full year before I played the game. I even recommended it in a Grouvee forum post called Your favourite video game music almost exactly a year ago. It's a great game, with phenomenal music and great pixel art. It's a love letter to Super Metroid, and a work of art completely and solely made by one person, Tom Happ. It's a staggering achievement, even without considering the fact that he created the game while also taking care of his son who suffers from Kernicterus. If you don't know the story, it's worth reading. I won't pretend the that the story had no impact, but I did buy a few copies of Axiom Verge for myself and a others when I read the story last December. Having listened to the soundtrack on Spotify for half a year by that point, I felt somewhat indebted to Happ. It was well worth picking up a few copies of the game.
Axiom Verge is a superb game and I highly recommend it to everyone, Especially Metroid fans. You won't regret it.
This title is an outstanding indie metroidvania that manages to feel both nostalgic and refreshingly original. Developed almost entirely by a single person, it’s a remarkable achievement in atmosphere, design, and storytelling. The MC is called Trace, a scientist who wakes up in a strange, hostile alien world after a lab accident. From the opening moments, Axiom Verge establishes a haunting tone through its glitchy visuals, cryptic dialogue, and droning synth OST. One of it's standouts to me is it's OST, not just because I'm biased towards Synth music in general, but because it's OST is at the same level of giants such as Metroid. The environments, industrial ruins, pulsing organic tunnels, and machine-infested caverns.
The game’s world design is clearly inspired by Super Metroid, but it is more surreal and experimental, blending biotech horror with a subtle undercurrent of existential dread. The gameplay revolves around exploration and gradual empowerment. Every new weapon or gadget, like the Address Disruptor, which “glitches” enemies and terrain to reveal secrets, adds layers of discovery. Combat feels deliberate, and though enemy variety can be repetitive, the sheer number of weapons (over 20) keeps things interesting. The boss battles are large, tense encounters that demand …
This title is an outstanding indie metroidvania that manages to feel both nostalgic and refreshingly original. Developed almost entirely by a single person, it’s a remarkable achievement in atmosphere, design, and storytelling. The MC is called Trace, a scientist who wakes up in a strange, hostile alien world after a lab accident. From the opening moments, Axiom Verge establishes a haunting tone through its glitchy visuals, cryptic dialogue, and droning synth OST. One of it's standouts to me is it's OST, not just because I'm biased towards Synth music in general, but because it's OST is at the same level of giants such as Metroid. The environments, industrial ruins, pulsing organic tunnels, and machine-infested caverns.
The game’s world design is clearly inspired by Super Metroid, but it is more surreal and experimental, blending biotech horror with a subtle undercurrent of existential dread. The gameplay revolves around exploration and gradual empowerment. Every new weapon or gadget, like the Address Disruptor, which “glitches” enemies and terrain to reveal secrets, adds layers of discovery. Combat feels deliberate, and though enemy variety can be repetitive, the sheer number of weapons (over 20) keeps things interesting. The boss battles are large, tense encounters that demand precision and pattern recognition.
One of it's strongest traits is how it uses its retro aesthetic to enhance its identity rather than merely imitate old games. The visual “glitches” are not just stylistic, they’re part of the world and narrative, blurring the line between game and code. The story, told through scattered terminals and brief dialogue, encourages interpretation, leaving you to piece together its larger mysteries. And this is one of my favorite aspects of this title, since I'm inclined to like this kind of approach to story-telling, so if you are like me, this is one of the best experiences you can have when it comes to expanded lore beyond in-game events.
If there’s one drawback, it’s that navigation can sometimes feel cumbersome, especially without a fast-travel system, similar to the experience you'll face if you play the early, and less mature, Metroid implementations. Still, the sense of exploration and discovery is rarely lost. In summary, this game is an atmospheric, imaginative, and deeply crafted tribute to the 16-bit era. It’s a testament to what one creator can achieve, an essential experience for fans of exploration-driven action games. This is definitely one of the best games that I've played, not just for it's genre, but in general, especially because the story is the perfect fit for me, with alternative universes, identity and even time travel, but I won't spoil anything not to ruin any experiences. It is an absolute must-play if you like Metroidvanias to any extent.
Listen, I'm sure there are galaxy brains out there who won't get stuck for hours halfway through the game. I guess I'm not one of those people. A pretty good start and a killer end section along with good music, art, and more are marred by a confusing middle. I'd recommend playing the sequel first (story-wise they can be played in either order). The huge improvement in that one is it lets you place as many reminders on the map as you'd like. In this one, you only get two per area. That might be enough for most people, but I absolutely missed that feature that is there in the sequel.
