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:
Very Positive (71 reviews) - 95% of the 71 user reviews in the last 30 days are positive.
Overwhelmingly Positive (810 reviews) - 95% of the 810 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 (51)

September 14

20XX 0.961b Patch Notes - September 14, 2016

Hello! Today's patch is on the smaller side, thanks in large part to a wonderful PAX West and the horrible PAX Pox that always seems to hit right when you think you've gotten out safely.

It's mostly fix-stuff, but also mixes up Endless so it's more "how far can you go before you die?" and less "how far can you go before you get bored or the game crashes?"

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: QOL fixes! Endless changes! Skytemple can now be level 1! A few more words! Conveyor Belt Arrows!

For the next few patches: Lotus boss rework! (No more tower platforming!) Collection replacment (finally)! A few Rollster changes! Vaculab/Skytemple's level pieces!

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

PS - we'd intended to get the Collection/item gallery replacement in for this patch, but just didn't make in time. Bear with us for one more patch while we get it the way we want it!



  • Skull Change: Endless: now with brutal scaling! Level length, enemy damage, and enemy health go up every 8 levels. (Good luck making it to 100+ now!)
  • Shops will no longer contain multiples of the same item (of any kind). Part of this is a bugfix for Cores showing up in multiples in the same shop - the other part (every other item) is a change.

  • Conveyor Belts now have little arrows on them indicating which way they're going to try and murder you.
  • Player corpses have some additional lore, and any player corpses that should have spawned in Boss rooms now spawn in the pre-Boss hallway instead.
  • Skytemple can now be level 1.

  • Fixed a netplay on-level-change crash.
  • Fixed a crash that could occur at the game-over screen if the game didn't know how many Augs you had.
  • These two crashes account for 95% of what's in our crash logs - we'll jump on whatever else shows up after the patch!
  • Fixed an issue causing Ace's Armatort Pound-charged attacks to still stop Kur's Quint Laser cubes.
  • Fixed an issue sometimes causing Crisis Overdrive to permanently mess your business up if picked up while in the red.
  • Fixed an issue causing the Boomerang Blade to perform oddly at low framerates.
  • Fixed a bunch of recent Arctech tile errors.


Thanks for reading!

17 comments Read more

August 30

20XX 0.960b Patch Notes - August 30 (surprise!), 2016

Hello! Today's patch brings about 20XX's first cutscene (wow, narrative!), adds the rest of Frostor's level pieces, and adds two new play modes! It also polishes up last patch's Game Over screen changes a bit.

We're pushing this patch a day early -- since we're flying out to Seattle on Thursday, we wanted a day to fix anything we break before we go.

20XX's price is still scheduled to increase to the full $15 tomorrow, August 31.

NB: We're going to be at PAX West - if you're going to be there, come find us in the Indie MEGABOOTH and say hi! If you're not, note that we'll be pretty inaccessible from Thursday, Sept 1 to Tuesday, Sept 6. This also means next patch will be a little smaller.

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: Boss Rush! Seed Racer! Cutscene! Frostor pieces! (Get ready for EVEN MORE weirdly placed Frostor things!) Game Over screen polish! Ark!

For the next few patches: PAX! Narrative! Secrets!

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



  • First 20XX cutscene! More to come.
  • Boss Rush mode!
    • Blast through 8 stages of boss-only mayhem! (Really short mayhem, since it's just the boss fights.)
    • When Level 9 comes, its boss fight(s?!?!) will be added to the end of the run.
    • Skulls toggle-able like Defiant Mode (some Skulls won't do very much).
  • Seed Input mode!
    • Seeds are up-to-13 digit alphanumeric (a-z & 0-9) codes that define a given game seed and set of Skulls.
    • Skulls are baked into the Seed since some Skulls change how the game generates levels.
    • A run's Seed (non-challenge, non-Boss Rush only) is displayed in the bottom right corner of the Pause/Game Over screens.
    • The game's level generation algorithm -- and thus, the validity of a given Seed - is super subject to change, since we've still got plenty of work to do on the game. When sharing seeds with friends/posting them online, you might want to mention the game version it applies to!
    • To get a fresh Seed -- perhaps to share with a friend for race purposes -- select your Skulls, then hit Generate Seed. Changing Skulls won't do anything unless you hit Generate Seed again.
  • Seed Racer and Boss Rush should work in any sort of multiplayer setting. Tell us if you bump into issues!
  • Tons more Frostor level pieces! Other than fixes to these pieces, Frostor's level diversity will be about where we want it going into 1.0. That leaves Vaculab and Skytemple, both of which are on our plate next! (Some of these will probably break. Tell us!)
  • Non-challenge gameplay (defined as the daily/weekly challenge/hardcore) no longer interacts with Leaderboards.
  • New Ark!

