
BIOMORPH is a dark metroidvania game where you become the creatures that you kill! Solve ingenious puzzles and navigate a stunning hand-drawn world. Meet quirky characters, rebuild a city, and uncover the secrets of a sprawling, fallen civilization… and of your own mysterious origins.
Modeled estimate, not a reported figure. How we estimate →
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): 0.57/day in the week to Aug 24 → 0.43/day in the week after.
About
In BIOMORPH, players must use their skills to explore a vast, varied world. Solve puzzles and platforming challenges, fight deadly monsters and take their shapes to use their powers. But beware – every conquered creature can come back with new and even more threatening powers. Players will level-up their character as they fight through the vast areas around the city, collecting new abilities, mementos and chips. The journey will reveal surprising and alarming truths about our hero’s own origins.

Play as the enemies by killing them and taking their shape. You will be able to use their skills to fight other enemies or use their powers to navigate in uncharted territories.

Fight your way through a challenging AI system where previously mimicked creatures unlock new powers to create a unique experience while revisiting areas of the game.

Choose your fighting style by using an arsenal of melee and range weapons, each of them having its own upgrade tree, to bash and shoot enemies. Create different builds in support of your play style by equipping and mixing different unique skills that you can upgrade.

Explore a vast non-linear, interconnected world composed of many different environments, home of optional boss fights, eccentric NPCs, tons of secrets and upgrades to reward the most daring explorer.
Rebuild the city of Blightmoor and befriend it's inhabitants, learning more about their daily life and the town’s origins. Customize the look of the city to make it your own.
Sums Steam only; PlayStation, Xbox, 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 | $19.99 | 712reviews | 92% | — | $298.7K |
| $19.99 | 155ratings | 90% | — | not modelled | |
Engagement
Reviews
Themes across 70 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I forgot to review this one after I finished, but it was fantastic. Very unique in its mechanic to copy abilities from enemies. Honestly I consider it a must play if you love Hollow Knight and Nine Sols.
BIOMORPH is an ambitious 2D Metroidvania that builds its identity around a simple but compelling idea: the creatures standing in your way can eventually become part of your own arsenal. Developed and published by Lucid Dreams Studio, the game takes place in a dark, interconnected world filled with hostile creatures, unusual characters, hidden locations, puzzles, platforming challenges, and the remains of a fallen civilization. Rather than depending entirely on the standard formula of finding permanent traversal upgrades, BIOMORPH allows the protagonist to defeat certain enemies, assume their forms, and use their abilities. This transformation system gives the adventure a distinctive personality while complementing the exploration-heavy structure expected from the genre. Taking the shape of defeated creatures is much more than a novelty. Individual forms provide abilities that can be useful during combat, traversal, or environmental puzzles. An enemy that initially exists as a threat can consequently become a means of reaching previously inaccessible territory. This creates a satisfying incentive to experiment with different forms instead of treating enemies simply as obstacles to eliminate. It also fits naturally into the game's nonlinear design because locations that appear impossible to navigate during an initial visit can become accessible after obtaining the appropriate transformation. Backtracking therefore has a clearer purpose, with new creature abilities encouraging another examination of familiar areas. BIOMORPH adds an unusual complication to this concept through its enemy progression system. Creatures that have previously been mimicked can develop additional powers, making later encounters with familiar opponents potentially more dangerous. It is an intriguing approach to the traditional Metroidvania power curve. The protagonist becomes increasingly versatile, but the surrounding opposition is not necessarily condemned to remain exactly as it was at the beginning. Revisiting an older area can consequently involve more than effortlessly destroying enemies that were once difficult. This system helps reinforce the theme of adaptation that runs throughout the game. The protagonist is not restricted to fighting through transformations either. BIOMORPH provides both melee and ranged weapons, with individual weapons featuring