Anyways, this is still a cool game. It's pretty incredible how much the level design evolved in Axiom Verge 2.
I quite enjoyed this game. It wasn’t perfect but it was fun. It seems to me that a game of this difficulty is the Souls-like for me. Distances between saves and some punishing stretches challenged me just the right amount.
What truly surprised me about this game was the story. Fair or not, my limited experience with platformers and metroidvanias from my youth till the present is that gameplay is the focus and story is usually limited and somewhat simple.
Which isn’t to say gameplay isn’t …
I quite enjoyed this game. It wasn’t perfect but it was fun. It seems to me that a game of this difficulty is the Souls-like for me. Distances between saves and some punishing stretches challenged me just the right amount.
What truly surprised me about this game was the story. Fair or not, my limited experience with platformers and metroidvanias from my youth till the present is that gameplay is the focus and story is usually limited and somewhat simple.
Which isn’t to say gameplay isn’t a prominent part of this game.
The music is also quite good. It’s incredible to imagine that one person not only created the entire game himself but, using an entirely different skill set, made the music to go with it.
Also, I just read about Thomas Happ’s son as I was near to finishing the game. That makes me want to actually buy a game from Epic Gamestore, where Axiom Verge is exclusively available on PC, for the first time just to support him. This was a game I could share with my son and I certainly can feel for Happ as a father.
I've never played the original Metroid, but I imagine that Axiom Verge is a pretty good homage to it. I played it on the Switch, it took me 12 hours to complete, I got 93% map completion, and 71% item completion. I'm not especially good at platformers and on normal I found it relatively challenging.
The game's story is relatively interesting you play a scientist who is transported to a mysterious other world in a science experiment gone wrong. Things inexplicably want to kill you and you are contacted by a disembodied voice, you take the "Axiom Disruptor" and go. Without going into detail the story is fairly interesting but slightly sparse for my liking. What the game does very well in my opinion is atmosphere, the world and creatures look interesting even with the games gigeresque 8-bit to 16-bit art style. The game's music is very cool and varied, one particularly memorable track reminds me of the Farscape main theme.
The gameplay is fairly simple Metroid fare. You can run, jump, crouch, and fire your gun 8 different directions. As you progress through the game you unlock a variety of guns and mobility options. There is a lot of …
I've never played the original Metroid, but I imagine that Axiom Verge is a pretty good homage to it. I played it on the Switch, it took me 12 hours to complete, I got 93% map completion, and 71% item completion. I'm not especially good at platformers and on normal I found it relatively challenging.
The game's story is relatively interesting you play a scientist who is transported to a mysterious other world in a science experiment gone wrong. Things inexplicably want to kill you and you are contacted by a disembodied voice, you take the "Axiom Disruptor" and go. Without going into detail the story is fairly interesting but slightly sparse for my liking. What the game does very well in my opinion is atmosphere, the world and creatures look interesting even with the games gigeresque 8-bit to 16-bit art style. The game's music is very cool and varied, one particularly memorable track reminds me of the Farscape main theme.
The gameplay is fairly simple Metroid fare. You can run, jump, crouch, and fire your gun 8 different directions. As you progress through the game you unlock a variety of guns and mobility options. There is a lot of interesting guns even if it feels like at least half of them aren't very useful. The enemy variety is pretty good though the games later enemies get so annoying it feels better to circumvent then fight them. The game also features bosses but provided you've picked up enough power-ups none of them are too challenging.
Like in any Metroidvania the mobility options unlock previously inaccessible areas of the map. This actually contributes to one of the worse aspects of the game. The platforming didn't work for me. Perhaps its because I played it on the Switch, though at one point I switched to the pro controller and didn't seem better. The controls are awkward and using most of the mobility powers didn't feel natural to me. Kind of like the opposite of Hollow Knight. The various mobility options and obstacle bypasses are creative though.
Overall its a solid if simple Metroidvania with a cool style. The game doesn't go on too long but it did feel like it dragged on in places. While I had mixed feelings about it, I liked it enough to give Axiom Verge 2 a try in the future.
"What if Metroid, but self-insert scientist isekai?"
A pretty damn good metroidvania, strong recommend. A bit less guided than other standouts like the Ori games, which is either a positive or negative depending on your tastes.
Strong pixel-art, intricate level design, exciting power ups, and one of the dankest video game soundtracks ever produced. A fantastic time held by all.
