Info about Moadra:

Official game description:
Traverse a massive interconnected world on the sand-swept planet of Protea VI. Unveil the grim mysteries of Protea VI at your own pace as Moadra. Endure challenging combat and evolve Moadra's abilities, solve puzzles, and reveal countless hidden paths and secrets throughout your mission to uncover your lost Neera heritage.
Whether you are trying to endure the desolate surface, ascend the deadly, freezing summits, or scout the research facility infested with malicious alien species, Protea VI has many lost secrets to uncover after your ancestors' extinction 20,000 years ago. Dangers await around every corner.
Use Moadra’s agility to your advantage to roll, dodge, leap, wall jump, and sprint at never-before-seen speeds to evade deadly organisms and hazardous elements. Use your swift reflexes, an arsenal of weapons, and special abilities to survive everything from low-level threats to gargantuan monsters that force you to use every tool at your disposal.
Activate your scanner bot and use X-ray vision to examine creatures and your surroundings more closely. Reveal hidden paths and secret areas invisible to the naked eye, and map out the places you explored.
Blow up unfriendly creatures and organisms to absorb their Protoplasm, lumps of energy-packed biomass. Consume it inside organic chambers to apply metamorphosis, and evolve your abilities and weapons to new levels.

Release date: Oct 22, 2026

Categories: Metroidvania, Scanning Mechanic for Viruses, Sci-fi Horror, Platforming, Puzzle Solving, Character Progression


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: 13.0h
  - Story completion: 13.0h
  - Session length: N/A
  - Endgame: N/A
  - Reasoning: The first quote explicitly reports a finish time of around 13 hours, which supports story completion at approximately 13 hours. The second translated quote reports clearing the game with all collectibles in about 13 hours, supporting game completion at approximately 13 hours. No review provides a specific play session length or endgame duration, so sessionLength and endgame are null.
- Time-to-fun: No data
- Player Archetypes:
  - Metroidvania Genre Devotee (buy)
    - Motivation: Finding and playing high-quality Metroidvania and Metroid-like games.
    - Playstyle: Exploration-driven genre play, comparing structure and feel to Metroid titles.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Metroid Prime; Metroid
  - Sci-Fi Lore Scanner (buy)
    - Motivation: Immersing in a sci-fi world and uncovering lore through scanning.
    - Playstyle: Scans environments, reads lore, and explores at a deliberate pace while appreciating responsive controls.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Metroid Prime
  - Hardcore Challenge Seeker (buy)
    - Motivation: Overcoming demanding, high-pressure difficulty.
    - Playstyle: Pushes through punishing sections and values a consistently tense challenge.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Value-Conscious Secret Hunter (sale)
    - Motivation: Thorough exploration and secret-finding at a fair price.
    - Playstyle: Hunts hidden paths and secrets, weighing content against cost.
    - Experience: familiar
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Moody Sci-Fi Atmosphere (weight 0.92): The dark, moody atmosphere and sci-fi horror aesthetic draw players in. Alien and Predator vibes enhance the sense of exploring a hostile alien world.
- Solid Overall Gameplay (weight 0.72): Reviewers find the game great to play, with good game design and a solid story. Many express a desire to replay and find it hard to put down.
- Smooth Responsive Controls (weight 0.64): Controls are described as tight, responsive, and easy to grasp, making movement and combat feel fluid and enjoyable.
- Lore Through Scanning (weight 0.64): The scanning mechanic reveals hidden passages and delivers well-written lore, adding depth to exploration. Players find scanning objects for story bits satisfying.
- Fun Exploration Experience (weight 0.59): Exploration is a major focus, with a large interconnected map and meaningful traversal upgrades that invite discovery. Many collectibles and secret routes reward thorough searching.
- Enjoyable Combat and Movement (weight 0.52): Combat is fluid and speedy, with solid action tuning and good variety in skills and enemies. Running around the map is fun and satisfying.
- Polished Indie Gem (weight 0.46): The game feels very polished and is considered a hidden gem, with developers showing care and attention to detail. It runs smoothly with no noticeable bugs.
- Good Performance and Options (weight 0.44): The game runs perfectly smooth with no performance issues and includes solid options menus. It supports PS5 controller button prompts and works great on Steam Deck.
- Great Visuals and Animation (weight 0.4): Visuals are striking, with smooth character animations and a detailed hand-drawn map. The presentation includes homage elements to Metroid.
- Upgrade and Re-spec System (weight 0.26): Weapons and health can be upgraded, and abilities can be re-speced at any time, allowing different boss strategies. Replenishable resources reduce farming.
- Atmospheric Sound Design (weight 0.19): Ambient sound enhances the atmosphere, and characters are fully voiced, adding to the immersion.
- No Platforming Challenges (weight 0.16): The game lacks platforming challenge sections, which may disappoint players seeking that type of gameplay.
- Satisfying Shooting Mechanics (weight 0.11): Shooting mechanics are similar to Metroid Dread and are fun to use during exploration.
- Methodical Pacing (weight 0.1): The game has a slower, more methodical pace that some players appreciate.
- Hidden Routes Challenge (weight 0.1): Some hidden routes are difficult to find and require thorough searching, which can be a challenge for completionists.

