
Play as Captain Grisham, and uncover the secrets of Planet 4-514 in this thrilling prequel to Side Scape!
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): 0.14/day in the week to Sep 4 → 0.14/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 22 → 0.25/day in the week after.
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






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Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
After the creative but very rough looking and feeling [b]Side Scape[/b], this game from the same developer - released just 6 months later but it had obviously been in production earlier - feels very different: even too much adherence to the [b]Metroid[/b] template at times (not to mention the premise of the Infinity St--erm, Xanthiom Crystals), but much more polished. It has some good ideas of its own though, starting from the story as the developer once again goes with some fourth-wall breaking albeit in a much more serious manner here. Among other things, the classic mechanics of saving and warping are treated as something effectively happening in-universe, connected to a mysterious force and a technology built around it, as captain Grisham explores a planet where the flow of time has lost meaning. Ideally, any run by any player is a possible timeline. The main weapon is extremely customizable. There are a total of 26 modules for it to find, split in four categories, with 4 (one for each category) active at any time, plus three modes to prioritize power, range or fire rate. Additionally, there are 15 Tech Nodes to unlock modules installed on the suit, up to six on the most advanced one. There are hundreds and hundreds of possible builds; some can make the weapon overpowered but that's exactly the fun of it. There are even a few puzzles based on hitting switches by using the right combinations of modules. The five maps are really dense with content; besides the modules, there's plenty of other upgrades, they feel much bigger than they are. This also means that you never spend too much time without finding something new. There is a robust map system, which includes the ability to leave useful markers. While the first screen (the only outdoor location in the game) doesn't leave a great impression, it gets much better inside as [b]Xanthiom Zero[/b] goes for very lo-fi, hyper-pixelated graphics with tiny sprites, yet those bunches of pixels are finely animated. Each area has a distinctive look. Most map sections take only a part of the screen, with the contour resizing at every transition, an effect I love. The music is not bad but has little variety; while the melancholic tone fits, it could use some foreboding pieces too. Oddly, the ability to see destructible walls highlighted is one of the earliest to be found, and feels like an implicit admission that there are, in fact, quite a few places where you couldn't tell those walls from regular ones. The ability to stick to walls and ceilings could have been a bit better, if anything because at some points you need to stick to some specific tiles that allow to use the Zip Dash again without landing first, and with such minuscule character it can get more difficult than it needs to be. On the other hand, when using the late ability to launch vertically at high speed and distance, after colliding with a ceiling the character falls a little forward rather than just vertically, allowing for a good landing; it's a small detail but one of those that make a difference. Overall, there isn't much to criticize about this game except I wish it lasted longer, as an average run is in the 4~6 hours range. It's however quite replayable and also built for speedrunning. A little gem of the Metroidvania genre, even more at the ridiculous price it asks. A sequel has been in the works for quite some time and, besides looking promising, it's slated to also include a remake of [b]Xanthiom Zero[/b]!
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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
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Liked: - Satisfying controls - Surprising amount of build customization - Secrets are hidden but not cryptic - Good length - doesn't overstay its welcome - Lots of difficulty customization Disliked: - Fair amount of backtracking - Somewhat uneven difficulty curve - Bosses are rather underwhelming
This was my second try playing the game, and the first one where it all clicked for me. This is pretty much your typical Metroid-like that covers all the cliches. Gimmicky source of conflict, your character crashes with his ship on an alien, unexplored world. The gameplay in typical metroidvania fashion is all about finding upgrades to reach those places you couldn't before. Has the typical upgrades you expect (better moving underwater, double jump, wall grabbing) with some slight variations to make them feel a bit more unique than they really are. The biggest drawback of the game is the visuals. Similar to Environmental Station Alpha, the graphics are so low resolution that it becomes are strain looking at the screen too long, and often it becomes difficult to parse between your character sprite, enemy sprites, and scenery. Not impossible, but far more challenging than most games in the genre or even just platformers. This doesn't have one large connected world but 4 large (and one smaller) levels to explore, connected by tubes, just like the original Metroid. Some interesting variety to the biomes and the enemies you encounter, as well as the bosses. There are three difficulties: Easy, Hard mode, and then an extra mode where you can switch on various modifiers (either played in Hard or Easy mode) that represent the real hard mode when all modifiers are switched on (only 8 HP, low lighting, one hit slowly kills you, upgrades are random). The random upgrades are what basically killed my forward momentum on finishing that last mode, as I reached the end boss, got all upgrades, but due to the randomness of that mode didn't get the one upgrade I needed to finish off the boss. If there's one thing where the game really shines, it’s the upgrade system. Well, there are two systems, various upgrades you can switch on at save stations, and then there's the weapon system. Basically, you have 5 modifiers for your gun that impact range, firing speed, and attack power. There are further modifiers like shooting through walls, homing shots, and so on. Experimenting with the weapon modifiers is rather satisfying, as you can produce widely different shooting patterns, and finding one that fits your playstyle or just the boss at hand is rather cool. It's such an ingenious way to add a lot of real depth to what is, at its core, a rather simple game, and it makes how you approach various situations much more fun, as there are so many ways to attack with the different gun patterns. It also helps that the overall level design is pretty solid, with lots of secrets to discover, and I went through the game three times (Easy, Hard, Easy with all modifiers) due to how enjoyable it was.