...even if the lore tidbits were kinda dry and the plethora of weapons a bit inelegant.
Took me 6 years to come back to this one after my initial attempt, but I can finally say it's done. I feel very split on this one.
On the one hand, it's easy to tell from the very start that a lot of passion for the old Metroid games went into Axiom Verge. So much so that even the first room or two as well as the save point rooms nearly felt like block for block copies of those in Samus's first adventure back on the NES. For a while I wasn't sure even if the game would deviate much from its source material in terms of powerups and general gameplay. Thankfully it did, because the first Metroid was never my cup of tea. The whole game definitely does retain the Super Metroid feel though, which is pretty cool.
On the other hand, around nearly every corner I found frustration and boring enemies. The environments didn't seem to do much to stand out from each other and the typical backtracking present in any metroidvania was made painful by the hordes of spammy enemies and few early game mobility options. I don't remember when exactly it was that I realized …
Took me 6 years to come back to this one after my initial attempt, but I can finally say it's done. I feel very split on this one.
On the one hand, it's easy to tell from the very start that a lot of passion for the old Metroid games went into Axiom Verge. So much so that even the first room or two as well as the save point rooms nearly felt like block for block copies of those in Samus's first adventure back on the NES. For a while I wasn't sure even if the game would deviate much from its source material in terms of powerups and general gameplay. Thankfully it did, because the first Metroid was never my cup of tea. The whole game definitely does retain the Super Metroid feel though, which is pretty cool.
On the other hand, around nearly every corner I found frustration and boring enemies. The environments didn't seem to do much to stand out from each other and the typical backtracking present in any metroidvania was made painful by the hordes of spammy enemies and few early game mobility options. I don't remember when exactly it was that I realized nearly every enemy that actually comes after you does so by sitting on top of you and jumping/flying back and forth, making it incredibly irritating to land shots on them. Most bosses had the opposite issue. They would usually just sit there as I blasted them full of laser energy from the safe spot I found as soon as I walked into the room.
And while this didn't make for the most riveting experience, I would have gladly taken it over the switch-up in difficulty I found in the final areas of the game. Enemies became both tanky and fast enough that I eventually decided it wasn't worth fighting them at all.
The irritation I felt in dealing with enemies was only multiplied by the awful controls for the dash ability which you first get fairly early on. For some reason in order to do a quick little dash you're made to double tap the left joystick in the direction you want to go. This might have been fine in other types of games, but in a platformer like this, it ruined my ability to enjoy the exploration. It's not easy to deliberately double tap a direction on a joystick when you're moving it around to dodge enemies and navigate the obstacles in your path. I found that when I wanted to use it, it often took multiple tries to hit the direction fast enough for it to actually work, and when I didn't want to use it, it would happen all the time! Time and time again, I would try to avoid an enemy only to dash directly into them, taking unnecessary damage. In fact, it became so frustrating to deal with the late game enemies that I actually turned off the game and considered uninstalling briefly, despite knowing I must be nearly at the end. I probably wouldn't have finished it if I hadn't looked up a walkthrough and seen that I was a couple rooms away from the final boss anyway, so I might as well stick it out.
However, though this is a lot of negative stuff I'm pointing out, I still would say this is worth playing for anyone who enjoys metroidvanias. The world has a very strong atmosphere to it as you explore and there's a solid plot. The music is also a jam in most areas, which is a big plus.
You know, for a Super Metroid clone, Axiom Verge really has something going for it. Sure, the game gets Fez-like cryptic in some areas and the game's story feels like a pile of mumbo-jumbo (appreciate the male fanservice with Justin Bailey, though), but Axiom Verge is a strong contender for concentrated nonlinear exploration and progression.
Consisting of (an annoyingly typical protagonist) on a strange alien world, the player is tasked with exploring and finding whatever comes onto their singular gun for taking out enemies and exploring the entirety of that world. Players will feel most at home with the first and most basic weapon, but have a variety of weapons to search about that produce good strategy for enemies in a pinch, such as lasers that pierce through enemies and a binary-tree-esque laser.
As for the theme of the game, glitching and corruption takes a large part, so an address disruptor tool can be used to )experiment and have fun on enemies as well as discover new and hidden areas. Apart from that, however, it's pretty basic Metroidvania fare; fans of the genre will fall in love, but it's definitely a letter to the past and not a step forward. …
You know, for a Super Metroid clone, Axiom Verge really has something going for it. Sure, the game gets Fez-like cryptic in some areas and the game's story feels like a pile of mumbo-jumbo (appreciate the male fanservice with Justin Bailey, though), but Axiom Verge is a strong contender for concentrated nonlinear exploration and progression.