  • The Shinier Token no longer shows up in the One-run Soul Shop.
  • There's now an object in the new Ark that lets you see Leaderboards without dropping to the main menu.
  • Increased pre-boss hallway Shop incidence rate increased. While it still starts at 50%, it'll increase to 75% if a shop doesn't show up on the previous level, and is guaranteed after two non-shop levels in a row. (This all starts at level 2; level 1 never counts as a "missing shop".)
  • Similar stuff for Slot Machines and Glory Zones - every time one doesn't show up, it's more likely next time (and eventually guaranteed).
  • The Bankrupt Skull now properly disables the end-of-level Nutstack and pre-boss Shop teleporter.
  • Kur's Quint Laser cubes can no longer be stopped by anything but Vera. (Force Nova, Flameshield, and Armatort's Pound no longer work.)
  • Kur's attack-rate scaling has been reduced slightly.
  • Boss Chests look a little different (and are smaller).
  • Bankrupt can now be a Daily/Weekly Hardcore Skull.

  • Fixed an issue causing the camera to stick in Frostor's boss room.
  • Fixed an issue causing bonus areas to spawn over Vaculab's boss room.
  • Fixed an issue allowing players to have negative maximum energy, which then had some hilarious interactions if the player had both Charged Nuts and the new Forgotten Memento. (You'd pick up a nut, and lose them all.)
  • Fixed a few critical netplay issues.

Thanks for reading!

23 comments Read more
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“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

    • 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
    • Processor: Two toaster processors or better (2011+)
    • Graphics: Something made in the last five years
    • DirectX: Version 9.0c
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Very Positive (71 reviews)
Overwhelmingly Positive (810 reviews)
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703 reviews match the filters above ( Overwhelmingly Positive)
Most Helpful Reviews  In the past 30 days
14 of 19 people (74%) found this review helpful
8 people found this review funny
5.8 hrs on record
Early Access Review
Posted: September 11
Maverick Hunter 20XX

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4 of 4 people (100%) found this review helpful
2.2 hrs on record
Early Access Review
Posted: September 8
Product received for free
I also covered this game on YouTube: https://www.youtube.com/watch?v=kdSxtueJYlE

After the crushing disappointment that was being a backer of Mighty No. 9, 20XX shows what you can do with a team and a budget a fraction of the size, when you have incredible talent.

20XX is a combination of Mega Man and a Rogue-lite. It's a game that's designed to be done in runs and played over and over again. The levels are randomly generated, your health is persistent between them and when you die, you die. However, you can purchase items that you can carry forward into future runs, hence why it's a Rogue-lite instead of a Rogue-like.

Unlike Mega Man, while there are many different bosses and each have weaknesses you can exploit with weapons from other bosses, you don't get to pick your order from the get go. Instead, you get to choose one of three bosses to be the next one when you complete a level. In addition to the main mode, there are weekly and monthly challenges, both in standard and hardcore flavours, in which you can compete for leaderboard position.

While the controls aren't always quite as tight feeling as I'd like, this plays like a traditional Mega Man game in many ways and I say that as a compliment. Since the levels are randomly generated, you are subject to the whims of the RNG gods a little bit and some levels will be easier than others. However, they always feel well designed and rarely like something the computer put together with an algorithm.

20XX looks, runs and sounds amazing and again, it's incredible that such a small team did so much better a job than a large team with millions of dollars crapped out for Mighty No 9. The colours are vibrant, the character and enemy designs looks great and the game performs very well. It also has an excellent, chiptune inspired soundtrack.

