20XX is a roguelike action platformer that you can play with a friend. Jump and shoot your way through ever-changing levels, collect awesome new powers, and battle mighty bosses in the name of saving the human race maybe!
User reviews:
Recent:
Very Positive (52 reviews) - 96% of the 52 user reviews in the last 30 days are positive.
Overall:
Overwhelmingly Positive (1,109 reviews) - 95% of the 1,109 user reviews for this game are positive.
Release Date: Nov 25, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Because it's a ton of fun and our fans asked for it! Our players have had a blast playing 20XX as it develops and helping mold future builds of the game with their feedback.”

Approximately how long will this game be in Early Access?

“The game's already great, but it'll be done when it's done! We update the game every two weeks like clockwork, and will keep doing so until our full release.”

How is the full version planned to differ from the Early Access version?

“The release version of 20XX will have lots more content and cool features -- more level variations, more powers, more pickups, more ways for your buddy to accidentally bump into a spike and die, etc.

Some design choices have and will continue to change over the EA period based on fan feedback.”

What is the current state of the Early Access version?

“It's nearly feature complete. The game contains no major/crash bugs. Don't take our word for it, though! Read the reviews.”

Will the game be priced differently during and after Early Access?

“Yes. While we're in Early Access, we'll be selling 20XX at a reduced rate so that the game's worth what you're paying for it at the time. As we approach full release, we'll slowly increase the price.”

How are you planning on involving the Community in your development process?

“We love feedback. Amazing fans give amazing feedback, and we want as many of those fans as possible to experience 20XX before we declare the game finished.”
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Recent updates View all (62)

February 15

20XX 0.972b Patch Notes - February 15th, 2017

Hello! Today's 20XX patch reworks the game's Glory Zones, fixes up the Toxin Skull, and fixes a few bugs.

Disclaimer: 20XX is in beta. As we develop the game, we may make changes that require us to invalidate or wipe your 20XX save files, Steam Leaderboard info/achievements, and other save-y stuff like that. Be aware!

TL;DR for today's patch: Glory zone stuff! Toxin Skull changes!

For the next few patches: Polish! Lots of polish. (And a ton of behind-the-scenes work -- SF folks, prepare yourselves!)

As always, let us know if anything's busted or if we missed a change.

--

BIG CHANGES:

  • Glory zones overhauled!
    • Total number of Glory Zone layouts increased (from 4 to 55).
    • Glory Zones now come in five flavors:
      • Combat Zones are mostly the same - however, all Challenge Conditions other than "Be Swift!" and "No damage!" have been removed.
      • The new Swarm Zone pits the player against an invulnerable creeping swarm - can you reach the end of the gauntlet without being caught?
      • Light Zones put players in small gauntlet rooms with plenty of little light beacons that need to be activated in a certain amount of time.
      • In the Finesse Zone, players must navigate sets of obstacles flawlessly, in however much time they need.
      • Trap Zones put your current Power set and Energy on hold, giving you one specific Power and a limited supply of Energy. Using only this limited supply, players must clear the room's obstacles out to earn that juicy Core.
        • Trap Zones ignore the player's current Attack/Power lockouts, but do benefit from things that restore or alter your Energy spend.

SMALL CHANGES:
  • Toxin Skull reworked:
    • Timer now only affects the level, and ends when entering the boss room.
    • Timer decreased accordingly.
    • Damage decreased to 1 per 10 seconds (down from 1 per 5 seconds).
    • If Toxin deals damage, the remaining time until the next Toxin tick no longer counts as score at level end.
  • Moved the Jeering Comment section of the Game Over screen down a bit (so a fourth row of Augs doesn't clash with it).
  • Skittery Smuggler no longer appears in Challenge runs. (May be temporary - it's causing too many seed-consistency issues.)

BUG FIXES:
  • Fixed an online issue causing the exit Boss Gate to fail to open after defeating a boss. (Kind of a workaround - may need more work!)

KNOWN ISSUES:
  • We're currently trying to track down the causes of a few MP bugs. We've got a big MP polish pass coming before too long, so please keep sending in your online bugs!
    • Gamma Lotuses don't display properly on the client when they chomp. (We know what causes this one, but we haven't had time to fix it yet.)

Thanks for reading!

13 comments Read more

February 1

20XX 0.971b Patch Notes - February 1, 2017

Hello! Today's 20XX patch adds some much-needed netplay improvements, a handy Save and Quit feature (for non-online play), and polishes up our floating Repro pals.

Disclaimer: 20XX is in beta. As we develop the game, we may make changes that require us to invalidate or wipe your 20XX save files, Steam Leaderboard info/achievements, and other save-y stuff like that. Be aware!

TL;DR for today's patch: Netplay improvements! Save and Quit! Repros!

For the next few patches: Glory zone stuff! (Seriously, Glory Zone stuff.)

As always, let us know if anything's busted or if we missed a change.