Consisting of (an annoyingly typical protagonist) on a strange alien world, the player is tasked with exploring and finding whatever comes onto their singular gun for taking out enemies and exploring the entirety of that world. Players will feel most at home with the first and most basic weapon, but have a variety of weapons to search about that produce good strategy for enemies in a pinch, such as lasers that pierce through enemies and a binary-tree-esque laser.
As for the theme of the game, glitching and corruption takes a large part, so an address disruptor tool can be used to )experiment and have fun on enemies as well as discover new and hidden areas. Apart from that, however, it's pretty basic Metroidvania fare; fans of the genre will fall in love, but it's definitely a letter to the past and not a step forward.
The game can get a bit tough near the end, but plenty of hidden goodies are strewn about; if you have a keen eye for secrets in games or crack open a map, you'll be powerful enough in no-time. The game also features settings for speedruns and incorporates what feels like tricks and hacks to allow faster completion of its own game (infinite drone teleport jump, yes). The game itself is also gorgeous, its best strength with a colorful tiled world that can only be described as a much colorful Giger-esque planet.
Overall, Axiom Verge is a short and concentrated ride, and those willing to drill and disrupt every nook and cranny will not be disappointed. It won't blow away, but it does indeed satiate.
This game is awesome, but needs a way to travel more quickly between areas.
This game does a lot of things right, but in the end I didn’t really love it.
The artwork is excellent, with beautiful pixel art backgrounds that have a distinct style. The character upgrades are very unique, and it’s always exciting to find a new one. The level design and music are pretty good as well.
On the other hand, it has some issues that are similar to my complaints with SNES/GBA Metroid. Trying to 100% the game is tedious, as things are hidden super well and you have, like, 6 different ways to test hidden walls. It’s fun when you stumble on a secret, but it’s kinda a nightmare for a completionist. The combat, while varied, feels more tedious than fun. Also, the story didn’t totally land for me, but I appreciate what it was going for.
This game is extremely impressive to come from a solo dev, but I can’t say I fully clicked with it. Near the end, I really just wanted it to end, and I can’t exactly pinpoint why. Others may enjoy it more, but it’s pretty mid-tier for me.
This game really had me exploring for the sake of discovery, not just to get to the next checkpoint. I haven't had the pleasure of exploring a game like this possibly since super metroid. The first hour or two is very punishing, but you quickly get the feeling of getting lost, which is so nice after all the hand-holding that happens in modern metroidvanias.
Axiom Verge is a Metroid-like. Metroidvania would be disingenuous as it takes none of its ideas from Castlevania. It very clearly takes inspiration from Metroid. But I think the phrase "clone" is unfair. Clones are never this good, playful, wild, or thoughtful. It is similar to Metroid but not identical. Kind of like how Villaneuve takes inspiration from Lynch, but knowledge that a friend liked Eraserhead certainly doesn't guarantee they'll like Enemy. And like the films of Denis Villaneuve, Axiom Verge is clearly made by an exceedingly attentive student of its art form.
I have one very minor gripe about this game. It offers you tons of weapons which should be freeing. However the weapons often feel like keys rather than options. It sometimes feels impossible to beat certain areas because you are using the wrong gun. There isn't anything wrong with using the gun in this way, I just wish I could have used my Palpatine-esque lightning throughout the entire game. Just a point of preference. My preference is to RP as Palpatine.
Very glad I picked this up and I'm very excited to play AV2. Now to go watch more explainer videos on the cryptic plot.
Axiom Verge is basically Super Metroid. Different enemies, maps, weapons, and story. But the gameplay is very Metroid. The mood and music is very Metroid. I especially like how the animations are always synced to the beat of the background music.
Reminded me of one of the first videogames I ever played, Apogee's Crystal Caves (which was recently re-released in HD), but with far more advanced weapons and movement. The aesthetic is wonderfully glitchy and plays right into the pixilation.
Got the high jump. Couldn't figure out where to go from there. Eventually gave up and looked at a walkthrough.
...and yeah, I'd have never tried jumping through that particular invisible passageway.
This is your last chance, Axiom Verge. Any more of that bullshit, and it's off to the Hall of Shame shelf with you.
On sale now on Switch! Time to see what the fuss is about. So far, like it. 3 out of the 4 triggers are now in use of the controller and it's taking a bit of getting used to. Controls are smooth and satisfying but don't quite feel organic yet. That should come with time.
