
Rebel Transmute is a challenging 2D action-platformer epic with heart! Explore the twisting caverns of an alien planet, augment your play-style to fit your strengths, battle deadly bosses, and uncover a dark truth as Moon Mikono searches for her long lost mother.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.14/day in the week to Sep 8 → 0/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.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation publishes 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 | 286reviews | 76% | — | $123.8K |
| $19.99 | 60ratings | 75% | — | 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.
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I wanted to recommend it despite its flaws (especially the unbalanced difficulty) but the endgame is awful with tedious backtracking, no guidance (I couldn't even find where I was supposed to go to progress) and a required move that is both unexplained and next-to-impossible to perform.
Bradzo dobrze spędzony czas.
Поначалу показалось что это обычная проходная средненькая метроидвания.. Но поиграв несколько часов и втянувшись, как это всегда происходит когда проходишь метроидвании 😁...игра зацепила. Местами довольно сложная, даже для любителя метроидваний...но ведь "тупики" это и есть фишка этого жанра, когда не знаешь куда идти...И на бэктрэкинг, играя в метроидванию жаловаться глупо. Не очень внятный сюжет конечно, но это терпимо...считаю игра заслуживает 7.5/10 (Может даже 8/10🤷♂️) 👍
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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, Japanese, Portuguese - Brazil, French, German, Spanish - Spain, Korean, Simplified Chinese, Traditional Chinese, Catalan, Spanish - Latin America
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Неплохая игра в разумных средствах. Брал дешевле 200 р, сейчас она стоит 700 р - это дорого. Понравилось что куча механик, которые неплохо адаптированы. Несложное прохождение, более-менее равномерное открытие локаций. Простота в понимание - не нужно голову ломать над чем-то. Красивый пиксель-дизайн. Минусы: банальщина, списали всё под чистую с ХК, Ахио Вёрж и что-то ещё. Некоторые комнаты прям подбешивают тем, что ты проходишь ради очередного бесполезного амулета (коих очень много, часть как полезных, так большая часть нах.не нужные - в принципе, как это и везде, чисто для контента накидать до кучи - зачем?) или ещё хуже ради живокрови (валюта игры), которой ппц как до хера, и ты не знаешь куда всё это девать. Непонятные телепорты, лишь только в конце тебе даётся награда, если ты победишь грёзных боссов (ага, как в ХК), в виде 8 телепорты на те точки, где есть респы, что уже нахрен не надо. Ещё какие-то капли эхо - ну это вообще зашквар, ты собираешь их по всей здоровенной карте, так сказать, общаясь в труднодоступных местах с MPS около 20 персонажей, а награда, за это всё, плюс там ещё и место конченное, чтоб её забрать по платформингу, один кристал Карллллл, это как? Один кристалл, это часть маски как в ХК, коих в конце и так дохерище. Не, ну это просто унижение игроков ))) Ах да, нет русского перевода - позор и только! Ладно, что-то разошёлся. В целом, ещё раз, за скоромные деньги - продукт простой и годный, но 700 р - это не тянет и на 10% от полого.