Solid shorter metroid-like. It had all of the QOL features I like to see in an MV. The only major problem was that the grappling mechanic felt super clunky and it felt as if the controls were not responsive. Up-grapple and sideways grapple constantly got mixed up somehow, even though the game forces you to play on d-pad. This really should not be happening, and it made the end game a slog. Felt icky when I got to the end credits and he thanked "Jesus Christ for saving him from his sins". Ok......Jesus clearly didn't save you from a poorly designed grapple mechanic though. Where is your savior now? hahaha I couldn't help it.
los 64 pesos mexicanos mejor gastados de mi vida. Ojalá la secuela no tarde tanto como el silksong.
another really cool retro metroidvania, this one has a really cool and eerie spooky time warp story on an alien planet(OF COURSE) the design may come off cheesy at first glance but the upgrade and ability systems are surprisingly deep ind interesting, really enjoying it, I did like how at the end of game in credits guy thanks his Jesus for saving him, i like when people are open about their belief but at the same time obviously isn't hating or judging or pushing it on others, sadly one of the other commenters had to mention that and say ugly things about it, im looking at you boysirqueen very rude and ugly, do people pick on you for YOUR beliefs? at least he is making cool games and not judging others
If your a fan of classic Metroid games there's basically no reason not to play Xanthiom Zero. It wears it's inspiration on it's sleeve. Design wise it's like if you took the look of Nestriod the gameplay of Metriod Fusion and the amount of points of no returns that you see in Metriod Dread and squished them together. I really like the games missile system, instead of having a set amount there's a short cooldown between every shot. this fixes the problem of running out of missiles that a lot of the metriod games have. Also the amount of goodies to find makes the process of exploring all the more enjoyable. Difficulty wise is played on hard mode and found it wildly inconsistent. the only times i had any trouble were on the first boss, because i didn't have a health upgrade yet. and the last boss which kicked my teeth ion for well over a hour. I love hard games and the final boss was 100% my favorite fight even though it was a massive difficulty spike compared to the rest of the game. The art style is quite good with the music being solid. no ear worms but the tracks fit the game really well. Overall an 8/10 it didn't not my socks off, and the story is nothing to complain about but also nothing special. $5 is well worth spending on this game. I do think I'm going to try out Side Scape (the dev's other project) now. Overall 5 dollars well spent. God Bless
I did not enjoy my time with Xanthiom Zero as much as I thought I would. I spent a dollar and under 3 hours on it, but it was not fulfilling to play. The map is decent, but not very fun to traverse. The upgrades aren't very exciting or imaginative. The backtracking gets old and boring very fast. The story is underwhelming. The music ranges from tolerable to grating and annoying. I read a lot of praise for the gun modifiers, which can give a lot of different properties to it like different firing rates, patterns, damage outputs, and other changes, but I don't think this was implemented to its fullest potential. There were a few instances where certain modifiers had to be combined to solve a puzzle, but apart from that I didn't feel too much incentive to experiment, and most of the modifiers were kind of boring ande not very creative. All in all, I strongly recommend playing (or even replaying) other metroidvanias that are more creative than this one, such as Moonlight Pulse, VVVVVV, The Messenger, Ori and the Will of the Wisps, Hollow Knight, Silksong, Blasphemous, Timesplitters, Steamworld Dig 2, Axiom Verge, A Robot Named Fight, Vision: Soft Reset, or some of the Metroid and Castlevania games. I would honestly have a lot more fun replaying any of these over Xanthiom Zero.
I like it. The pixel art is well made and I found the entire game aesthetic to be appealing except for the world background. They felt under detailed. One more thing I liked was the way the room shape were fitted on the screen. It was mesmerizing until the end. Overall if this game caught your attention, but you were on the fence regarding its quality, then I assure you this one is competent and you won't regret your time with it.
難易度ハードでクリア済。 FC時代の『メトロイド』を強く意識した探索型アクションです。 戦闘は4方向射撃の銃と、ゲージ自動回復式の無限ミサイルが中心。 特に良かったのは銃のカスタマイズ要素。威力・射程・連射性能の調整に加え、特殊効果や弾の挙動変更など、ボリュームの割にかなり充実しています。 キャラクター側にもアビリティ取得要素が用意されています。 ボス戦は自キャラの表示が小さいこともあり、特に弾幕系ではエフェクトに埋もれて見失いがちでした。 ゲームスピードも速めで、ハードでは被ダメージも重く、序盤は特に厳しめです。 一方で、探索をしっかり行えば強力な装備構成が可能になり、終盤は高火力で押し切ることもできます。 探索面は1エリア1マップ形式。マーカー機能が使いやすく、後半には隠し壁や未取得アイテムの位置も把握できるようになるため、100%達成の難易度は高くありません。 気になったのはファストトラベル周り。同じ場所を何度も行き来する場面があり、終盤になるほど既存エリアを巡る機会も増えます。 新エリアを次々と開拓していくタイプを期待している人には少し合わないかもしれません。 とはいえ、1コイン級の価格を考えれば内容はかなり充実しています。メトロイド系の作品が好きな人なら十分おすすめできる一本でした。
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