
Explore an interconnected world full of platforming challenges in this short metroidvania. Reach new areas by swinging from ceilings, throwing bombs, bouncing off spikes, and more. Examine dozens of artifacts, commune with forgotten gods, and piece together what happened to Auridia.
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About
Auridia is a metroidvania about platforming, secrets, and lore.
You’ll like Auridia if…
You love fluid movement, like swinging from a grappling hook or bouncing off of spikes
You like platforming where you need to chain together moves
You look for secrets in every corner
You're intrigued by what's out-of-reach, and look forward to revisiting areas
You like reading about ancient societies, strange gods, and the pursuit of the unknown
You might not like Auridia if…
You’re looking for combat — there is almost none
You want a longer game — Auridia can be completed in 3-6 hours
You like cutscenes and exposition — Auridia's story is told through artifacts, and you will need to piece together their meaning
You prefer a clear objective at all times. You may get lost in Auridia, and you will need to explore, read through your journal, and look at your map to find the way forward.
In the ruins of Auridia, you will find obstacles you are not prepared for. Mark them on your map, and return when you've learned more. And there's often another way around...
Some challenges make you combine every move you have learned. Think carefully about when you use which ones, because your stamina is limited.
Hidden passages exist throughout Auridia, and there's always a clue for the observant player. Use maps, environmental details, and other abilities to collect every artifact the Auridians left behind.
The Auridians are long gone, but a historian has found his way into the ruins just like you have. Show him artifacts that answer his questions, learn what happened here, and use it to decide the fate of this once-great city.
Six unlockable movement abilities
Platforming challenges that test your mastery of those abilities
Nine interconnected regions
A map showing exactly what your character has seen
A research system to learn Auridian history based on collected artifacts
Over thirty artifacts, each with a piece of Auridian lore
Over fifty shrines that let you upgrade your stamina
Several endings, based on how much you've learned and what you decided to do with that knowledge
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 63 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]黄金废都[/h1] 死了能原地复活,带有少量跳跳乐元素的纯跑路探索类银河城,这游戏最有意思的一点是找到了一种“强迫”玩家认真看剧情的方法。在有实际作用或者单纯收集类的物品上写文本描述,靠着收集这些物品来填补剧情细节跟构筑世界观,很多游戏尤其是银河城都会这么干。但这个游戏需要把这些收集品分门别类交给npc,哪几件反映了农奴的遭遇,哪几件跟学者的研究有关系,而且给的奖励也很克制,只是增加火把亮度跟移动速度这种锦上添花的东西,冲刺瞬移这些还是跟地形设计相关。认真看剧情的有奖励,不认真看的也不至于严重到卡进度,这种操作也许其他游戏可以学习一个。 但话又说回来了,无打怪纯探索类再不看剧情的话也就没什么玩的必要了。剧情偏宗教风格,根据关键选择的不同有结局差分,大体上可以算两种,至于写得好不好只能说具体到个人不是我爱看的类型。操作方面稍微卡手,但因为没有死亡惩罚所以这一点比较无所谓,当然也可以说是正因为作者有自知之明所以才没有死亡惩罚。 还有一点必须单独提一嘴,为了营造这种神神鬼鬼的氛围游戏过程中偶尔会出现模糊特效,这个东西我看了一下设置里还没法关,一个2D像素平台愣是能给我玩出晕3D的效果也是真没谁了。 LuGN: 6.2/10
8/10 metroidvania amazing movement and lore
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Languages: English, Japanese, Simplified Chinese, Traditional Chinese, Korean
Hours played at review time, across 64 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A surprisingly good platformer/metroidvania. Exploration is fun, the lore and story aren't super groundbreaking but still interesting enough to hook you and make you actually want to piece things together, and it's very forgiving (you die when taking any damage, but you immediately respawn at the last platform you touched so there's no backtracking or searching for the next savepoint). It is quite short. I could have got one of several endings about an hour ago as of writing this, but I'm still playing because there are items I haven't found and an area or two I still haven't figured out how to enter. If you don't mind its brevity and lack of combat, then it's worth playing for anyone big into exploration.
wow this is a brilliant little game. so atmospheric and fun
Really enjoyed this. It's got some nice movement upgrades, a few tricky platforming sections, and a lot of really compelling lore. The overall art direction is pretty meh save for a few sections/creatures, and there's some movement jank that could've been ironed out a bit better. Also, I think the final movement upgrade is a real detriment to the game, since it just invalidates pretty much everything else. Overall, had a nice time getting to my first ending. Still missing a gnosis and a couple other bits, and looking forward to revisiting the items and journal to better piece together the story being told. Definitely would recommend.
A great little exploration focused Metroivania. Highly recommended!
I'd heard great things about Auridia for several months, and it definitely holds up. It has great movement abilities and platforming, and the vibe is just really cool. The Lovecraftian aspect is core to game, both in terms of story, and abilities, and I think it's really well done overall (even better than in Bloodborne IMO). You can tell there was a lot of thought and care put into it. I also really like how the research aspect required you to take an active role in engaging with the item descriptions and lore, and ultimately provided context around decisions you eventually have to make. This is also a purely exploration and platforming-focused MV, with no real combat per se. I think that was a great decision. It also doesn't overstay its welcome, clocking in at just under 5 hours for 100%. There was one part where I got kinda stuck ([spoiler]bottom area[/spoiler]), but eventually figured it out after like 45 minutes of trying different stuff. Essentially, one of the rooms kinda has a setup that's supposed to teach you something implicitly, and I didn't figure it out the first time I went through that room. That's probably just on me for not being more observant. Overall, I'd recommend this to MV fans who want a vibey platforming game with an interesting story. Also shocked to see this is the work of a solo dev; very talented!
