
Reach your potential in a fast and fluid 3D action-platformer set in a beautiful and hopeful Solarpunk world. Take on challenging bosses, upgrade your systems, and show humanity the promise of AI.
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.
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.
About
Sums Steam only; Xbox, PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.99−70% | 146reviews | 81% | — | $38.8K |
| $19.99 | 30ratings | 80% | — | not modelled | |
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Excuse me for not being a Mega Man X7 master but...oof The short of it is the game is way too difficult. A majority of the levels are precision platforming. The enemy behavior is way too aggressive. Some enemies take more than half your life bar in a single shot, Enemy usage is also terrible. There are enemies that can suck you into an area, and they are almost always placed 2 at a time, making it so you can't even move. Yet, there are also cases where the homing melee enemies are placed right in front of a pit, causing them to just fall off. The core problem though is your base shot is worth piss diddly, with no way to upgrade the base damage iirc. You mostly rely on your charge shots which deplete your meter quickly. Legitimately the best strategy is to run and ignore the enemies when possible. The enemy and boss design (of the models you actually fight in the world) are just generic with nothing to stand out. The bosses and mini bosses also have no real "pizzazz" or built like Mega Man bosses. There are no real patterns or attacks that allow you to counter easily. The best strategy most of the time is just to mash dash and fire, getting off charge shots when you can. Upgrades are almost required to progress. Luckily the secret areas are pointed out to you, and aren't too obscure to find. The weapons though I never actually used in the playthrough at all. Final boss is also very lame. There is a cutscene that occurs halfway through but it doesn't actually pause the action fully. Meaning you come out of the cutscene and can be immediately hit. The controls are good though, only had issues a couple of times. If there were difficultly options or better level scaling it could be passable but for now its a hard pass.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, French, German, Japanese, Simplified Chinese, Spanish - Latin America*languages with full audio support
| $19.99 |
| 28ratings |
| 84% |
| — |
| not modelled |
| $19.99 | — | — | — | 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 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Honest Opinion from a Mega Man Fan with Experience in the Franchise As someone who grew up playing various titles from the Mega Man series, I was excited to see the idea of a 3D game inspired by the franchise — especially one that aimed to capture the essence of a “Mega Man-like” experience. Unfortunately, the game fails in several crucial aspects, which is a shame, because there are some good ideas here. At first, I thought it would be influenced by Mega Man X and Legends, but later I found out the foundation was Mega Man X7 — which I believe was an unfortunate choice. Not only is X7 widely considered the weakest entry in the series, but Legends has mechanics that would have been much more suitable for a 3D title like this. Gameplay and Level Design The trailer caught my attention and looked promising, but actually playing the game was a different story. The stages are long, repetitive, and lacking in creativity. Gameplay doesn’t evolve over time, remaining the same from start to finish. The maps are poorly designed: obstacles that should pose a challenge can be easily skipped with dashing and jumping, platforms are mostly pointless, and the game rarely forces the player to follow the intended path. The lack of a manual aiming button is a major issue. The auto-aim system doesn’t move the camera, which often made me lose sight of enemies while trying to dodge — especially uncomfortable when playing with a controller. Mega Man Legends already showed how essential a manual aim button is for this kind of perspective. Games like Devil May Cry handle this far more effectively as well. Enemies only spawn when you enter a specific area, making it hard to prepare or plan ahead. Many have long-range, high-rate-of-fire attacks, and they often start firing the moment they appear. Some have unnecessary shields, and mechanics like black holes or sticky projectiles feel unbalanced or poorly explained — I often didn’t know what to do and just took the damage. Important items like upgrades and chips are easy to find and poorly hidden. Secret paths are almost obvious, and the game literally tells you where the portals are. Boss abilities are also disappointing: they look different visually but are mechanically identical — just different kinds of projectiles. The decision to make the charge shot dependent on energy is questionable. It’s much more powerful than regular shots, so I ended up relying on it exclusively. And since the enemies aren’t hard, just poorly designed, the game becomes easy — and at times annoying — as many challenges can simply be bypassed by running and dashing through them. Checkpoints were poorly implemented. After reaching one, a vague message suggests you can pause, but nothing clearly indicates that it's a save point you can return to later. The interface isn’t intuitive, and the shop system feels almost irrelevant — I was rarely motivated to return to the base. Bosses follow a repetitive pattern: dodge, shoot, repeat. Arenas are small, and the lack of variety in their attack patterns makes fights monotonous. The boss in the “rockstar” stage is especially poorly designed — it rushes in and shoots nonstop in a tiny space full of side traps. Secret stages feel unfinished, as if they were assembled with generic Unreal Engine assets. They can be easily skipped with a few jumps and dashes, with no need to follow the intended route. On top of that, they offer no meaningful rewards, and their entrances aren’t hidden at all. Art and Visual Direction Visually, the game looks like a prototype. Effects for shots, lasers, shields, and the maps overall feel