I normally avoid most Early Access games and while 20XX is one at the time I write this, it already has tons of content and I'm still playing it regularly. The developers are updating it every 3 weeks and are providing great communication to the community. This is an Early Access game I can wholly recommend in its current state and I can't wait to see it finished up. Don't buy Mighty No. 9, buy this.
Was this review helpful? Yes No Funny
4 of 4 people (100%) found this review helpful
1.1 hrs on record
Early Access Review
Posted: September 18

Yes, its hard.
Yes, its rougelike to a degree.
Yes, you get one life.
But YES, IT'S FUN!!!!!
Was this review helpful? Yes No Funny
5 of 6 people (83%) found this review helpful
1 person found this review funny
16.9 hrs on record
Early Access Review
Posted: September 11
All of a sudden its Saturday morning 1989, I'm sitting on my living room floor with a frosty capri sun and a 3 day weekend ahead of me, and Im living the dream.

Bless this game, especially the sound design.
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3 of 3 people (100%) found this review helpful
26.9 hrs on record
Early Access Review
Posted: September 16
This game is just

It's hard for me to say this, but you can't hide it, this is a Megaman X rip-off game, but it's brilliantly well done! It showcases what Capcom could have made with their franchise but never mananged to accomplish on the later releases.
If you are a Megaman (X) fan, this game will suit you as good as a new pair of socks and even better, you are going to love it. For non-Megaman (X) fans, this game has a lot to offer and it's a hidden gem that is challenging and fun.


· Randomized stages. This adds a lot of replayability, specially since the later stages get harder than harder. You may not (or maybe you do, since some of the chunks are kind of memorable) be able to remember the stages, but they're built in such way that even randomized, they're fairly beatable, specially with the power-ups you find;
· Rogue-like elements. I've seen this in many games lately and sure, a lot of people ain't happy with it, but I'm totally ok with that and it adds more of the "be more careful with your health, you won't have another chance!" factor;
· Local AND Online multiplayer. Another thing I would have loved to see on Megaman X was being able to play as both Maverick Hunters (and Axl, why not) in the same gameplay. Not only that, but they have ONLINE multiplayer (which isn't perfect yet, it works at a playable point). You both same the same power-ups you collect, you can decide whether or not you equip a part of your armor, you both can go with their own post-boss-fight reward... I can't stress enough how much I love this feature, it's amazing!;
· Excellent graphics and music. It's a 2D jump'n'shooter game and we're in the era of 4K/8K ultra graphics, yet I just can't help to feel the game has a beautiful and colorful visuals, also the music is just perfect for this type of game. I was surprised the first time I heard both Nina and Ace's voice actors, I think they work fine for what they have to say, which is not much but enough;
· Tight and responsive controls. It plays just like in Megaman X: you jump, shoot, dash, wall-dash/jump and charge, they both operate the same and also share the same feature of remapping the controls (I don't know about the controllers support, all I can say is that the Xbox 360 controller works perfectly), although they limited the amount of special power you can have at the same time, to 3, which I'm ok with, adding into thinking of what to go with next;
· Quite so many options. You get the chance to play a normal run, a casual run, which lets you add 3 power-ups right off the bat, or add difficulty tweaks to the run, such as making the stages longer, making the game twice as fast, making the enemies deal more damage and/or tougher or even make the game drop little to no power-ups throughout the entire run, and more!;
· Constant updates. Every 15 days or so, they get an update, updates that make the game better and better, adding just enough so you want to get back to play it again. They do say they may wipe out your save file, but I personally can take the risk of that happening so the game get better;
· And more...! Like I said earlier, the game keeps adding more features with every updates, which are frequent enough so you can tell the differences AND not feeling overwhelmed by them.