I also have Metroid Dread on preorder. Two very different styles to compare. I'll be all Metroidvania'd out after October!
Axiom Verge is a superb game that consumed my mind during my playthrough of it. Even when I wasn't playing it I was often thinking about it. Any fan of Metroid should thoroughly enjoy this game without feeling like they are playing a derivative or "clone" of the game. Axiom Verge stands on the shoulders of its predecessors without being subservient to them.
One of the first things that surprised me about Axiom Verge was... the audio levels. They were about twice as loud as any other game going through my speakers set to the same volume. Throughout the game the audio (both sfx and music) can be a bit jarring and feels a bit rough around the edges making me wonder if it was ever properly mixed, mastered, normalized, etc. This seems like a strange thing to point out right off the bat, but it got in the way of me immediately getting into the game.
As you start playing you'll notice the movement and gamplay feel very solid. There is rarely a moment where the game betrays your trust. That is, until you start augmenting some of your abilities. While conceptually interesting, the execution of the
Axiom Verge is a superb game that consumed my mind during my playthrough of it. Even when I wasn't playing it I was often thinking about it. Any fan of Metroid should thoroughly enjoy this game without feeling like they are playing a derivative or "clone" of the game. Axiom Verge stands on the shoulders of its predecessors without being subservient to them.
One of the first things that surprised me about Axiom Verge was... the audio levels. They were about twice as loud as any other game going through my speakers set to the same volume. Throughout the game the audio (both sfx and music) can be a bit jarring and feels a bit rough around the edges making me wonder if it was ever properly mixed, mastered, normalized, etc. This seems like a strange thing to point out right off the bat, but it got in the way of me immediately getting into the game.
As you start playing you'll notice the movement and gamplay feel very solid. There is rarely a moment where the game betrays your trust. That is, until you start augmenting some of your abilities. While conceptually interesting, the execution of the
With more and more of the world uncovered, sometimes you wish you could go back and revisit those earlier areas. Unfortunately there are two problems. The game prevents you from going returning for a period of time (unable to jump across a gap), which personally I found quite frustrating (although does not impact your ability to proceed in the game), and
I've heard praise given to the variety of weapons, however personally I found them a bit underwhelming. There are definitely some standouts, but as a result, I ended up only using 3 or 4 throughout most of the game despite almost a dozen different options. I guess the argument in favour, is that you can find some that really fit some specific situations, but overall I didn't find they changed my experience as much as I hoped (compared to the feeling of elation when encountering a new weapon upgrade in Metroid).
My final critique would be around the colour schemes. In some cases the enemies, environments, and projectiles tend to blend together. This isn't usually a problem, but it was enough to be frustrating at times. It makes me wonder how someone with colour blindness would experience the game (or whether they would be able to at all).
At the end of the day when you add up some of the pros and cons mentioned above I had an extremely enjoyable time, scratching an itch that was left unattended after my unsuccessful foray with Hollow Knight. The map begs to be explored, and then re-explored, with bountiful treasures and cryptic notes found within. Boss fights, despite sometimes appearing uninspiring, fulfill their purpose, and still leave the player with a feeling of satisfaction after memorizing and exploiting their choreographed movements. And finally, the story and lore offer surprising depth for a game that already succeeds on so many other levels, with the exception of the main character who, as a
Please release the sequel to PC too.
Please.
Wow.
This one is a nice game.
Annoying.
But nice.
Having teleport bound to double tapping the analog stick/dpad kind of kills the game for me.
Celeste's C sides? Hollow Knight's Path of Pain? Beat them no problem. Were they hard as hell? Totally! But given those game's precise controls and well thought out button mappings, I only had myself to blame when I died.
Axiom Verge? Literally just attempting to maneuver the character in a precise manner causes me to randomly teleport all over the place and then when I actually need to teleport, lolnope didn't trigger.
How the fuck did the dev think that double tapping to teleport was a good idea when the L2 button was basically free real estate? The glitch bomb doesn't need a dedicated button, wtf. It should've just been mapped to the combination press of glitch gun + shoot (so depending on the controller that'd be R1 + y/R1 + x/R1 + square aka R1 + left face button) .There, problem solved, now teleport doesn't have to suck so much ass.
This game is great and all but when the H am I gunna get a double jump?! If my character whose name I've forgotten can't double jump, well then I'm going to march down to Nintendo and demand my heavily discounted payment back!
Axiom Verge is free on the Epic Games store until 21-2.
https://www.epicgames.com/store/en-US/product/axiom-verge/home