
Explore and uncover the mystery of a surreal alien world by blasting aliens and glitching your environment in this intense retro side-scrolling action/adventure.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.86/day in the week to Sep 7 → 1.71/day in the week after.
About
Genres
Sums Steam only; PlayStation, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99−75% | 6.6Kreviews | 90% | — | $706.7K |
| $19.99 | 9.4Kratings | 95% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 821 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Axiom Verge is one of those retro inspired games that thinks retro means slow, tedious, unattractive and unaccommodating. It starts of well enough. The controls are tight and you get a couple of nice weapons and power ups to intrigue you but the more you progress the more the game unravels. Rooms become too big for how slow the movement is. They're stuffed with unavoidable and increasingly cheap enemies that, on occasion, will automatically hit you on entrance. Given that there's no fast travel this makes backtracking a real chore. Part of what makes Metroid and Metroidvania's great is the discovery loop. It's the reward for exploration that opens up exploration that leads to more rewards. In Axiom Verge it felt like you were chasing some invisible carrot and every time you managed to catch it that carrot was miniscule and spoiled. Every power up didn't make you feel any more powerful it felt like a bare minimum necessity for dealing with the next room's spongy enemies. Most weapons felt pointless outside of some very specific situation. The analog for morph ball, the drone you control remotely, is a poor substitute whose long deactivation animation feels too punishing for failing to throw it where you intended. This game's version of jump range increase didn't feel like the proper map opening bit of freedom like it should in these sorts of games. The grappling hook just felt awkward and finicky. The game's two best items - the drill and the hacking tool - are unlocked early in the game but their utilization doesn't extend too much beyond the initial novelty. Which is the issue, instead of focusing on less powers and honing them and scenarios for them to be as fun as possible Axiom Verge goes for the quantity over quality approach. The soundtrack is really good, though.
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Every market we collect.
Reviews, worldwide (the counter carries no country): 1/day in the week to Jul 26 → 1.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Russian, Japanese
| $4.99−75% |
| — |
| — |
| — |
| not modelled |
| $19.99 | — | 91% | — | 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.
Hours played at review time, across 824 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Хорошая метроидвания, эдакое переосмысление классического метроида. Как по мне, вышло лучше, чем то, что сделала нинтенда в последней части. Игра короткая, прошел за 9 часов зачистив карту на 93% и найдя чуть больше половины предметов. Отличная музыка делает атмосферу, графика ностальгичное ретро, но передает антураж диковинной планеты и местных шумерских биотехнологий. Сюжет есть, раскрывается в записках, и он неожиданно хорош. Надо сказать, в 2025, спустя 10 лет после релиза, игра выглядит очень свежо, поскольку не имеет ставших уже традиционными изъянов жанра: - не рогалик - не сосалик - не суперсложная - почти нет рандомной генерации уровней - чекпойнты ставятся рядом с боссами - нет километров скверно написанных диалогов - нет бессмысленной ролевой системы для галочки - нет западной аниме-стилистики - стилизация под нормальное ретро (нес/снес), без странных идей типа имитации геймбоя/четырехцветной палитры/черно-белой картинки - нормальное отзывчивое управление, без аутентичной ретро-дубовости Всячески рекомендую к прохождению.
I really, really, really wanted to like this game. The beginning levels were fun, the music was cool, the art style and visuals are amazing, and the story is interesting. It was nice to just explore and enjoy the scenery. I loved the first few levels of the game. But in later levels, it just started to come apart. The controls for some of the tools are just too janky to make playing the game fun, and served to frustrate me instead. The teleporting cloak II is way too sensitive and made me die or miss items on multiple occasion - causing me to do an entire loop around one specific level three different times. The grapple hook doesn't have any momentum and is awkward to use effectively. And as much as I love the art style, there are too many paths that you need to progress the plot forward that are hard to see/differentiate between an breakable block and an a regular wall. At some point I realized I wasn't having fun with the game anymore and had to stop. But I wanted to love this game D':
I would love to be able to review this game in a vacuum. It would be very convenient for Axiom Verge if I had never played Super Metroid, or watched Alien, or viewed any of H.R. Giger’s paintings. But Axiom Verge is such a blatant, self-conscious reworking of its inspirations that even despite a few neat innovations, it is constantly inviting unflattering comparisons, particularly to Super Metroid, which I’ll focus on here. Super Metroid’s movement is floaty and momentum-based, requiring a commitment to each jump, with less room for midair correction. Samus’ controls are clunky and unintuitive at first, but fluid and rewarding to master. The game contains a short opening and closing cutscene, but otherwise, its story is told exclusively through environment, creating a strong sense of mystery. Its alien world is claustrophobic and disorienting, its atmosphere lonely and isolating, at times even horrifying. Its soundtrack consists of biomechanical beeps and blorps, ritual drumbeats, and contemplative empty space. The in-game map is often unclear and unreadable, with minimal information displayed. By contrast, Axiom Verge presents a protagonist with quick and snappy movement, every maneuver cancelable and correctable. Its controls are designed to be easily picked up and understood. The mysterious, Giger-inspired pixel art setpieces are frequently interrupted with expositional dialogue, helping players to understand the whole story of everything they see. Its world is visually weird, but effortlessly navigated. Its soundtrack is primarily upbeat, pulsing synthpop. The in-game map tells you everything you might want to know: where every door is, where every room contains a secret path, what percentage of the world has been explored. Alien and Super Metroid each elicit discomfort in order to produce a great sense of reward when that discomfort is endured and eventually overcome. And even in the relief of their conclusions, their worlds are never fully understood. Axiom Verge co-opts the superficial qualities of these predecessors and remixes them into an experience that is nothing but comfortable. Axiom Verge never surprises you, never lets you ask questions, and never lets you be truly lost. It's an oppressive alien world with a high quality of life.