Auridia, created by Reed Molbak and Norseboar Games and published by Reed Molbak together with TrueColor Games, is a compact Metroidvania that deliberately takes a quieter, more introspective path compared to many of its genre counterparts. Rather than building its identity around combat or fast-paced encounters, the game leans into exploration, movement, and atmosphere, crafting an experience that feels more like a solitary descent into forgotten ruins than a traditional action adventure. From the moment it begins, Auridia establishes a tone of mystery, placing the player in an ancient, crumbling world filled with remnants of a long-lost civilization and leaving much of its meaning to be uncovered through observation rather than explanation. What immediately sets Auridia apart is its focus on traversal as the core mechanic. Movement is not just a means of getting from one place to another but the central pillar of progression. As players explore deeper into the interconnected world, they unlock new abilities that expand how they interact with the environment, from grappling across gaps to chaining movement techniques in increasingly complex ways. This creates a satisfying sense of growth, where returning to earlier areas with new tools opens paths that once seemed inaccessible. The platforming is deliberate and often precise, but it avoids becoming punishing, instead encouraging experimentation and mastery of the game’s mechanics at a steady, approachable pace. The world design reinforces this emphasis on exploration. Auridia’s map is structured as a network of interconnected regions, each with its own visual identity and subtle environmental storytelling. There is little hand-holding, and the game rarely points players in a specific direction, allowing them to carve their own path through the ruins. This freedom can be both rewarding and occasionally disorienting, as moments of discovery are balanced by periods where progress is less obvious. Hidden passages, optional areas, and carefully placed secrets give the world a sense of depth, rewarding players who take the time to thoroughly examine their surroundings and revisit earlier locations with fresh perspective. Narrative elements are woven into the environment rather than delivered through direct exposition. Instead of cutscenes or lengthy dialogue, Auridia presents its story through fragments—artifacts, visual cues, and subtle hints scattered throughout the world. Players gradually piece together the history of the civilization that once inhabited these ruins, forming their own interpretations of what transpired. This approach gives the narrative a sense of ambiguity and encourages a more active form of engagement, where understanding the story becomes part of the exploration itself. The presence of multiple possible outcomes further reinforces this idea, suggesting that how players interpret and interact with the world has a tangible impact on the conclusion. Visually, the game adopts a restrained pixel art style that prioritizes mood over detail. Environments are crafted with a careful use of color and lighting, creating a subdued atmosphere that feels both melancholic and immersive. Each area carries its own distinct tone, yet all contribute to a cohesive sense of a world that has long since fallen into ruin. The soundtrack complements this aesthetic, using understated compositions to enhance the feeling of solitude without overwhelming the experience. Together, these elements create an environment that feels quietly alive, inviting players to slow down and absorb its details. One of the more noticeable aspects of Auridia is its relatively modest scope. The game is not particularly long, and a full playthrough can be completed in a relatively short amount of time, especially for players familiar with the genre. While this brevity helps maintain a consistent pace and prevents the experience from becoming repetitive, it may leave some players wanting more, particularly those who enjoy expansive worlds with extensive content. Additionally, the absence of combat, while intentional and thematically consistent, may feel limiting to players who expect a more traditional balance of action and exploration. The game’s minimal guidance can also lead to occasional uncertainty. Without clear objectives or markers, players may find themselves unsure of where to go next, especially when progress depends on discovering less obvious routes or interactions. For some, this lack of direction enhances the sense of exploration, making each breakthrough feel earned. For others, it can interrupt the flow and lead to moments of aimless wandering. This design choice ultimately reflects the game’s commitment to player-driven discovery, though it may not resonate equally with everyone. Despite these limitations, Auridia succeeds in delivering a cohesive and memorable experience that stands out through its focus on atmosphere and movement. It does not attempt to compete through scale or complexity, instead offering a carefully constructed world that rewards curiosity and patience. The emphasis on traversal and environmental storytelling gives it a distinct identity, making it feel like a deliberate and thoughtful interpretation of the Metroidvania formula rather than a conventional one. In the end, Auridia is best appreciated as a focused exploration-driven journey that values subtlety over spectacle. It may not satisfy players looking for intense action or extensive content, but for those who enjoy uncovering hidden paths and piecing together a story through observation, it offers a quietly engaging experience that lingers beyond its relatively short runtime. Rating: 8/10
这令人着迷的探索感 探索、解谜、平台跳跃的平衡恰到好处的银河城。平台跳跃与战斗的难度相当宽容,我这样的究极手残也能打(
喜欢探索和跳跳乐的可以入。最开始感觉画风太简单了,手感有一点怪异,但是坚持到第三个地图拿了弹炸弹和重击反弹就很有游戏性了,仔细一看还挺有意思,有点克苏鲁背景。操作上是很友好的类银,基本上没有死亡惩罚。后期技能多了很有意思,有几个技能是很有创意有很惊艳的。地图简单但是也算比较全面,指引不错,半类银新手也可以无攻略打真结局。一周目流程大概5到六个小时左右。
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