
A Robot Named Fight is a Metroidvania roguelike focused on exploration and item collection. Explore a different, procedurally-generated labyrinth each time you play and discover randomized power-ups to traverse obstacles, find secrets and explode meat beasts.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $12.99 | 796reviews | 89% | — | $218.3K |
| $14.99 | 38ratings | 86% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
An exceptional surprise. Apparently it IS possible to make a metroid roguelike, and a good one at that.
Dev is busy with life stuff and will be awhile before he returns back to programming, from what I can garner. That having been said... Dev seems good, game has been good. There's a few bugs/annoyances here or there, deeper lore than it really gets to touch on at points, and co-op's camera system might be a turn-off for some players. If you haven't played Super Metroid, or any game with similar mechanics (like wall jumping), this game may have an additional difficulty hump. If you're someone who's played Super Metroid to death, and wanted something more, this might honestly scratch an itch you've been having. Biggest gripe is the deepfried voice acting, ngl - it's very hard to decypher at points and might've gone a little too hard on the editing.
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Languages: English**languages with full audio support
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
In addition to all the issues listed under the Negative Reviews, which are all accurate, here we my own personal gripes: - The lack of ability to keybind the movement skills was extremely clunky. When I got the slide, I would have much rather had the ability to bind it to shift and use it constantly. Instead it was bound by the dev to S+K, but it only works if you hit both keys at the exact same time. So that when I was trying to dash through gaps, I just ended up constantly ducking. It was supremely annoying. - Not only are the breakable walls annoying, due to them being 3-pixels tall and whatnot, but for incomprehensible reasons, they respawn almost immediately!! Busting through to different areas becomes its own stupid minigame, where you try to have all 3 blocks blown up at the same time before they respawn. Then, not only do enemies respawn when you go back to the same area, but all the passages you have opened by destroying blocks get closed again and have to be re-opened. Why??? - The enemies are extremely annoying when combined with your limited clunky mobility, but I think it has to do with their pathing/homing algorithm. I think they are able to read your key-presses, so that they are able to change trajectory and intercept you. If they were following you with some lag, you would be able to dodge them much more easily. - Enemies like the slugs on the floor are super-easy but require annoying mobility tricks, like jumping over them and shooting down. Shooting down is itself a chore; when you want to destroy blocks above you, you just aim up and shoot, but if you want to destroy blocks below, you need to jump and shoot down. Notice how so much of this review talks about destroying blocks in your way; this is NOT what people should be thinking about playing your action game. - You haven't succeeded at designing a game if the player keeps thinking: I just WISH I had a melee weapon instead. This game is perhaps too much influenced by Super Metroid, and I recommend the dev to play Megaman X4, doing a run with X and another with Zero, to see how these problems can be resolved.
A lonely robot fights Every battle proves its worth Steel dreams refuse to fall
Imagine if Temu made their own version of Super Metroid but it was actually good
This game feels like if Metroid was released on the Sega Genesis. More blood, better music, good gameplay loop.
Very solid metroidvania. It's easy to get your health wiped out, but take it slow and you'll do fine. A run takes about 2-3 hours to finish but there's so much to unlock (weapons, areas, bosses) and each run gives you more of the story.
Super Metroid with items and stats like Dead Cells
this is what metroid shouldve been
yes
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $146K | 410 | 92% | $14.99 | |
| $1.3M | 2.8K | 90% | $19.99 | |
| $336.3K | 1.6K | 92% | $11.99 | |
| $123K | 741 | 80% | $6.99 | |
| $73K | 856 | 90% | $3.99 | |
| $27.8K | 171 | 95% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $218.3K | 690 | 85% | $9.99 | |
| $218.3K | 501 | 83% | $34.99 | |
| $218.3K |
| 392 |
| 77% |
| $19.99 |
| $218.4K | 1.5K | 99% | $7.49 |
| $218.5K | 883 | 89% | $8.99 |
| $218.5K | 267 | 40% | $19.99 |