--

BIG CHANGES:

  • Save and Quit is here!
    • Save and Quit lets you stop a playthrough mid-run, and pick up where you left off later. It's available in the game's basic modes (Normal, Casual, and Defiant).
    • To use it, check out the new Save Capsule near the end-level teleporters. Save and Quit is only available via this teleporter (so saving is only possible in between levels).
    • Save and Quit is not available during online play, but does work in local co-op.
    • To continue a run, select CONTINUE from the main menu. This button will not be available if there's either no save data, or if your save data is bad (perhaps because you tampered with it).
    • To ignore a saved run, select NEW GAME from the main menu - this will wipe your saved run and send you to HQ.
    • Save game data is not intended to "back up" your play - your file is deleted once you load it!
  • Gamma foes no longer spawn in platform-heavy chunks. (Tough enemies in brutal positions lead to cheap shots, which aren't what we want from our super-tough foes.)
  • Soul foes no longer spawn in platform-heavy chunks. (Same basic rationale.)
  • A bunch of Repro changes!
    • All: General on-level coloring/size updated.
    • Target-attacking repros (Re-Flapp, Murderdrone, Flamespewer) can now pick targets based on either their or their owner's position (so, overall, they'll be a little smarter about attacking).
    • Re-Flapp: animations updated. Client Re-Flapps in online co-op should now behave properly.
    • Rebeginner: animations & gamefeel on trigger updated.
    • Smuggler: animations updated and tightened. Now actually explodes on item delivery! No longer consumes more than its fair share if it happens to run across extra nuts.
  • Online play improvements:
    • Client-inflicted damage is now tracked by the client, and the client now trusts itself about when non-Boss enemies should be "dead".
      • This means no more blasting a bat and having it die one ping-loop later; it'll just die.
      • This also means no more swinging at Chests in close areas and seemingly being unable to destroy it. (The items from the enemy/Chest will still wait for the host to confirm them, however.)
    • There's now a short frame of client trust when it comes to picking up restoratives (health/energy pickups).
      • When a health/energy pickup is nabbed by the client, he'll get the restorative immediately instead of one ping-loop later - if the host decides that the pickup wasn't available, it'll be rolled back.
      • This is specifically intended to address the feel-bad case where the client touches a health pickup while at 1 HP and then immediately takes damage. Previously, the host wouldn't have confirmed the health pickup yet, and the client would die.
    • Button presses that exit menus while in online multiplayer are no longer immediately reapplied. This is a bug fix (and is repeated below), but the bug was sufficiently annoying and long-standing that we're also mentioning it here.

SMALL CHANGES:
  • In preparation for our incoming greater Glory Zone work, all Glory Zones now pull from any stage's enemies, and use a different tileset.

BUG FIXES:
  • Fixed an exploit causing the Daily Challenges to be replayable.
  • Fixed a long-standing issue in online multiplayer causing the button press that exits a menu to also be applied in game.
  • Fixed a medium-standing issue causing players in online co-op to have different Challenge conditions in Glory Zones.
  • Fixed an issue causing post-Boss reward Augs in co-op to also apply to the other player, preventing them from picking up a Boss reward of their choice.
  • Fixed an issue in online co-op causing the client to be unable to see the Core Chest after completing a Glory Zone.
  • Fixed an issue in online co-op causing Vile Visage to sometimes fail to generate collision surfaces as the client.
  • Fixed a crash involving Brutish Augmentation.
  • Removed a bunch of items (and a shop, if you happened to be in Vaculab) spawning in Bankrupt that had no business doing so.

KNOWN ISSUES:
  • We're currently trying to track down the causes of a few MP bugs - if you experience one of these, please tell us as much as you can about the situation!
    • Sometimes, the boss gate doesn't open for the client after the Twins fight. Suspect it's related to letting one of them resurrect.
    • (unable to reproduce to date:) Rarely, the client tries to pick up a Boss power, and gets nothing. The host sees the client with the Power, but the client doesn't receive it.
    • Gamma Lotuses don't display properly on the client when they chomp. (We know what causes this one, but we haven't had time to fix it yet.)
    • Soul Foes may die early on the client, but continue to act. (Having some trouble reproducing this one consistently.)

Thanks for reading!

13 comments Read more
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Reviews

“It looks fantastic.”
Rock Paper Shotgun

“20XX is now one of my most anticipated games and I cannot wait to get my hands on the final version.”
Paste Magazine

“20XX Is The Mega Man X Sequel Capcom Should Have Made”
Tech Times

About This Game

If you like roguelikes or Mega Man, 20XX is for you!

20XX is a roguelike action platformer that you can play with a friend. Jump and shoot your way through ever-changing levels, collect awesome new powers, and battle mighty bosses in the name of saving the human race maybe!

20XX also features full co-op. Play with a friend on the couch or over the interwebs!

20XX currently supports 1-2 players locally or online via Steam. (Online play is 90% stable at this time.)

System Requirements

    Minimum:
    • OS: Windows XP
    • Processor: Toaster processor or better (2009+)
    • Memory: 1024 MB RAM
    • Graphics: Any card made during or after 2009
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
    Recommended:
    • Processor: Two toaster processors or better (2011+)
    • Graphics: Something made in the last five years
    • DirectX: Version 9.0c
Customer reviews Learn More
Recent:
Very Positive (52 reviews)
Overall:
Overwhelmingly Positive (1,109 reviews)
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