
Uncover the secrets of the sinking metropolis in this action RPG. Clash beam sabers, or be a gunslinger. Make alliances or go it alone. Your actions have consequences - those whom learn the nature of this world will be able to shape it as they see fit.
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Languages: English
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Reviews
I was looking for a soulslike game on steam. My selection criteria were: 1) the mechanics of losing souls at the place of death; 2) the presence of replay value (full-fledged new game plus); 3) the amount of content (landmark - at least 10 bosses). So I found this masterpiece on Steam. Briefly about the pros and cons that I identified after the first passage of the game. The game has a very strong audiovisual component. Stunning ambient and pixel art immerse you in the atmosphere of the game, allowing you to forget for many hours ahead. The story that we get in small parts as we explore the game world is intriguing and exciting. But still the strongest part of the game is the gameplay, but with its flaws. Combat is dynamic, light weapons feel good. Exploring locations is intuitive, it's nice to move from the "bonfire" to points of interest. The elements of metroidvania are revealed unexpectedly cool through the unique formula of cycles. The game also has many other strong and successful details. But there are some points that I would like to correct. First, these are save cells. This is sorely lacking in the game. I wanted to create a new character and lost the walkthrough. Secondly, this is the lack of information about the player in the game. Sometimes you want to see the character's statistics, but you can only do this at the "bonfire". In the third, the lost biomass did not always remain at the place of death, and sometimes disappeared altogether (when it fell under water at the place of transition of locations). The principle of operation is not clear, it looks more like a bug. Having fallen into the abyss, for example, you can return the accumulated biomass to the "bonfire" or lose it altogether. I would also like to be able to assign the heal button to a separate button from the action, less spasmodic character progression, and a more distinct transition to new game plus (it's not clear whether a new cycle began in a regular game or switched to new game plus). The overall impression of the game is extremely positive. This game is a great example of how video games are art first and foremost. I hope someday we will see a port to other platforms (for example, switch, ps5 / 4, xbox, and maybe ios / android). This game definitely deserves more attention and recognition from the players.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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Biomass is an independent action RPG developed and published by Final Scene dev that blends atmospheric worldbuilding, challenging combat, and exploration-heavy progression into a science-fiction experience that values mystery as much as gameplay. Built within a ruined future where civilization survives on the edge of collapse, the game creates a haunting setting that immediately captures attention through its environmental storytelling and commitment to player discovery. Rather than leading players carefully from objective to objective, Biomass encourages exploration and experimentation, allowing its world and systems to reveal themselves naturally over time. The game takes place within a flooded future where humanity struggles to survive inside massive structures rising above endless waters. Towering over everything stands an enormous lighthouse, an ever-present symbol that dominates the skyline and quietly reinforces the sense that hidden truths remain buried beneath the surface. The setting itself becomes one of Biomass’ strongest qualities. Every area feels designed to spark curiosity, creating a world that feels abandoned yet strangely alive. There is a constant feeling that every forgotten corridor or isolated location may contain answers waiting to be uncovered. Exploration forms the backbone of progression. Biomass embraces a design philosophy that rewards players who pay attention to their surroundings rather than simply following obvious paths forward. The world unfolds gradually, opening hidden routes and interconnected spaces that slowly reveal larger layers of the city and its history. New locations often feel meaningful because discovery itself becomes part of the reward system. Rather than overwhelming players with exposition, Biomass allows the environment to communicate much of its story. Its approach to storytelling stands out because of how heavily it depends on player involvement. Information is rarely delivered through lengthy explanations or direct narrative guidance. Instead, understanding develops naturally through observation, exploration, and interaction with the world. Players willing to investigate deeply may uncover layers of lore surrounding the surviving population, political tensions, and larger mysteries connected to the dying city itself. This creates a strong sense of ownership over progression because discoveries feel earned rather than delivered automatically. Combat introduces another major strength. Biomass gives players multiple options for handling encounters, allowing flexibility in how challenges are approached. Melee combat provides direct and aggressive engagement, while ranged weapons create opportunities for more tactical positioning. The inclusion of beam-based mechanics introduces additional depth through defensive play and attack deflection systems. Weapon switching during combat encourages experimentation, rewarding players who adapt rather than relying entirely on a single strategy. The variety found in enemy encounters helps maintain momentum throughout the experience. Different opponents require different approaches, preventing combat from becoming repetitive. Some enemies reward patience and careful positioning while others push players toward aggression and rapid reactions. This constant adjustment keeps battles engaging