Cons: (which I assume they're working on them)

· Lack of plot. So far, there is no in-game back-story of any kind, all you get is a spaceship (or building, in the later updates) and options on how you want to play the game. Recently they added an intro, which explains a little better what is going on, yet I feel they could tell something more about why it happened, who is the main villain (which takes us to the next point) and who exactly are the people you're being contacted by. Also, I don't get what is this "Super Safe laboratory" all about, it feels like it adds as a plot device, but it's not 100% clear to me yet;
· Lack of main villain. Sure, this game is randomly generated, but if you take, for example, The Binding of Isaac and Crypt of the Necrodancer, you will see that they are rogue-like randomized games with endless possibilities, yet on those games, you have a main villain, someone you want to stop from taking you away from this word, someone you want to get rid off at any cost or to see what is the plot all about, the further you keep playing. 20XX has no final boss/es, just a "go through these bosses" and then that's it, a final message at the end of your run;
· One stage for every 2 specific bosses. This game offered variety, I won't deny that, but the game shares in total 8 bosses (which is not bad) and there are in total 4 stages, meaning that they repeat the layout of the game twice for every two specific bosses you encounter, instead of having 8 different-looking stages. Sure, they are randomized, but I'd like to see more than 4 looking-alike stages.

Even if the game is in its Beta stage, it's 100% recommendable. It's fun, it's challenging, it gets more challenging if you're up to that and you can tell they put a lot of care into it, since they keep adding new stuff and tweaks to make it even more enjoyable. If these cons were fixed, I'd give it a 10/10 right away, but this game gets a 9/10 from me.

P.S.: To the creators of this game, if you're reading this, you managed to make me cry of happiness to see one of my most beloved games from my childhood being reborn into such an amazing game as this one is, you deserve more than what I have to say here, thank you very much!
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2 of 2 people (100%) found this review helpful
2 people found this review funny
8.7 hrs on record
Early Access Review
Posted: September 24
the mega man copycat that ISN'T a boring and ugly waste of money
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2 of 2 people (100%) found this review helpful
12.7 hrs on record
Early Access Review
Posted: September 6
TL;DR at bottom

Found this gem at PAX Prime. Walking past it I had to double back because it looked jsut like Megaman. One of the devs (Chris) Approach me as I was sayign to my bro "This looks just like Megaman." "That's because it is, a megaman roguelike." Played it and immediatly bought it. He promised a megaman roguelike, and that's exactly what we get.

The classic rock-beats-scissor boss style that defines the megaman series can be found here, even going as far as having certains powers help with certain levels.

There are hidden power-ups that you can find off the beaten path that feel right at h ome with the megaman gameplay style. From air dodging to blaster power-ups, I've yet to find a power-up that did not feel native the it's inspiration.

The big selling point is that this is all set in a roguelike! The levels are never the same, and will be filled with different challenges, including challenge rooms that will come upgrades for a reward.

In addition to the standard game on three different difficulties, the devs run daily and weekly challenges, and two difficulties for said challenges. They also offer a couple different game modes: a speedrun mode and a boss rush mode.

The replayability for this game is insane, add in that it can be done co-op on the same screen and it will be easy to sink hours into it with a roomate.


-The character art designs could be better. They aren't bad, but they're off. I actually think it would have looked better to have nina take on the zero role and Ace take on the Megaman role. There are a couple animations used that stuck out as odd for me too. One that comes to mind is the charge up animation for ace. Ace swings a sword, and when he charges up his sword blaster(?) opens up and you see this circle charging. There aren't any big flaws in the character art design, but rather small thigns here and there that stick out in an otherwise fairly polished game.

-Throughout all of PAX, my friends and I were very excited about the game and talked about it a lot, but we called it megaman. None of us could remember that it's name is 20XX. This isn't really a con for the player, but I can see getting the name out there and remembered being a possible issue for the company.

-No static single player campaign or straight forward story, yet. The game is still in early access, and it's possible that an actual story is made and will be added on release. I don't know, and forgot to ask. I doubt it though as this is a roguelike. For fans of true roguelikes, this isn't a con.


-Very true to the spirit of Megaman

-Great use of having two different genders for characts, but not putting it on a pedastal or drawing unneeded attention to it.

-Lots of upgrades to choose from and power-ups to collect, Progression has longetevity to it, and getting your perfect loadout isn't neccesarily easy or quick.

-Very high replay value, leaderboards, multiplayer, multiple game modes, and daily/weekly challenges really extend the lifespan of this game.

-controller keybinds feel great. One of the highpoints of Megaman was how much finesse a player could accomplish challenges with, and that's present in this game's control scheme.