地圖的設計太差。廣大的地圖但傳送點太少。有的地方怪很多,還沒有重生點。很容易被卡在某一個區域。然後花了31小時通關了,還是不懂它的結局是三小,所以這個故事要講啥?遊戲體驗真的不好,完全不推。
[i]My playtime at finishing the game at 56% was ~12 hours and ~16 hours at 80%. [/i] [b][i]Rebel Transmute[/i][/b] is a Metroidvania in a sci-fi setting. The protagonist arrives at an abandoned colony and research facility to find her mother and discovers what happened there. The game briefly mentions unrestrained capitalism, workers’ rights, and transhumanism. There are relatively few story cut-scenes and side quests. [h2]It is a challenging and demanding Metroidvania with some accessibility options.[/h2] The exploration is satisfying, though the semi-ranged combat is somehow less appealing than the usual for the genre melee. The variety of the regular foes and the challenging bosses is quite decent, while each new traversal ability feels like a significant improvement. There are also passive abilities, providing range for the character builds. All character upgrades are found (including purchasing from the vendors) and there is no level up screen as such. The abilities can have synergies and not all of it is explained or obvious upon unlocking the respective transmutation (e.g. the Water Spark or the diagonal dash). While there is contact damage from foes and it is not possible to disable, there are also a few late-game abilities which make the MC cause a high amount of damage to the opponents upon contact and pet-like creatures who can attack the nearby foes, including the ones behind walls or platforms. So, it somehow evens out. To add to the exploration part, quite early, several main objectives appear on the map. However, I was unable to reach them when first entering the respective biome, as abilities from the other biomes were required. The map, while generally quite helpful, rarely indicates that there is a specific ability-related environmental element to interact with, such as a purple plant to bounce from or a wall to break. Thus, I got lost several times trying to check all unfinished rooms and find the path forward. The pixel art visual style is expressive and fitting, providing a decent visibility for the foes and interactive objects. The soundtrack is present and the game is VA-free. The controls are mostly rebindable, the game saves the exact progress on exit, though Windows Explorer is still required to have several manual hard saves. I would like to point out that having quick-saving in a game with platforming elements is most welcome and it makes missing jumps and falling to the bottom of the rooms significantly less enraging. There are a few places where falling would lead to long and unpleasant backtracking. There are accessibility options, such as a visual indicator for jumping, removing damage from the environmental hazards, and increasing health, but there are also timed gameplay sequences on the critical path which require some level of precision. I have encountered one bug during my playthrough - an optional boss battle did not count as completed.
TL;DR: A solid B-Tier Metroidvania that does not hold your hand, with a very open world, and will very quickly make you feel like you're somewhere you shouldn't be, like you're sequence breaking. Not for the faint of heart when it comes to progression, but if you enjoy challenging sequence breaks, this might be a fun one for you. Combat - Great Movement - Great Exploration - Map always updates Progression - Frustrating Story - It's there, and solid, but not overly interesting. Augments (charms/badges) system - Kind of one-sided, but cool Where do I begin with this game. Normally I like to go for 100% on metroidvanias, really try to explore thoroughly and complete the game without guides. This game however, really frustrated me. The combat was fine, a good challenge up until 80% through, when I could just damage tank everything with zero issues. The movement felt pretty good, especially when you think you've found a cool tech that allows you to skip needing certain abilities. The augment's system is decent, but it really just seemed like you stuck with the same combo the whole time. Some of the augments were just not good or not very fun, while others felt like they should've been permanent upgrades. The exploring/progressing was the frustrating part, because it seemed that I always felt a sense of "I shouldn't be here yet, and I somehow sequence broke the game." Up to the point where I got stuck on a main quest puzzle, had to watch a guide, and found out I needed a certain ability. Come to find out that you never get that ability? and/or I never found it somehow. I finally came back after exploring everything and figured out how to do it without that guide. The final boss I was barely convinced was going to be the end because I still was missing some abilities, despite filling out almost the whole map, aside from a handful of rooms that I couldn't progress. So I rolled credits despite not being 100%. It took 34 hours, so I feel like I got my money's worth, but I will almost certainly not come back for a 2nd or 3rd run, which is against the norm for me and MVs. If you really like sequence breaking, you'd might enjoy this.
I won't give it a Not Recommended because I can see so much love put in this game. This is indeed a very beautiful game and, as others have already stated, it could be an awesome metroidvania. First of all...the Augment System. As a metroidvania, I don't think it's a good idea to limit the character like that on which upgrades he/she can use. Even worse...the "size" of the some upgrades are too big for their utility and some shouldn't even be an augment. The jet, blaster range upgrade, injector, blaster over walls etc...shouldn't even be Augments. Imo I actually think there shouldn't be a limit to equip these items, but some of them really need the ability to disable them, as they can be a disadvantage in some places. The backtracking is really not well worked in this game, as other people have already stated as well. The thing that annoyed me the most was the lack of explanation (in the equipment menu) of some items on how to use them or even worse...their total lack of existence inside the menu. So if you didn't memorize the command to trigger the item the npc just gave you, you are condemned to look after it on guides over the internet. That's just unbelievable for a metoridvania released in 2024. So unbelievable that it looks like it was intentional by the devs. Other bad design is in some parts that requires you to perform some tricky moves to get there just to see it was all for those red flux blue flowers. I really don't want them to give up on making games because of the mistakes they did on this game so I'm interested in what they would come up with in the future. I also hope they will REALLY take all these criticisms from the community into consideration and really learn how to make a better game.