Common complaints:
- Boss design frustrates players (weight 0.61): Bosses feature untelegraphed bullet patterns, invincibility windows, and zero-frame attacks with no wind-up, requiring trial and error with little room to learn. Many are hard to see, tedious, and lack nearby checkpoints.
- Resource scarcity and ammo conflicts (weight 0.59): Many enemies have shields that require missiles, but energy is scarce. Special weapons are needed for clearing blocks and walls, creating resource conflicts, and players are punished for killing enemies due to ammo consumption while enemies respawn during backtracking. Energy capacity for special weapons is very low, and resources are often in short supply.
- Frequent backtracking with poor guidance (weight 0.55): Frequent backtracking is compounded by poor guidance, with no clear exploration direction, no minimap markers, and maps that omit key locations. Players often do not know where to go.
- Poor visibility in scenes (weight 0.41): Scenes are often too dark, and low-health red vision combined with blurry visuals makes it hard to discern what is happening. Enemy shots become invisible in the chaos.
- Fast travel limited and unclear (weight 0.4): Fast travel is unavailable for roughly six hours, only connects specific locations, and does not indicate destinations. Save points also lack teleportation with selectable destinations.
- Counter-intuitive controls (weight 0.35): Combat controls are often described as counter-intuitive, with odd logic such as holding L1 and L2 together to aim the piercing weapon. The right stick scanning is unresponsive.
- Jump-heavy sections and precision issues (weight 0.34): Jump-heavy sections are included, and some platforming sections are very tough, requiring pinpoint accuracy in overly small areas. Crumbling stones break too quickly to jump off.
- Average map flow and excessive gaps (weight 0.33): Map flow design is average, with excessive use of squeezing through gaps that players find unpleasant. Small spaces filled with many enemies and bullet patterns worsen the experience.
- Movement too fast for aiming (weight 0.27): Movement is overly fast and nervous, making it difficult to aim and direct on the same stick. Forced somersaults feel stiff, hinder jumping precision, and are distracting.
- Softlock and stuck scenarios (weight 0.27): It is easy to softlock yourself, such as getting stuck in a biome before a boss with no way back to the main area. Many pitfalls have no way back up unless you go all the way around the map.
- Scanning yields mostly useless text (weight 0.26): Scanning mostly returns useless text and requires long periods of running with the scanner, which is tiring. Excessive collectibles in the gallery further encourage constant scanning.
- Platforming sections have long runbacks (weight 0.2): Some early jumping sections send players on long runbacks through enemies upon falling, making death to restart faster. Long distances between save points exacerbate the issue.
- Collectibles feel repetitive (weight 0.19): Collectibles are repetitive, and the gallery contains too many items requiring constant scanning.
- Pricing considered too high (weight 0.18): The current pricing is seen as somewhat high, with some citing it as over 80.
- No markers on minimap (weight 0.12): The inability to place markers on the minimap makes navigation and exploration more tedious.
- Long dialogues disrupt flow (weight 0.11): A huge amount of text and very long dialogues disrupt the game flow and pacing.
- Enemies take many bullets (weight 0.11): Enemies are annoying and take many bullets to kill, which slows combat and adds frustration.
- Enemy adaptation poorly executed (weight 0.1): Enemy adaptation is not well done, according to feedback, which likely contributes to combat frustration.
- Overall boring experience (weight 0.1): Some players find the game boring to play overall, likely due to the accumulation of the issues above.
- Crawling shooting pose mocked (weight 0.09): The shooting pose while crawling is mocked as funny, indicating an animation or design quirk.