It's been many years and this game and its soundtrack still live rent free in my head. I'll hear a song or random electronic noise that reminds me of the game and instantly feel nostalgic. It's a really fun game that keeps you questioning everything you know about the in-game world. It also has a lot of extremely difficult optional puzzles / hidden areas which add to the game's aura of mystery. 10/10!
100%收集,很好玩的类银河城,通关流程较短,15h左右。 Boss房附近都有存档点+明显提示下一间是boss房,好文明!战斗难度不高,基本就是躲弹幕、攻击弱点,掌握节奏就很好打。 可惜没有传送,好在地图也不大,中央有一条“交通”道连接,乘坐一个神秘工具头就能抵达各个区域,也算是一种稍微麻烦的“传送”吧。 能力锁方面最有意思的是Hack枪和小机器兵的设计。Hack枪对不同敌人都有不同效果:干扰、化敌为友、心灵操控[strike](尤里:兄弟,想控你.jpg)[/strike]、切图后复制敌人位置等等, 探图时候多对敌人使用黑客技能会有惊喜。 小机器兵钻洞简直是探图小能手,后期解锁交换以后更是让主角位移能力大幅提升。 缺点是钩爪的使用比较便秘,摇摆不能提供动量很奇怪,发射时候还带伸缩时间,比较劝退,在后期拿到三级衣服和机器兵传送后就基本宣告退休了。 游戏内有的文件内容有些是乱码文怪唬人的,其实是有两套语言Sudran和Rusalki,拿到相关文件按内容直接输密码就能解开。另外地图上有四处地方需要用密码开图,在附近的环境或敌人身上有提示,除了有一个在文件内容里,可以获得一把神器喷火枪。 总之,很推荐,适合喜欢探索地图的类银爱好者
I liked the game but that one part is where it turns into RNG is a deal-breaker for me. I tried it for 30+ minutes straight but unfortunately it's RNG based. I don't recommend this game. It's gonna take your time.
我们需要中文
Axiom Verge was a disappointment. Widely claimed as a great Metroidvania, which is my favorite genre, I assumed there would be no way not to enjoy this game, right? But it fails at the three things that makes Metroidvanias incredible for me - combat, movement, and exploration. Starting with combat. Axiom Verge gives you one option: ranged combat. You're stuck to the 8-way directional for aiming your shots, and while you have a huge range of weapons (I beat the game with 12 or so), most are useless or incredibly situational. You'll frequently be unable to hit enemies a bit above or below you because of the odd angles the 8-way directional forces on you, and while I can see this being an aesthetic design choice ("Look, we're retro, let's emulate Metroid"), I'm sure retro games would have preferred free aiming if they had the tech to do so at the time. Axiom Verge does, decides to not use it, and it's a lesser game for it. Now, movement. It starts bad, like any other Metroidvania, but barely improves. There's no running, double jumping, wall climbing or hanging, dash, or any of the actual cool movement abilities you would expect. Instead, you get a janky-as-hell grappling hook that barely functions, yet is required to progress into many frustrating areas of the game; you get a teleport that also decides to work whenever it wants, not when you want it to; and finally, a spider drone, that half the time fails to launch and your character launches the hook instead. Not only is mobility limited, the limited mobility you have is also bad. Considering the absurd amount of backtracking and verticality on display here, it's wild they decide this was good enough. With poor combat and poor movement, you cannot create memorable boss fights or gauntlets, so the game doesn't have the same oomph that the Mantis Lords in Hollow Knight, Elsom the Oger in Ghost Song, or Granfaloon in Castlevania SOTN. And finally, exploration. I didn't mind the lore at first, but it mostly went nowhere. I think my biggest issue here is that the world is uninteresting - it's very samey and barren. There are little to no NPC's, only the giant sleeping heads telepathically talking to you that I found very hard to empathize. You hear of the villain but don't see it or it's actions until the last 3 minutes of the game. There is little to interact with, no one to talk to, and all areas are kind of generic and similar, so it feels you're going around in circles while playing the game. Sincerely, I have a very high bar for Metroidvanias, and Axiom Verge is far from what I would consider a good one. At least I also got Blasphemous, so let's see what it is all about shall we
1.59版本的汉化方案:度盘:1q5cOpFFSMAMHAZki22tyEg?pwd=137i,下载后解压到游戏根目录覆盖,然后去 [url=https://www.codebay.in/2019/12/axiomverge-cht-mod.html] 《公理邊緣》正體中文模組 - CodeBay.IN [/url] 下载汉化安装即可,侵删。 汉化补丁nick只支持到了1.58版本,安装程序有版本校验,直接在1.59上面安装会安装失败。我把1.58版本游戏程序单独提取出来,覆盖到1.59版本,然后再汉化就没问题。 ps:汉化后启动时间会变长,不知道为啥orz
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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