their own upgrade trees. Skills can also be equipped, combined, and improved to produce different character builds. These options make combat more flexible because players can develop a preferred fighting style instead of depending exclusively on whatever creature form happens to be available. Transformations remain the signature feature, but conventional weapons provide a reliable combat foundation. The combination of weapons, skills, upgrades, chips, mementos, and creature powers gives progression considerable variety without abandoning the fundamentals of an action platformer. Exploration represents another major strength. The world is nonlinear and interconnected, containing different environments populated by enemies, secrets, upgrades, optional bosses, and eccentric NPCs. Players willing to investigate beyond the most obvious route are regularly given reasons to do so. Hidden upgrades make exploration mechanically worthwhile, while optional encounters provide additional challenges for players interested in testing their builds. The transformation mechanic further improves this structure because discovering a new creature form can immediately make the player reconsider obstacles encountered hours earlier. BIOMORPH understands that one of the pleasures of a Metroidvania is not simply finding a new ability, but realizing how many previously mysterious locations that ability might open. Blightmoor gives the adventure an additional layer of progression outside combat. Players can rebuild the city, interact with its inhabitants, learn about their everyday lives, and gradually discover more about the settlement's history. The city can even be visually customized. This feature prevents the central hub from feeling like nothing more than a collection of shops and functional NPCs. Watching Blightmoor develop alongside the protagonist gives the journey a tangible sense of improvement and provides a calmer counterpoint to the dangerous territories surrounding it. Relationships with its unusual inhabitants also contribute personality to a world that might otherwise have relied too heavily on darkness and ruined environments. The story revolves heavily around discovery. As the protagonist travels farther into the world, information emerges concerning the fallen civilization as well as troubling revelations about the hero's mysterious origins. This is particularly appropriate for a game centered on assuming the bodies and abilities of other creatures. Questions of identity are naturally supported by a protagonist capable of physically becoming defeated enemies. The narrative and primary gameplay mechanic therefore feel thematically connected rather than existing as completely separate elements. The mixture of dark fantasy, mystery, strange characters, and occasional dark humor also gives BIOMORPH an atmosphere that can shift between unsettling and eccentric without losing its overall identity. Its hand-drawn presentation strengthens that identity considerably. Characters and monsters possess distinctive designs, while the illustrated environments give different sections of the interconnected world their own visual character. This matters in an exploration game because recognizable environments help players mentally organize locations and remember where inaccessible routes were discovered. Animation and creature design also make transformations more satisfying because adopting another form produces a noticeable visual and mechanical change rather than simply granting another ability to the protagonist. There are still elements that will appeal more strongly to dedicated Metroidvania players than to newcomers. Backtracking is an inherent part of the experience, and anyone who dislikes revisiting earlier regions may become impatient with its interconnected structure. The quantity of weapons, transformations, upgrades, skills, chips, mementos, secrets, and optional content can also make progression feel somewhat crowded compared with more streamlined platformers. Players are rewarded for experimentation, so someone determined to use a single strategy throughout the entire adventure may not experience the transformation system at its best. BIOMORPH ultimately succeeds because it takes recognizable Metroidvania foundations and gives them a creative mechanical centerpiece. Its creature transformation system makes enemies useful beyond combat, while weapon upgrades and customizable skills ensure that traditional fighting remains important. Optional bosses, secrets, puzzles, platforming challenges, nonlinear exploration, city reconstruction, NPC relationships, and the mystery surrounding the protagonist provide additional substance around that central idea. Lucid Dreams Studio, serving as both developer and publisher, has produced a cohesive adventure that should particularly satisfy players who enjoy exploration, experimentation, character builds, and returning to previously inaccessible areas with entirely new capabilities. It is not a radical reinvention of the Metroidvania genre, but its transformation mechanics and interconnected progression give it enough individuality to stand confidently on its own. Rating: 9/10