Gameplay feedback:
- Metroidvania core structure (weight 0.97): Many players describe the game as a Metroidvania with a strong Metroid-like emphasis on exploration and ability-gated progression. This is the most frequently mentioned aspect across the feedback.
- Map system and navigation (weight 0.52): The map system is a frequent topic: it is described as hand-drawn, detailed, and showing secret passages and dangerous areas, but some note the lack of key markers and no fast travel. A minimap and a teleportation system are also mentioned.
- Scanning mechanic for lore (weight 0.5): A scanning mechanic similar to Metroid Prime is used to reveal lore, additional story, and hidden passages. Players highlight its role in both narrative discovery and environmental interaction.
- Weapon variety and upgrades (weight 0.5): Players discuss weapon switching, including a piercing weapon, and the ability to upgrade weapons. Special weapons with limited energy are used to clear environmental blocks and walls, and some enemies are immune to normal weapons and require missiles.
- Resource and healing systems (weight 0.5): Healing is limited by charges that refill at save points, and resources like Protoplasm and Bioplasm are used for upgrades and abilities. Medkits and combat protoplasm are replenishable, and upgrades can be respeced at save points.
- Exploration and collectibles (weight 0.48): Exploration is central, with collectibles scattered for discovery, biomes to explore for upgrades, and hidden paths to find. A collectible gallery and lore discovery further encourage thorough exploration.
- Platforming with jumping sections (weight 0.45): Platforming sections involving jumping and crumbling stones are part of the traversal experience. Some mention a humorous pose when shooting while crawling, but others note the absence of dedicated platforming challenge sections.
- Combat mechanics and aiming (weight 0.37): Combat involves shooting mechanics, with a lock-in-place mechanic using L2 and a controller target-lock button. Players can aim in any direction with the mouse, and some enemies have high bullet durability.
- Sci-fi horror setting and art (weight 0.37): The game features a sci-fi setting with a dark art style and visual sci-fi horror aesthetic. Players note the horror-themed setting and explore an alien planet.
- Boss encounters and phases (weight 0.34): Boss fights are noted in multiple clusters, particularly for occurring in narrow spaces and featuring multiple phases with increasing bullet counts. These encounters are a notable challenge point.
- Traversal abilities and movement (weight 0.33): Traversal abilities include a morph ball roll, infinite wall climbing, somersault jumps, and rolling jumps. Additional traversal abilities and weapons are unlocked as tools, enhancing movement options.
- Skill variety and level design (weight 0.22): Skill variety is noted, and levels include small rooms with enemy groups. However, some players feel it is not a classic Metroidvania.
- Enemies respawn by design (weight 0.19): Some players remark that enemies respawn when re-entering a room, which is described as an intentional design choice. This affects the pacing of exploration and backtracking.
- Save points and demo inheritance (weight 0.18): Save points are integrated into the Metroidvania structure, and save data from the demo is inherited in the full game. This continuity is appreciated by players.
- Character and story details (weight 0.15): Players mention playing as Predator Samos or as Moadra, an elite warrior on planet Protea VI. These character details contribute to the game's identity.
- Pitfalls and recovery (weight 0.1): Some pitfalls require going around the map to recover from, which can be frustrating. This is a minor but noted design element.

Performance notes:
- Smooth performance reported (weight 0.19): Multiple clusters indicate the game runs smoothly with no reported performance issues. Players confirm stable frame rates during play.
- Works well on Steam Deck (weight 0.19): Players confirm the game runs great on Steam Deck, with one reporting around 50fps on an external 1080p monitor after tweaking graphics settings.

Recommendations:
- Appeals to Exploration Fans (weight 0.25): Reviewers highlight the oppressive exploration atmosphere and heavy exploration as reasons to recommend the game. Players who enjoy exploring and the sci-fi aesthetic are specifically encouraged to try it.
- Generally Recommended (weight 0.22): A few reviewers give broad endorsements without specific caveats, including a big recommendation and encouragement to play it at least once. These reflect overall positive sentiment.
- Try the Demo First (weight 0.18): Several players suggest trying the demo before committing to a purchase. This indicates the demo is a common entry point for evaluating the game.
- Price and Value Considerations (weight 0.17): Some feedback notes that quality justifies the price, while others say it is worth buying at a lower price point. This suggests mixed perceptions of value depending on the cost.