-True Roguelike, you get one life when you play, and that's it. You die, and you start all over. For easy and normal you can buy power-ups to start with, but they're lost after that run.

TL;DR Conclusion:

Great blend of megaman with the roguelike genre. Expect the game to be true to the genre and not have a campaign or driving story. Lots of gamemodes, daily and weekly challenges, difficulty settings for all of the above, and co-op both online and same screen will keep you more than content for hours. If you're a fan of megaman or a fan of roguelikes, I can safely say you will enjoy this. It's a unique roguelike thanks to the megaman influence, and for megaman fans it feels like a never-ending game.

All in all: 5 star game.
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2 of 2 people (100%) found this review helpful
18.6 hrs on record
Early Access Review
Posted: September 14
Have you ever heard the phrase "I didn't know I always wanted that until I saw it"? This game falls into that category, at least for me. A sublime combination of roguelike procedural generation and a specific type of platformer with... well bosses that have weaknesses and... uh... wall grabs... and....

Okay, look, let's not beat around the bush: the non-roguelike mechanics are 96.7% the same as the Mega Man X series. I know it, you know it, dogs know it. This is generic-brand/knock-off roguelike Mega Man X... and it is utterly fantastic. Seriously, I had no idea the gameplay mechanics that formed such a large portion of my time on the SNES would work so incredibly well mixed with a dash of randomized level layouts, item pickups, and scaling difficulty. The game itself makes no bones about what it is either, with several subtle and not-so-subtle nods to the actual Mega Man series it clearly draws inspiration from.

That said, 20XX is not just a thin copy of that series, and includes a few changes (or arguably improvements) which set it apart. For one, 20XX puts less emphasis on collecting powers and more emphasis on upgrading your character however you see fit, be it damage, speed, movement, special abilities like double jump or flight, or even modification of your basic weapon itself. This ties in well with the randomized order in which level selection choices are presented, as there is no guarantee one can take a boss power and move directly to the next boss who is weak to it. It may be necessary to defeat several bosses without using the attack that exploits their particular weakness. You can choose to do so as well, since taking boss powers is optional, which is vital since you can only hold three boss powers at one time. It may be jarring for fans of the Blue Bomber, at first anyway, but in the end it forces you to make tactical decisions, sometimes very tough ones, but which often feel rather rewarding if things play out in your favor.

Now in terms of changing things there is one specific thing I don't like, and for a very finickey, specific reason: each of the three boss powers you can take is bound to a specific key or button. Why is this a problem? Well, due to the number of buttons required for various in-game actions it is impractical to remap the keys for, say, a classic SNES controller; you're always one button short. You can kind of get around this by either enabling the double-direction-dash option, or by binding something to Select, but in the end whatever you do it doesn't feel nearly as responsive and easy to use as the Xbox controller layout. Yes, I fully and completely understand that most people won't really mind that much unless they're die-hard retro gamers, but I still had to say something.

Beyond that, I am pleased to say 20XX has exceeded my expectations in almost every other measure, with some caveats that I'm willing to overlook since this is in Early Access. There's currently no final "Big Bad" level for one, so once you beat all 8 bosses that's it for that run, but the devs have promised a final level once the game is officially released. On the other side of things though, the sound effects and music are absolutely perfect, the music in particular combining various eras of chiptune and synthesizer into a brilliant pastiche of high-energy retro kinetic joy that fits like a glove with the gameplay. Other reviewers have taken issue with the game's art style; personally, I find it both fitting and distinctive, not to mention well done.

