
Customize a robot with powerful abilities in this Metroidvania-style platformer.
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/day in the week to Aug 24 → 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.
About
Genres
Sums Steam only; PlayStation, Xbox, 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 | $7.99 | 31reviews | 81% | — | $3.2K |
| $7.99 | 30ratings | 71% | — | not modelled | |
Engagement
Reviews
Although I'm giving this a thumbs up, it is NOT recommended. I'm only giving a thumbs up to reward the developer for the effort made in making good graphics and smooth framerates (no unity lag) for the game, something that is extremely rare in obscure metroidvanias like this. Basically, this game is mediocre but the developers need to be encouraged to make more games because they have potential that I haven't seen with others at this level. So why is it not recommended? Well, while the framerate and the graphics are excellent, the same cannot be said about the story, music and the level design both of which are very boring/lame. The latter's boring design is necessitated by the experimental innovation of allowing for branched upgrades that lead to different playthrough and different endings depending on the decisions you made. While I applaud this innovation, I do think that the cost of making this possible may not have been worth it. Edit: the dev upped the price by 57% so now I can no longer give this a thumbs up
Two Parsecs From Earth is a compact yet thoughtfully constructed 2D exploration platformer that blends Metroidvania sensibilities with an uncompromising, old-school approach to challenge. Developed by ABX Games Studio and published on Steam by Ratalaika Games S.L., the game casts players as a small service robot stranded on the hostile alien planet Dimidium after a crash landing leaves its ship in ruins. With Earth tantalizingly close yet impossibly distant, the core motivation is simple and effective: recover lost components, gather energy, and navigate a dangerous world in order to repair the ship and make the journey home. This minimalist narrative framing works well, providing just enough context to support exploration without overwhelming the experience with exposition. From a gameplay standpoint, Two Parsecs From Earth places a heavy emphasis on precise movement and environmental mastery. Every screen is filled with hazards—spikes, enemies, and environmental traps—that often result in instant death, reinforcing a trial-and-error learning loop reminiscent of classic precision platformers. The controls are deliberately tight, demanding careful timing and deliberate input, and success comes from understanding enemy behavior and memorizing terrain rather than brute force. Combat is intentionally simple, placing greater focus on avoidance and positioning than direct confrontation, which keeps the spotlight firmly on traversal and spatial awareness. What truly distinguishes the game from more conventional Metroidvania titles is its upgrade system. Rather than gradually accumulating abilities, players are repeatedly asked to choose between mutually exclusive upgrades, such as opting for a dash instead of a double jump. These choices are permanent for the duration of the run, fundamentally shaping how areas are approached and which routes become accessible. This design introduces a strong strategic element, as players must commit to a playstyle while knowing that certain paths, secrets, or shortcuts will remain unreachable until a future playthrough. The result is a structure that actively encourages replay, transforming each run into a distinct variation on the same world rather than a linear checklist of upgrades. Level design reflects this philosophy by offering multiple branching paths and optional challenges, many of which are only viable with specific ability combinations. While the environments themselves are relatively compact, they are arranged in a way that rewards curiosity and experimentation. Returning to earlier areas with different abilities reveals alternate solutions to familiar obstacles, reinforcing the sense that Dimidium is a space designed to be understood from multiple angles. However, this approach can also feel restrictive to players who prefer steady power growth, as the inability to access certain content during a run may create moments of frustration rather than anticipation. Visually, Two Parsecs From Earth adopts a clean, colorful art style that balances readability with atmosphere. The alien landscapes are abstract but distinctive, conveying an otherworldly tone without cluttering the screen with excessive detail. Character animations are simple yet expressive, and environmental hazards are clearly telegraphed, which is essential given the game’s punishing difficulty. The soundtrack and sound design complement this presentation by leaning into ambient tones and understated melodies, reinforcing the sense of isolation and quiet persistence that defines the journey. While the audio doesn’t demand attention, it effectively supports the mood and pacing of exploration. Difficulty is where the game most strongly divides opinion. For players who enjoy demanding platformers that reward patience and precision, the challenge can be deeply satisfying, with each successful sequence feeling earned through careful execution. Frequent checkpoints and quick respawns soften the sting of failure, encouraging repeated attempts rather than discouragement. At the same time, the unforgiving nature of instant-death hazards and the sometimes rigid feel of level layouts may alienate players seeking a more forgiving or fluid Metroidvania experience. Progression can feel slow at times, particularly when repeated deaths occur in visually similar areas. Taken as a whole, Two Parsecs From Earth is a focused and deliberate indie platformer that prioritizes mechanical clarity, replayability, and challenge over narrative complexity or spectacle. Its unique approach to ability selection gives it a distinct identity within the genre, offering meaningful choices that reshape the experience across multiple playthroughs. While its difficulty and design philosophy will not appeal to everyone, those who appreciate tightly designed platforming and thoughtful risk-reward decisions will find a game that respects their time and skill. It may be small in scope, but within its niche, it delivers a memorable journey defined by persistence, experimentation, and the quiet satisfaction of overcoming an alien world one careful jump at a time. Rating: 6/10
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Russian
| $7.99 |
| 6ratings |
| 64% |
| — |
| not modelled |
| $7.99 | — | — | — | 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 31 reviews with recorded playtime.