Other player notes:
- Strong Super Metroid Influence (weight 0.52): Multiple reviews compare the game to Super Metroid, noting a strong influence, and some mention it follows in the traditions of Metroid, Ori, and Prince of Persia. The game is often described as a large-scale metroidvania imitating Metroid.
- Metroid Series Comparisons (weight 0.39): The game is often compared to various Metroid titles, including Metroid Prime, Dread, Fusion, and Zero Mission, particularly regarding boss design and scanning mechanics. Some note it lacks the game design quality of the Metroid series.
- Predator-Themed Visuals and Design (weight 0.33): The character design and visual style are frequently described as reminiscent of the Predator franchise, with one reviewer calling it a Predator-themed Metroid. The setting also evokes the Alien franchise with dark biotech elements.
- Game Length Varies Widely (weight 0.33): Some players report a full playthrough takes around 13 hours, which one reviewer considers short, while others mention 15-20 hours. Steam achievements show some players have completed the game in under three hours.
- Small Three-Person Development Team (weight 0.31): Reviews highlight that the game was developed by only three people, which may affect the scope and polish. Developers could address issues fairly easily given the small team size.
- Steam Deck and Platform Compatibility (weight 0.31): Users report the game works great on Steam Deck, especially with an external monitor, and is also playable on PC and Mac via Crossover. These compatibility notes indicate good performance across platforms.
- Comparisons to Specific Metroidvanias (weight 0.18): Reviewers compare the game to Zexion for its high pressure and difficulty, and to Batman: Arkham Origins Blackgate for excessive use of detective vision. These comparisons highlight both strengths and potential pacing issues.
- Announced in 2021, Delayed Release (weight 0.16): The game was announced in 2021 and experienced delays before its eventual release. It is now newly released with a 10% discount.
- Early Game Issues Solved by Upgrades (weight 0.11): Most of the early-game resource and combat issues are resolved by later character upgrades, suggesting a progression curve that rewards patience. This indicates the game may start challenging but becomes more manageable.
- Fully Voiced Alien Language Characters (weight 0.1): Characters are fully voiced but speak in an alien language, adding to the immersion and sci-fi atmosphere. This design choice reinforces the Predator and Alien inspirations.

Emotions:
- Frustration (weight 0.29): Players are frustrated by counter-intuitive combat controls, imprecise jumping, and poorly designed bosses with untelegraphed bullet patterns and obscured vision. The lack of checkpoints, long distances between save points, and a fast-travel system that is uninformative and unavailable for the first six hours exacerbate the difficulty. Resource management that punishes enemy kills and forces backtracking, along with softlocks and pitfalls with no way back, further compound the frustration.
- Enjoyment (weight 0.13): Players enjoy the overall gameplay experience, citing fun gameplay, great atmosphere, and comfortable controls with convenient platforming and fun shooting. The game is described as smooth, solid, and nicely difficult, making it an entertaining experience so far.
- Excitement (weight 0.13): Excitement stems from exploring the map and uncovering lore, delivering an authentic Metroid experience on PC. The thrill of exploring an alien planet, discovering traversal upgrades, and experiencing the hostile atmosphere contributes to a really cool vibe with sophisticated, fluid gameplay.
- Disappointment (weight 0.08): Disappointment arises because the game fails to learn from Metroid's game design despite mimicking its systems, resulting in many small problems and a sense of wasted potential. The game has potential but is unplayable in its current state, and some scenes are too dark.
- Admiration (weight 0.08): Admiration is driven by visually striking presentation and incredible animations, impressive visuals, and atmosphere. The game is praised as an amazing indie Metroid-like hidden gem that is a quality, polished metroidvania hard to put down.
- Satisfaction (weight 0.06): Satisfaction comes from the great atmosphere and exploration, with fun and satisfying gameplay while running around the map. Each room feels purposeful and handcrafted, and the game is very solid and tightly designed.
- Impressed (weight 0.04): Players are impressed by the high quality and strong Metroid inspiration, along with fantastic atmosphere and tight controls in the full release.
- Love (weight 0.02): Love for the game is expressed for its game design and atmosphere.
- Hope (weight 0.02): Players hope for developer improvements because they desire to love the game despite its issues.
- Difficulty (weight 0.02): Difficulty is felt when trying about 20 times against a boss without making progress.
- Engagement (weight 0.02): Engagement is maintained by the moody atmosphere and story.
- Fatigue (weight 0.02): Fatigue sets in from constantly scanning for too many collectibles.
- Boredom (weight 0.02): Boredom results from an uneventful gameplay experience.
- Annoyance (weight 0.02): Annoyance is caused by long periods of running with the scanner.
- Amusement (weight 0.02): Amusement is derived from the funny shooting pose while crawling.
- Amazement (weight 0.02): Amazement is felt because the game was developed by only 3 people.}