This is without a doubt one of the best game purchases I've made this year. I've already gotten enjoyment out of the game worth well beyond the price I paid for it at PAX (an impulse buy after watching 5 minutes of gameplay, no less). With the game being this good in Early Access, I can hardly wait to see what it becomes after its official release.
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3 of 4 people (75%) found this review helpful
6.4 hrs on record
Early Access Review
Posted: September 9
I found this game last year during my travel in Australia, great country and nice people by the way ;), by accident. And after a bit research I gave the game a shot. It blast me away, it has nearly ever think, that I love on Mega Man. Just level select screen and Main villain is missing yet but I'm looking forward for this great game.
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1 of 1 people (100%) found this review helpful
6.4 hrs on record
Early Access Review
Posted: September 9
Grabbed a friend and loaded this up. Lost to the main menu (the back button default key is Z for keyboard) Turns out we stumbled into a gem. Fans of the Megamen X/Zero games will love this. Smooth gameplay combined with the replayability of RNG maps already make this a must have, even in early access. The multiplayer is very good even though they currently say its only (90%) functionable, I have only ran into 1 small problem where HP is listed correctly when viewing your ally's health. That so far is my only complaint. Excellently made game, looking forward to see what else they update it with.
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Recently Posted
1.0 hrs
Early Access Review
Posted: September 26
Megaman X roguelike. Buy it!
Helpful? Yes No Funny
9.0 hrs
Early Access Review
Posted: September 26
This is the closest thing to an old megaman-like game that has been developed in years. Lots of things to do, ways to play, power-ups, local and online coop multiplayer. Must play if you really loved Megaman X games and speedrunning them.
Helpful? Yes No Funny
0.7 hrs
Early Access Review
Posted: September 25
It's mostly fun, I'll admit, but it's not in my library because of a few issues.
The biggest issue being (sigh...) the Rogue-like application to Mega-Man not working.
The whole combination works out like a mustard and cocktail sauce condiment for your sandwich.

It's not a bad combination for some, but it obviously appeals to those who can handle the weird and aqquired taste. (and I can't vouch for that analogy, as I'm not willing to take that risk with the sandwiches that I make.)

Within the main series games of Megaman, be it the classic series or the X series, you get to choose which bosses you battle, and therefore, what powers you get from said bosses, by traversing through their stages that have specific enemy placement.

Having enemies placed on a single narrow platform isn't a dealbreaker for most, but it is annoying, and it's something you're bound to see a lot of throughout the game.

It could just be me though, because I honestly don't have any experience with Megaman games to begin with...
Helpful? Yes No Funny
6.4 hrs
Early Access Review
Posted: September 25
Pretty enjoyable game, even for someone like me who is hot garbage at megaman games.
Coop is really fun as well; its like a dream come true for those looking for a coop megaman, as its the closest your gonna get.
Helpful? Yes No Funny
48.2 hrs
Early Access Review
Posted: September 24
I'll keep this simple.

If you liked MegaMan X, you will like this. This is what a platformer should feel like. The variety of power-ups allow you to find different ways to defeat bosses and move through the levels (unlike some games released in the last few years, which feel like you have to do EXACTLY what the devs want in order to not die). The character designs are fun, and the bosses are interesting. Well worth the money.
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19.2 hrs
Early Access Review
Posted: September 24
An absolute must-have for any Megaman X/Zero enthusiast, whose hope in the franchise was undoubtedly stomped on several times by Capcom. tl;dr at the bottom.

Just a note in advance - take this review as a grain of salt, since I may be a tad biased, given that this game combines 2 playstyles I've come to adore during my life playing video games: the fast-paced dash-focused action platforming of Megaman X, and the roguelite kind of item collection, character upgrades, and level progression, combined with a surprisingly fair difficulty curve as you head into later levels... for the most part. We'll get into the difficulty curve in a minute.

So, as far as its Megaman X roots go... this game is pretty damn unapologetic in that regard. I mean, this is lawsuit-levels of similarity - you've got the blue character with a blaster that shoots lemons, you've got the red dude with a sword that can do combos, you've got dashing, sliding on walls, killing bosses to take their weapons, using said weapons on bosses that are weak to them, several armor sets that grant you different kinds of passive bonuses when worn together - yet it never feels like quite a ripoff, as much as it does a loving homage from fans of the old classics. The controls are appropriately tight, allowing full control over your jumping and landing, and stacking your character up with items to boost their movement ability allows you to cross entire sections of levels in a simple double dash-jump. Hitting and destroying enemies (with the blaster OR the sword; as well as a whole bunch of other weapons you can find through the levels) provides satisfying audiovisual feedback, especially when you run into a good amount of strength upgrades which turn your measly 10-damage pea shooter into a 4-way Kamehameha murder pinwheel that pretty much leaves stage hazards as the only threat, given that enemies disappear as soon as you hit the fire button. The level design, while randomized, rarely ever feels cheap (a few leaps of fate are occasionally required, but not nearly often enough to be a problem) and it rewards you for going out of your way to stray from the beaten path and look for hidden items; even though the random generation eventually just starts repeating level layouts, leading to easy uncovering of secret locations (obviously, future updates will add on to this aspect of the game). The boss fights, so far, are sadly kind of underwhelming, as they often quickly turn into a button-mash fest with no real semblance of strategy unless you're really low on health and cannot afford to screw around. A lot of this has to do with the fact that most of the bosses don't feel like badass 1-on-1 robot showdowns like in the X games, but instead involve you jumping around and avoiding projectiles until you can get a few hits on a stationary face on the wall or a pair of beasts that spam fireballs around the room, seemingly unalerted to your presence. But that aside, the Megaman-inspired component of 20XX is beautifully executed, and shows just how much the developers appreciate the playstyle of the series.