and reinforces the importance of understanding available tools rather than simply increasing raw power. Boss encounters deserve particular praise because they extend beyond standard difficulty spikes. Major confrontations often contain additional layers and hidden mechanics that can change how fights unfold depending on player choices and actions. This design strengthens one of Biomass’ core ideas: actions matter. Progression is not purely mechanical. Player decisions influence outcomes in ways that make encounters feel connected to the larger world rather than existing separately from it. Player choice extends beyond combat systems as well. Interactions with factions and individuals can create different outcomes throughout the experience, giving progression a more personal quality. Certain situations evolve differently depending on how players approach them. This responsiveness helps Biomass feel dynamic without forcing artificial morality systems into the experience. The world reacts naturally rather than simply presenting obvious good and bad decisions. Visually, Biomass creates a memorable identity through detailed pixel art combined with a bleak science-fiction atmosphere. The flooded city feels lonely and oppressive while still maintaining moments of beauty hidden beneath decay. Environmental design consistently reinforces tone, creating a setting that feels dangerous, mysterious, and deeply lived-in. The pixel presentation also complements gameplay clarity, ensuring combat remains readable without sacrificing atmosphere. The game's willingness to avoid constant direction may occasionally create frustration for players who prefer more guided experiences. Biomass expects patience and curiosity. Some mechanics take time to understand, and narrative answers rarely arrive immediately. However, players willing to embrace uncertainty will likely discover that much of the experience's appeal comes directly from learning through experimentation rather than instruction. What ultimately makes Biomass stand apart is its confidence in allowing players to find their own path. It trusts exploration, trusts environmental storytelling, and trusts players to piece together its systems independently. That confidence creates an experience that feels rewarding because progress depends on personal understanding rather than simply following instructions. Biomass delivers a memorable blend of action RPG systems, exploration design, and atmospheric storytelling wrapped inside a fascinating science-fiction world. Its combination of freedom, consequence, and mystery creates an experience that remains engaging from beginning to end. Players who enjoy challenging combat, discovery-focused progression, and richly atmospheric worlds may find Biomass one of the more rewarding independent action RPG experiences available. Rating: 7/10
这款游戏算是我玩过的2D魂like品类中最正宗的(叠甲:我不把空洞骑士这类银河城算作魂like)。 在此之前个人觉得魂味最正宗的是《盐和避难所1》,但是为什么玩了Biomass觉得能够比盐1更对味儿呢,因为Biomass没有跳(笑),虽然看起来像是玩笑话,但对于本质是一个2D platform的游戏,没有跳跃相当于“残疾”,比如《盐和避难所1》也不敢把跳跃删了,甚至后面还有类似二段跳的功能(银河恶魔城like元素),同样是没有跳的2D魂like《黑暗献祭》就有很明显的“残疾感”,而Biomass却不会因为没有跳跃而变得不好玩。 唯一的缺点是没有中文,且后面感觉是因为经费制作原因剧情有点放飞自我,虽然我到后面基本也不看剧情了就跑图战斗玩得也很开心。 ------------------------------------ Translation by AI ------------------------------------ In my experience, Biomass stands out as one of the most authentic 2D Souls-like games I've played (disclaimer: not counting Metroidvania-style titles like Hollow Knight). Prior to this, Salt and Sanctuary was personally my benchmark for capturing the true essence of 2D Souls-like gameplay. However, what sets Biomass apart is its lack of a jump mechanic—yes, it sounds humorous, but in essence, for a 2D platformer, the absence of jumping could equate to a significant "disability". Despite this, Salt and Sanctuary couldn't do without jumping, even introducing double jumps later on (typical of Metroidvania elements), while Dark Devotion, another 2D Souls-like without jumping, suffered from a palpable sense of limitation. Surprisingly, Biomass manages to remain highly enjoyable despite this omission. On the flip side, the sole drawback is the absence of a Chinese localization, and towards the latter part of the game, the storyline seems to veer off due to apparent budgetary or production constraints. Although by that point, I found myself mostly disregarding the narrative and still had a blast exploring the maps and engaging in combat.
Very nice game with a very cryptic ending and long empty corridors. 7/10
man this game deserves more recognition runs perfectly on the steamdeck
This game has an amazing atmosphere, and an enigmatic lore, delivered to you in a similar way to hollow knight: small snippets that can be pieced together into a surprisingly detailed lore. Of course this game hasn't quite gotten popular enough for the lore to have been reeally explored like hollow knight, but that just makes it more fun for me. Any idea you have about the lore could be true, or it couldn't, there's no way to check. One thing some of the negative reviews have said is that the combat is frustrating. Personally, I found this to be a bit true for a short time at first. However, because I liked the atmosphere of the game so much it didn't really bother me. Then, I fought a certain boss which forced me to play a certain way and things seemed to just click. After that the combat was quite fun. If you find the combat annoying, give it a chance, you might come around. TD;DR: if you like interesting sci-fi, you'll like this game. If you like enigmatic lore delivered in a similar style to Hollow Knight, you'll probably like this game. If you like immersive and fascinating worlds, you'll like this game.
hidden gem for souls fans
This game could have been good if not for the bad level design and general lack of clues and guidance. Most of the time you just wander aimlessly. Not recommended.
I have no idea what im doing, where i should be going, or what motivation i have to do so. It looks so great in the trailer, but i was too bored to continue far enough to find out the good stuff that was promised.
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