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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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Simplified Chinese, Portuguese - Brazil, Japanese, Russian
| $19.99 |
| 50ratings |
| 96% |
| — |
| not modelled |
| $19.99 | — | — | — | not modelled |
| $12.99−35% | — | 65%* | — | 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 70 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Игра в целом очень понравилась. Бои здесь интересные и затягивающие, а главная фишка — механика превращения в убитых мобов — сделана просто отлично. Можно комбинировать разных существ и подстраивать стиль боя под себя, из-за чего сражения долго не надоедают. Локации большие и хорошо проработанные, исследовать мир действительно интересно. Саундтреки тоже понравились — они атмосферные, хотя прямо в душу не запали. На прохождение одной концовки у меня ушло около 28 часов, а ещё примерно 8 часов — на получение всех концовок. Для кого-то это может показаться слишком долгим прохождением, но лично для меня это был скорее плюс. Отдельно хочется похвалить персонажей и диалоги. У каждого хорошо чувствуется характер, мотивация и роль в истории. Лор игры тоже очень качественный — реально интересно узнавать предысторию мира и самих персонажей. Побочные задания неплохие, хотя действительно запоминающихся среди них немного. Но больше всего мне понравилось то, как сделаны мобы, в которых можно превращаться. Среди них нет бесполезных или скучных — каждый по-своему крутой, со своими атаками, способностями и стилем игры. Постоянно хочется пробовать новых, и выбрать одного “лучшего” просто невозможно. Что не понравилось Оружия и чипов много, но на практике большую часть из них использовать не хочется — многие кажутся бесполезными. У персонажей нет озвучки. Очень хотелось бы, чтобы она была. Большинство боссов слишком лёгкие — многих можно пройти с первой попытки. Хотя был один босс в виде движущейся платформы с самонаводящимися ракетами… вот он уже скорее имбалансный. Ракет слишком много, их трудно отбивать, и на этого босса у меня ушло около 40 попыток. Управление на геймпаде тоже не очень понравилось — к нему долго привыкаешь и иногда путаешься. Итог Игра шикарная, но не без недостатков. 7.5/10
22時間程度で全実績解除までクリアできました。 メトロイドヴァニアとしてはよく出来ていると思います。 マップはかなり広めの部類のため探索が好きな人におすすめです。 敵との戦闘についてはパリィは無く回避のみのため、強敵との闘いが好きな人には物足りないと思います。 探索については各マップのクリア状況が最初から分かるようにできており現状進めないエリアや取得できないアイテムの場所はスクリーンショット付きでマップにピンが刺せ、ピンの色を変えることもできる親切設定です。 今作の特徴である敵への変身については基本的にギミック解除がメインで、一部だけ遠距離攻撃で安全に敵を倒すのに役立ちました。 一定数倒すと好きなタイミングで変身できるようになりますが、設定できるのはセーブポイントで設定数も3体のみです。 場所によっては他のエリアでしか出てこないやつへの変身が必要になり、折角アイテムを見つけても対象となる敵を設定できていないと、一度セーブポイントに戻って設定し直すことになります。 再訪が必要になったときはかなり面倒でした。 ファストトラベルは序盤から機能解放でき、セーブポイントと兼用です。 エリアごとに複数個所ありますが、セーブポイント毎にファストトラベルの機能追加が必要だったのは微妙に手間でした。 また、セーブポイントを利用すると敵が復活するのですが、変身できる敵は強化状態となる仕様も個人的に面倒なシステムでした。 後半にはどこからでもセーブポイントへ移動できるようになったので、クリア前のアイテム回収では来た道を戻る必要が無くなったのは助かりました。 武器について実績に関係しているものが2種類あり実績解除のために一時的に使用しましたが、基本的には初期に入手できるパンチと銃と連撃でほぼ進めました。 ストーリーについてはメトロイドヴァニア作品としては比較的良い方でしたが、おまけ程度に考えて楽しむのが良いと思います。 個人的に気になったのは、一か所だけ隔壁のようなもので先に進めない場所があり、今後何らかの追加要素で進めるようになるのか、本当に何もないのかよくわかりませんでした。
good metrovania!°
It's a pretty good metroidvania with an interesting gimmick. The only negative I have to say about it that it's pretty short. I had fun with it. Well worth the "Summer Sale" money I spent on it.
比较平庸的一作,其实并不是很推荐但无奈steam没有中评 地图设计一般,boss极简单,但我很喜欢到处捡npc回来建设小镇 化形能力有趣,但基本只用于本区域内跑图开锁(每个区域有2-3种小怪,打完一定数量小怪可使用其化形能力,同时能携带三种能力,切换需回存档点) 感觉制作组有时一拍脑袋突然想起我们还是个类银游戏于是强行在A区域内放一个需B区域能力解锁的收集品,离存档点很远还只是破烂,毫无收集的快乐……
还可以的类银河游戏,游戏特色是可以变成怪物形态来攻击,不过太多数怪物只适合用来跑图解谜,战斗比较简单,收集也容易,就是需要后期跑图有点枯燥。
Refinement and variety... that's what Biomorph brings to the metroidvania genre. Adding the ability to switch between your enemies was genius. Each having its own impact on puzzle solving, traversal, and combat. Swapping out different moves to customize your build added another wrinkle to the game that is often absent in others. I am a huge fan of metroidvanias and this one made that love for them grow even more. The only real complaint that I have is all the ill place teleporters and the backtracking. These two things are common in most other offerings and would have been nice to see a remedy for it. Other than that, great game.
很新奇的設定 某些路是要變身能力才能過 BOSS戰很簡單
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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