As for the roguelite part, most of the things you'd expect to be there, are there: permadeath, randomized layouts, random item placement and shop locations, as well as a slight overarching semblance of progression in the form of "Soul Chips" - items you collect from elite mobs during the levels and at the end of each stage, which allow you to purchase items in the hub world to enable them to appear in your subsequent runs. Other than your standard "beat 8 levels and you win" mode (level 9 apparently being in the works as an endgame), you also have the option of daily and weekly challenges (as seen in games like Nuclear Throne), as well as spicing up your run with "skulls" - difficulty modifiers that make the game a bit (or a LOT) less forgiving, if you happened to find it too easy for your taste. This is a wonderful addition in my opinion, since the standard gamemode itself doesn't offer nearly enough content to thoroughly enjoy at the moment and its difficulty heavily weighs upon the items you find during your run, so the option to make the levels longer, starting the game off at a higher difficulty setting, making the enemies hit harder etc. is a great idea to keep the players busy until an actual endgame is made. One thing I noticed about 20XX is that the disparity between "good" and "bad" runs (the ones that shower you with beautifully synergistic items and the ones that give you random irrelevant crap) is way higher than your average roguelite - in games like Binding of Isaac, Enter the Gungeon, Dungeons of Dredmor etc., most of the time you're able to fight your way through by the skin of your teeth even if most of the items you got were terrible; while in 20XX, when you're far off into a run and you still don't have a good amount of strength or energy upgrades because the game just decided not to give them to you, you're pretty much set for death since the later bosses can be absolutely unforgiving to players with sub-optimal loadouts. On the other hand, sometimes the game can feel so generous that you end up beating it within 15 minutes because you have a double jump, an insane speed boost, +38 attack damage to your axe of ridiculous AoE and so many Energy upgrades that you can just spam your fire shield over and over again and not worry about any incoming damage whatsoever. Maybe this was intentional, and even though I kinda made it sound like a big deal, it's really not that bad in the end since the way the game is structured still allows for a great amount of fun no matter the items you find; the runs in which you find said OP items tend to be cathartic killing sprees of joy, while the below-average ones simply range around a fair level of entertainment.

The presentation is pretty damn good as well, both in terms of graphics and music. Modernized, energetic 16-bit tunes follow you while you blast your way through hordes of colorful robotic monsters (with somewhat of a lack of personality to most of them), and while the story is sparse so far, the creators have promised a great deal of improvement of that aspect in the near future.

TL;DR: Tight controls, satisfying combat, intense platforming, stacking up your character with upgrades gives a wonderful sense of progression, surprising plethora of content for an Early Access game (with frequent updates on top of that), playstyles of the PS1-era Megaman X series perfectly emulated and tinkered up for the modern era; If any of this sounds apprealing to you, 20XX is worth your money.
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15.0 hrs
Early Access Review
Posted: September 24
This game is still in development, which normally means I would skip it. I am sure glad I didn't! If you have been feeling nostalgic for Megaman/Megaman X, this game is perfect for you!
First, a quick premise of the game. You play as a bot that has either an arm cannon or a sword. You pick a mode of play when you are in the starting area, which is basically a ship with multiple teleporters. From there, you engage in a platform side scroller. As you complete each level, you get power ups and the difficulty increases. Once you die, you have to start a new run, but you get to use chips to bring some powerups into the start of the next run.
I have enjoyed how the challenge scales as you play, as well as the different modes available. The amount of items that drop or can be bought on each run help keep this game fresh.
I also like that the developer is still actively working on this title and the added content has been only a bonus to the gameplay.
I would buy this game again in a heartbeat!
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thiama ❁ eu4ia
11.3 hrs
Early Access Review
Posted: September 24
This game suffers from being a pale ripoff of the original with slapped on rouge mechanics which do little more than make it feel badly balanced. Giving this game a fair chance was the only real struggle. But after beating it several times it's not worth your time.

