
A metroidvania that combines the visual style of classic retro games with the fluid gameplay of modern titles. Explore different worlds, face challenging enemies and bosses, and absorb their powers to destroy the Core of Infinitevania.
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): 1/day in the week to Sep 8 → 3/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About
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Infinitevania is a 2D platformer in the metroidvania style, heavily inspired by Castlevania: Symphony of the Night and featuring elements from Hollow Knight and Blasphemous. The game focuses on combat, exploration, puzzles, upgrades, and an breathtaking story.
Explore different worlds
Defeat the most powerful creatures in these worlds, absorb their powers, and grow stronger to destroy the core of Infinitevania and return to your own world.

Face challenging enemies
Develop unique strategies to overcome them, adapting to each battle as you progress on your journey.

Solve puzzles
Tackle intriguing enigmas to unlock new areas and hidden secrets.

Survive deadly traps
Navigate treacherous environments that test your skills and reflexes at every turn.

Collect Upgrades to Become Stronger
Enhance your abilities and equipment throughout your adventure.
Engagement
Reviews
Themes across 265 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Gostei bastante do jogo. Eu não tenho muita experiência com outros jogos no estilo metroidvania, mas o Infinitevania conseguiu me conquistar. Ressalto aqui a ótima jogabilidade, o level design, a trama, e a cereja do bolo: a interpretação e dublagem dos personagens. Agradeço aos desenvolvedores que marcaram presença na Live enquanto eu quebrava a cabeça tentando resolver os desafios do game hehehe. Super recomendo pra quem curte o estilo metroidvania.
I can tell Infinitevania was a labour of love and a lot of effort went in to this game. I really hate leaving negative reviews for anything, let alone a passion project. BUT plain and simple - this game is not a metroidvania despite claiming to be "heavily inspired by Castlevania: Symphony of the Night" [first part of the store description]. Positives: + Decent pixel art; nice animation at times + Music is okay + Controller re-binding Ultimately, though, my main gripe is the game purporting to be something it's not. For anyone who's played Symphony of the Night or any of the "igavanias" that followed that formula, don't expect to find any of that here. - No EXP or levelling up system; no stats. There's a singular, universal currency you gain from killing enemies - Enemies don't drop any equipment or gear - which don't exist in the game - One single weapon the entire game - One single fireball spell - No cohesive, interconnected map - just separate 'worlds', each their own map. As a straight-up 2D action-platformer, it's passable enough. But for a game where so much of what you do comes down to movement and fighting/killing things, neither of those feels particularly fun in Infinitevania. - Enemies are annoying to dodge - not 'difficult' - not 'challenging', but poorly telegraphed with animations that don't have enough frames - Every movement and hit-stun is permeated by screenshake that you cannot turn off - Enemies take far too many hits to die for the effort and reward they give - this is most apparent in the starting zones Okay, well what about the rest of it? - The story is alright I guess. I saw the twist coming a mile away before I even got there. - Voice acting is.... it is what it is, I guess. I switched audio from English to Portuguese because I think it sounds better. - A LOT of meta humour and references - wasn't for me, but might interest some. - Map and room design is nothing special. Overall, hugely disappointing for a game that name-drops such huge influences in the first few words of its store page description. Just go play Portrait of Ruin (Castlevania DS collection).
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Portuguese - Brazil*, French, Simplified Chinese, Spanish - Latin America, Russian, German, Italian*languages with full audio support
Hours played at review time, across 266 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Metroidvania BR muito bacana. Tem um combate e uma movimentação bem fluidos. É relativamente curto, mas é gostosinho de jogar do começo ao fim.
Deixando registrado na história o Lançamento desse game pelo Phoenix do Flow Games o Boy A LOT! Parabens ao Damiani e os Devs, todo sucesso do mundo para vocês Lancado hoje na RETROCOM 2026 Vou jogar aqui e em breve dou a opinião
Jogo incrivel pra quem é fã de metroidvania valeu cada centavo, conheci o jogo com o canl do save manual e consegui realizar todas as conquistas
开局致敬《月下》的里希特·贝尔蒙特与德古拉伯爵的最终决战的场景,包括隐藏楼梯都有,还挺有意思。
Um metroidvania com alma. Muito divertido, com mecânicas e habilidades interessantes. Talvez nao seja o melhor do gênero, mas esta longe de ser inferior em algo. Os diálogos são espirituosos, a jogabilidade é suave e responsiva. Os gráficos são bonitos, mas poderiam ser um pouco mais detalhados, em algumas salas achei bem simples a decoração, mas nada que incomodasse tanto. As animações são fluidas e bem feitas. Os bosses são divertidos, embora seus padrões sejam bem fáceis de assimilar rápido, mas nao se engane, vc ira morrer varias vezes em alguns. Gostei tanto que platinei. Recomendadíssimo.
been waiting on a metroidvania with fun and challenging platforming. combat is also is pretty fun , im having a blast.
有中文 有成就