raw and unpolished, like off-the-shelf assets that weren’t customized. Lighting could be better adjusted, and there's excessive visual clutter during certain attacks — especially with swords. The environments are overly vibrant, and background elements often blend with the main path, making navigation confusing. At times, I stood still not knowing where to go, waiting for invisible platforms to appear. Enemies are generic and visually repetitive, making them hard to distinguish. In Mega Man, each enemy has a distinct design that helps players anticipate their behavior — something that was ignored here. Traps feel disconnected from the environment, and the game’s UI is extremely simplistic. Acquired abilities are represented only by colored circles, with no icons or visual indicators. This also applies to menus, the shop, and the stage selection screen. Speaking of stage selection, it’s a single horizontal line showing all sections of each map — not practical at all. When revisiting levels to collect missed chips, I had to scroll through several options before finding the one I wanted. There’s not even an indicator of what’s already been collected in each stage, forcing players to manually check every one. This could easily be solved with a system similar to Mega Man X3 or even Gravity Circuit, which clearly shows which items have been obtained before entering a stage. Characters and Story Delta’s design is solid — though some elements could better align with the Mega Man style, which is more a matter of personal taste. I also liked Delta’s creator and her niece. However, AnnDroid and Vega feel like recolored versions of Delta, with little visual or mechanical identity. The characters’ weapons are basically the same. In Mega Man, characters like X, Axl, and Vile all use firearms, but each has a unique style. Here, all robots follow a generic pattern. As for the bosses: one clearly seems based on Kamina, and another on Majora’s Mask. Homages are fine, but this crosses the line from inspiration to imitation. If Mega Man were a Nintendo IP, this might already have led to legal issues. The characters’ personalities are also lacking. Delta stands out to a degree, but Vega comes off as a copy. The rest of the cast feels empty, showy, and lacking in charisma. The villain is evil just for the sake of it, and the "everyone deserves forgiveness" message feels forced, making an already weak story even less engaging. Conclusion Despite the criticisms, I genuinely hope this franchise continues. The idea has potential, and I believe that with more experience and resources, the studio could deliver something truly memorable. The cliffhanger ending suggests plans for a sequel — but honestly, I think a reboot would be more appropriate. With more polish and a clearer direction, this universe could really flourish. Verdict: If you’re a Mega Man fan looking for something casual to play and don’t mind weak story or presentation, it might be worth trying. But if you’re looking for a more complete experience, with solid gameplay and meaningful challenge, this game still has a long way to go.
It's like when you rent a ps2 game that's rough around the edges and broken but you love it anyways
A esta review le voy a poner las mismas ganas que el desarrollador le puso a la interfaz de usuario y simplemente decir NO, esto no es un Mega Man X en 3D bien hecho. Posiblemente mejor que el X7 (vara bajísima), pero no llegué ni a la hora de juego antes de tener que cerrarlo. Tosco de manejar, con enemigos fáciles pero insufribles, niveles largos pero repetitivos con música aburrida y con algunas de las peores decisiones que vi en un juego que quiere imitar a los Mega Man X, como el hacer que el disparo cargado (que sí, hace bastante daño acá) dependa de una barra de energía, pero al mismo tiempo poner constantemente a enemigos con escudos que requieren de un disparo cargado, y usualmente los ponen en los lugares más frustrantes posibles. Al final le ♥♥♥♥ más ganas a la review que el dev a la horrenda interfaz de usuario (incluyendo el menú de opciones que el juego NI TENÍA CUANDO SALIÓ), así que mejor me callo ya. EDIT: Por si fuese poco, hay un skin DLC que ya no se puede conseguir, y probablemente era el más fachero de todos encima.
I'd rather play mighty number 9
So...why aren't more people talking about this game now? I only have a little time with it so far and it definitely more than a little rough around the edges, but this is a solidly fun game with a lot of love for Megaman X. Like it plays like if MegaMan X would if it had always been in 3D and it plays fairly well overall. Like I'm rarely frustrated with the controls. What I'm saying is if you wanna scratch that Mega Man X itch and got some cash to burn I would recommend this for a pretty damn good time.
DEI megaman
[H1]Underloved Gem[/H1] I'm not a Mega Man fan, but I recently got into the series, played a bit of Dive/Offfline and felt like trying this out. I've had a great time with it! DeLTA's a wonderful protagonist, cool and adorable in equal measure, the levels hit just the right balance of challenging and tacklable, the collectable hunting kept me engaged throughout... fun boss fights, great VA, this was just a strong package on all fronts. Give it a try!
some of the enemy placement can feel a little unfair, but overall it's an enjoyable game that wears it's megaman x inspiration on it's sleeve in the best kind of way. My only real gripe is that the weapons you get from defeating each boss feel like the consume to much energy to make it worth it to use them, even with a maxed out energy tank upgrade.
Protodroid Delta is punishment. The delightful kind. Delta is a cute savage. Her world is equally colorful and dangerous. Characters are imaginitive and unique. This game is everything one would expect a 3D megaman game to be that we never got. Obstacles are combined with enemy threats elegantly also. So far there was a level design error on the desert stages. It's a platform that does not return after it takes off. You basically have to intentionally fall off to reset it if you miss the platform.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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