Play Megaman X or Megaman X2 instead. Megaman Zero games aren't bad either.

__Since people are whining about the brevity of my review I'll go into a point by point after all.

1. BALANCE. The first thing that puts me off is the balance and level design. The first few levels are extremely easy, the middle ones get a bit harder(and more fun because of it) but still lacking tons in level design. There are no fun platforming elements and it requires very little precision and here's why:
2. PLATFORMING. Your character doesn't have any weight. It's twitchy fast control makes anything easy to dodge and feels more like controlling air than controlling an actual character. This makes it even worse when you get the jumphigh boots or doublejumps:
3. POWERUPS. Most of your powerups make it, again, much too easy. The challenge is completely removed by either having jumps to the moon or a charge shot which destroys enemy bullets. However this very powerup and one of the weapons that also does this is one of the only ways to beat some of the later bosses(depending on which order you take them).
4. ROUTING. Going through the bosses from the hardest to the weakest first makes this game incredibly easy. SO DON'T DO THAT. If you want a challenge and a "game" definatly play the weakest bosses first(Chill Penguin and Roll-Around-In-A-Spikey-Wheel).
5. BOSS PATTERNS. The boss patterns are ludicrously boring going from complete pushovers to spewing bullets like Mushihimesama Futari(which is a great cave shooter you should check out if you like those). It's not that hard tho if you have the aforementioned powerup which destroys enemy bullets.
6. DIFFICULTY CURVE. So it goes pretty much from every enemy taking about two shots to every god damn plant, bee, flower(plant), rose(plant), penguin(plant?), and glowing gnat becoming a buffer version of the hulk. They take about 30000 bullets to kill and this is my biggest complaint about this game. This is the same for boss patterns, which is my favorite part of megaman games. Figuring out how to beat a certain enemy always fills you with that kind of tactical mastery experience when you finally are able to dodge everything and make your attacks as efficient as you possibly can. In this game however, the bosses scale with more and more bullets and have more and more health. However, you've buffed up too so it doesn't feel like a challenge to just block boss fire with your charge shot, rather it feels like the rest of the game... You're standing around... shooting at enemies which have more than 30000 hp.

Redeming quality: The middle section of this game where everything is okay balanced and doesn't feel artificial are okay. It only lasts for two stages tho. Also Sky Castle or Temple levels are pretty okay.

There are tons more games like MMX that are worth mentioning as my friend in the comment said. Megaman ZX, ZX Advent, X4, X Corrupted(not yet released), X5(got sooo much bad story and annoying text but if that's overlooked it's basically a poor version of X4), and the Megaman ZERO Games.
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4.8 hrs
Early Access Review
Posted: September 24
I played Mega Man 2 & 3 to death as a kid and when this popped up on my radar I checked out a few videos and it looks great. I love roguelikes and wondered how a mega man inspired rouguelike would play out as it sounded great in theory. I've played ~2 hours at this point and just beat the game for the first time having a blast on normal mode. EVen though this is early access it is perfectly playable - I imagine you can break the game with specific item combinations but that's the case for most rougelikes (you can also get shafted with items - part of the fun of the RNG).

I haven't yet tried online co-op (it's alpha at this stage) but from what I hear it is very playable and can't wait to fire this up with my brother. Music is amazing, graphics are really pretty, and overall it is a great game.

My only gripe is that there are too few enemies types, but that is understable being in EA. Also I would highly recommend implementing a way to view all unlocked powerups similar to Risk of Rain.

Highly recommended!
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