The story is a bit of a mix between the real world, where you meet a kid who is a fan of Metroidvania games and has just learned that his mother has awoken from a coma, and a strange world called Infinitevania, where he suddenly ends up with very little explanation. Fortunately, there is also no need for much explanation about how to get out of this world. As a platforming hero, you start with a jump that comes with a ledge grab, letting you pull yourself up, and a step back that barely gives you enough room to escape enemies. Shortly after, you find a sword that will carry you through the entire game because there are no other weapons. It has a basic attack that can be chained into combos by mashing the button, while pressing down and attacking lets you bounce off objects and enemies. The rest of your abilities, such as the dash and double jump, are granted as you progress through the game. This might suggest a Metroidvania structure, especially considering the game's name, but the genre elements are so minimal that the game ultimately leans much more heavily toward action adventure. There is a map that expands as you explore each location and shows the entire layout. You can place markers on it, usually when you spot an item you cannot reach yet, although markers are not really necessary for unexplored paths because they are clearly visible as gaps in the map. You travel through only three maps, or biomes, each with its own environments and enemies, although the overall feel remains similar between them. In general, you make your way through long, mostly linear paths while dealing with enemies and environmental hazards such as spikes and lava. Eventually, you reach forks where one path continues the main quest while others lead to dead ends containing loot or areas you cannot reach yet because you lack the required ability. Interestingly, the kid will often comment that you do not have the necessary skill yet when you encounter one of these obstacles. Enemies respawn whenever you change screens and do not drop any loot other than red orbs, which serve as the game's currency. The orbs fly toward you from anywhere, so you never have to worry about losing them. You can also earn smaller amounts by destroying objects, while larger amounts come from crystals. There are also cracked walls that can be smashed, but their visual difference from regular walls is so subtle that you will probably end up hitting every suspicious-looking wall. Fortunately, the map helps here because these walls are displayed in the same way as unexplored paths, appearing as gaps in the map. Besides the abilities required for progression, which are obtained from bosses, most of the game's customization comes from spirits. They are arguably the biggest incentive to explore every part of a map. Some spirits can also be purchased from a merchant back at the main hub. Finding a spirit is not enough, though, as you have to equip it at a save point. There are plenty of spirits, but only a limited number of slots, so you have to prioritize what you want to use, especially early on when you have only one available slot. The spirits offer useful enough perks to make this an interesting choice every time you find something new. They can increase your movement speed, give your sword the ability to destroy projectiles, reveal items on the map, create a shockwave when healing, and much more. More powerful spirits require more slots, but there are no additional requirements. Save points let you heal. Although the kid has a healing ability, it is so slow that it often leads to a situation where you start healing only to get hit during or immediately after the recovery. Fortunately, healing energy is recharged by attacking enemies, so you can generally heal even during difficult fights or boss battles if you find the right opportunity. The same energy is used for two important abilities later in the game, but it never becomes much of a concern because it recharges so quickly. The final feature of save points is fast travel. Unlocking it costs a significant amount, but it is well worth it because it lets you teleport to any previously visited save point regardless of the biome, significantly reducing backtracking. If you also equip spirits that reveal collectibles, you can avoid wasting a lot of time searching for the items you are missing. Enemy types change between environments and are added to a bestiary the first time you kill them, but most enemies are simply obstacles that you can often avoid. Flying enemies are the main exception because they can move through the environment, although at least they come toward you instead of staying permanently out of reach. There are also unavoidable ambushes, but these reward you with a chest containing useful stuff, including gems that permanently increase your health and energy. Enemy variety is decent, although the game does not start particularly well, with too many exploding enemies that can easily catch you in their large blast radius. Bosses are also fine. They can seem dangerous the first time you encounter them, but they are not particularly difficult once you learn their attack patterns and get used to dodging. Some bosses are basic, while the major ones change their behavior after taking enough damage, but none of them are especially difficult to handle. One major annoyance is that the dash does not let you pass through enemies or hazards. This is a bigger problem than it sounds because you often do not have much room to dodge, and contact damage is a constant threat. It becomes particularly frustrating when there is a hazard nearby, causing you to take damage, get knocked back, and then fall into something else. Environmental hazards usually respawn you at the beginning of a sequence, so you do not lose much progress, but there are quite a few platforming sections that require several precise jumps and maneuvers in a row. Fortunately, death is not punishing because the only thing you really lose is time. You keep everything you have collected when you respawn at the last save point. There is also no need to repeat steps you have already completed. If you opened a shortcut or activated something, it stays that way, so you do not have to go through the same sequence again. As is often the case, many of the game's frustrations become less significant as you continue playing and unlock more abilities. The double jump, for example, opens up much more freedom for dodging when combined with the air dash. There is also a ghost spirit that essentially lets you fly, as well as a spirit that allows you to dash through enemies. That last ability is especially useful, although it is somewhat frustrating that it is locked behind a spirit requiring three slots. Being able to dash through enemies feels like such an essential movement option that it would have been much better as a standard ability rather than something you have to sacrifice three spirit slots for.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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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