[h1] A nice little throwback [/h1] Rebel Transmute is a nice little throwback Metroidvania harkening back to the more classic Metroid days. In the game, you play as Moon, an explorer searching for her mother when she encounters rogue planetoid. Crashing and going into a coma, she awakens inside the planet and must traverse it to discover it's secrets and to find her mother. Frankly, the plot is pretty barebones with very little in the way of development. That isn't to say that the plot isn't good, it's serviceable enough, and the conclusion did give me the feels. But, it's really not the main focal point and that's fine. Moon herself doesn't say much during the story, she is talkative when she meets some of the various robots and what not on the planet but otherwise she is mainly silent. Gameplay wise, this is as good of a Metroidvania that you can get. Moon starts with a blaster, able to shoot in each cardinal direction (only able to shoot down when she jumps), she can jump and do a dash on the ground which is good for avoiding enemies and what not. Throughout the course of the game Moon will be able to air-dash, climb walls, and all kinds of fun stuff. The "Mutations" are what the game calls a lot of abilities but the thing that changes the most are the augmentations. The augments can change the gameplay up a bit. You will get such things in your augments as more control over the bombs you get, increasing the distance of you blaster, many such things. You can even remove some, even removing items from your HUD for more battery. I didn't get every augment in the game, but the ones I did get made the game rather neat, as I could tailor my play style to how I want to play. I am a very defensive player by nature so I wanted to get movement options to better avoid damage. Combat is rather simple but still enjoyable, shoot stuff and it dies. The blaster Moon has can be upgraded, via a robot and collectibles, and it is satisfying to use. My biggest issue is the blaster is rather short range, and initially hitting an enemy with it causes Moon to be pushed back (luckily an augment can negate this effect). And you get the aforementioned bombs. There is also an unlockable laser that takes up your energy to heal. Other than those, your options for offense are rather limited and I found myself wishing I had a rocket launcher or different lasers or such to make the game just a bit different. Exploration is the name of this game though and I can say that the game delivers. Each of the areas are super interesting to explore, and they are rather varied; the Sunken Basin (the obligatory Water zone) looks and traverses differently than the Mines (which are more lava-y). Moon can jump, dash, climb walls, bounce on enemies, do a ton of stuff to move through the game. There are also different fast travel options so you don't have to actually run everywhere. As mentioned, each zone is varied, so you shouldn't get too lost. Enemy variety is a nice surprise too, although the number of enemies that fly and that could shoot through walls did annoy me a ton. The biggest complain I have is that Moon only starts with 3 health and each enemy deals 1 hit of damage. You can increase this, but I didn't find a way to negate damage in anyway, thus making the first few sections very challenging since I couldn't get hit that much. Moon also can't move when she is healing, but she does get energy back when she deals damage to an enemy so you technically have infinite healing if you stay undamaged. Bosses are all pretty good, no stand outs really, some are more frustrating, I noticed a lot of them have rush attacks where they just rush at Moon and deal damage that way. I hate that type of enemy, since the hit box gets huge and you can get hit multiple times. All in all, I would definitely recommend Rebel Transmute. It's a fun little adventure, runs great on the Steam deck and is good for a solid 20ish hours. 8/10
<3
Players by region
Where this game's players are, estimated from review languages.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $123.8K | 315 | 78% | $19.99 | |
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| $123.9K | 390 | 55% | $11.99 | |
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