Two Parsecs from Earth's greatest strengths are its humor and its choice in which upgrades to obtain first. https://www.youtube.com/watch?v=-s0_d9wsmGM If you want to see my first impressions as they happened, watch my video above. Two Parsecs from Earth has charming dialogue that you'll either love or hate. Although the Engrish is palpable, it's a reminder that some tropes transcend regions and language. At each upgrade station, you'll get to choose between one of two upgrades that will determine which path you take next. For the Double Jump vs Dash option, the world opened up. But for moving through walls vs moving through floors, it felt like the difference was insignificant. This game's greatest strength, perhaps, is that you have no weapon. Enemies one-shot you (with checkpoints at the start of each room), and you have no way to kill them. Platforming skill is key. All that said, wait for a sale or pass entirely. There's just not very much game here, and there are many other metroidvania games available.
[table][td][url=https://store.steampowered.com/curator/30253125]订阅甄游组鉴赏家[/url][/td][td]玩家互侃群 124925250、52756441[/td][/table] 机器人Z3-L1意外坠落在外星球,必须通过收集零件和能量来修复飞船,回到自己的星球。玩游戏的第一眼就觉得游戏背景十分的绚烂,搭配BGM和机器人的音效,有那味。与其他类似游戏不同的是,选择技能的顺序决定了通关路线,不同技能的音效也不同。游戏需要在不同的地方来回探索,挺考验玩家的操作。一款中规中矩的平台跳跃游戏。
Doy positivo pese a que el menu es poco intuitivo (creo que es un juego para mando) teneis gameplay en mi canal de Youtube Bravas09
Two Parsecs from Earth is beautiful looking platform game and it features unique crisp looking sharp graphics. The graphics have that black light, glow, purple Neon effect thing going on, something I really like looking at and something unique to this game. It has great sound effects and every sound has that echoing cave sort of feel to it. It also has some decent none irritating SFX & Music loops going on for atmosphere. The game requires timing, skill, dexterity and lots of patience to progress, something I might add is lacking in a lot of games today, so I was very happy to see this!! The story; you have crash landed and you need to find batteries and cargo before you can complete the game. You can also collect extra parts and upgrade your robot to aid you in this, but don’t worry I won’t add any spoilers! The game starts you off injured and as the game progresses you gain abilities like jump and… again no spoilers… What I like about these abilities on collection is you get to select what ability you want, again I found this a decent touch from the DEV and it removes the linear feel from games of this genre. The A.I follows set paths so it’s easy to understand its next move however, a few are triggered on your arrival and turn into homing missiles, and then during the escape you'll more than likely panic and die... nice! I am enjoying playing this game, if you like games like Pandemonium, Micky Mouse castle of illusion, Alex Kid in miracle world, then I think you'll really like this game. Now I will say I kind of forget how crap I am at these games, but while I like them I find them very irritating, then I have to remind myself, breath, check before you jump, and hit the “correct key” and don't blame the game for cheating! Upon death go back 3 spaces and try again, sounds easy right? but when 3 spaces back was a combination of timing and patience that might have taken a whole 10 seconds to reach... yep... "swear words freely roll off my tongue" Achievement unlocked, for sucking really bad at this game? That did make me laugh, not in those words but it helped remove the anger *my excuse is I’m out of practise on games like this, if I could un-age myself to say 10 years old I’d complete it in a day, sadly in my early 40’s it’s a irritating challenge that you can turn into a simple game of sup a bear every time you die, this does give me a better reward for dying… OK ill stop waffling… "bug?" Initially on first launch I had the usual screen resolution settings to choose from and 1920x1080 was the highest setting it would go to. The game was in window mode too and on 4K screen slightly underrated… I tried ALT + Enter, it took the game full screen. YAY! Then after quitting and writing the review and loading back it back in it gave me the option of 2560 x 1440, Fantastic!!! Sadly though no 4K to choose from. Maybe its supposed to be there and "bugged," who knows? Overall I rate this game 8/10, it’s a decent polished Indie game that is bordering on a big publisher title. In other notes, I hope the game gains a “Slow walking” key. Sometimes as you normally walk I found it a bit too fast, which means falling to my death. Note; I am also playing on keyboard, i'm not a fan of game pads, but game pads are supported. Massive thanks to the DEV for allowing me to test and enjoy this fantastic creation, you’ve done a wonderful job and it’s nice to see a game with uniqueness that isn’t rushed and copying every other game on steam at the moment!! You may not copy or paste or upload any part of this review without written permission.
Nice exploration game. At first it kinda reminded me of Metroid III on Super Nintendo, but it's not about shooting and stuff, but about exploration and avoiding dangers you'll find in this alien planet. The platforming is not that difficult, and it's actually not the base of the challenge to dash, jump and attack; it's to beware of your surroundings, see ahead, think before acting and don't rush ahead without first seeing what may be waiting for you. I think this game is not for those looking for an Arcade shooter or a traditional metroidvania, but more for gamers looking for more of a puzzle platformer and enjoy taking the time to look around. Also, the robot has nice animation, the light effects are visually appealing, and the story... Well, it's there, a few of the written dialogues are actually original. Overall, I recommend it if you're into SteamWorld Dig and similar titles with robots, exploring and platforming. Just take in mind that choosing Dash or Double Jump will completely change the way you move along the map.
Jogo extremamente divertido. Adorei os puzzles do jogo. O jogo faz pensar bastante, faz explorar bastante. É um estilo de jogo bem MetroidVania que usa puzzle de forma formidável. Tem um senso de humor bem único durante as falas do robô que quebra legal a 4º parede. Adoraria que esse jogo pudesse ser reconhecido pela mídia e o grande público. Me divertiu bastante o jogo.
In this video I take a look at Two Parsecs From Earth, an arcade platformer game. Quite well made platformer that gives the player a good challenge. Make sure you exit the zone when you get a hard to reach item so it saves or you'll be playing it again rest assured because dying is part of the experience. Once you unlock the map you can try to head to the upgrade stations where you get to choose between two perks to try and get to spots you couldn't before. I got double jump and walk through walls with the two I managed to find in the video. It's very challenging and quite well made with a story to tie it all together, take a look. Watch the video to see what the game is like... https://youtu.be/f5e3QdJooEA Check'n Games Video Curation, providing you with as many Let's Play's as we can. Thanks for watching. Please like comment and subscribe.
Two Parsecs From Earth é um jogo de plataforma com elementos de Metroidvania com belos gráficos, boa trilha sonora e história metida a engraçada. De início, o game não tava me cativando muito por causa da dificuldade artificial, coisa típica de jogo curto que precisa que você morra 500 vezes para ele render. Então dá-lhe estaca no teto para te matar caso você aperte o botão de pulo forte demais, longos caminhos que você morre no final e precisa fazer tudo de novo (para pegar os itens), entre outros. Mas depois que você pega o jeito da coisa, ele até que fica divertido e você entra numa de tentar fechar 100 % ( o que acabei não fazendo). Como eu disse, o game é bem curto. Eu fiz o modo normal e o modo + em 4horas. Tal vez mais uma hora no máximo para pegar todas as caixas.
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Players by region
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