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!
Recent Reviews:
Very Positive (58) - 89% of the 58 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,611) - 94% of the 1,611 user reviews for this game are positive.
Release Date:
Aug 16, 2017
Publisher:

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Buy 20XX + OST

Includes 2 items: 20XX, 20XX Soundtrack

Downloadable Content For This Game

 

Recent updates View all (86)

September 28

20XX 1.01.00 Patch Notes - September 28, 2017

Hello! Today's 20XX patch tweaks our endgame length a bit, adds some QOL changes, and fixes a bunch of bugs.

It also adds a missing track to the OST for folks who've bought it on Steam (the post-level Victory theme).

Thanks for playing! (If you're wondering what we're up to, we recently pushed the first Batterystaple Update - more to come in October's update soon!)

--

CHANGES:
  • Endgame level length changes:
    • Level 9 is now 25% shorter. (This change doesn't affect Reverent, where Level 9 was already 25% shorter.)
    • Level 10 is now 17% longer. (This change does affect Reverent.)
    • After a ton of back and forth with the community, we're happy with the individual difficulty level of level 9's segments, but think the level runs on a bit too long. We've boosted level 10's length a little to compensate - we may experiment with making it a bit longer, but don't want to overshoot it.
  • With double-tap dashing enabled, 20XX now recognizes double-tap dash and button-press dash as two separate actions (so it's possible to dash with one or the other while holding down the other button from a previous dash).
  • Lotus Spawns no longer attack from further than half a screen away when encountered in the Station.
  • Standardized Splinterfrost wall-slide behavior. (It now always does what you'd expect.)
  • Ace's Plasma Blender no longer enters ultimate screenshake jank mode when fully charged.
  • Seed Racer Changes:
    • Seed Racer now does a better job of behaving like a challenge (so players can compete for the best score on a given seed). We highly recommend players doing this at least enable Destiny, but hey, you do you.
    • Seed Racer now reports score like a Challenge in every way.
    • Skittery Smuggler no longer spawns in Seed Racer.
    • Seed Racer now treats level 1 as though it were difficulty level 2 (like Challenges do).
    • Seed Racer already used the Challenge item pool - no change here. (This has always meant that the seed you see while playing Normal/Defiant/Reverent doesn't match up 100% with the same seed in Seed Racer -- the Augs you find will change, but the rest should be pretty similar.)
  • Tweaked some unfair-feeling level pieces/hazard placements.
  • Next-run item determination logic changed up a bit. Two of the same item should no longer show up in the same next-run option set.
  • Added more detailed Boss Drama art!

BUG FIXES:
  • Vitality Converters in Non-Standard game modes (any mode that isn't Reverent, Normal, or Defiant) now ignore the "do you have enough stuff unlocked?" restriction (for consistency).
  • Level completion achievements will now trigger properly in online co-op as the client.
  • Fixed a weird interaction with armor that could cause the Untouchable achievement to fail to trigger. (Also fixed Armor-damage not counting as a "damage instance" - it's totally supposed to.)
  • On-level items (Consuming Fury, Pure Flame, etc) now play nice with multiple Save and Quit actions on the same save file.
  • 20XX will now remember what next-run items you've purchased if you quit before your next run.
    • This means the "get a ton of soul chips, unlock items, quit and restart, unlock more items" exploit no longer works. I wanted to keep it, but it's more important to not have that bad-feel of unlocking at the end of a gameplay session and losing your next-run new stuff.
  • Fixed Meganut not working well in online multiplayer if the client picked it up.
  • Fixed a bug causing level 10 deaths to read as "FINISH!" on Score Leaderboards.
    • As a consequence of this change, existing leaderboard finishes will read "10" instead of "FINISH!" - unfortunately, there's no way around this. We were incorrectly writing "10" into the LB data for finished runs.
    • Future runs will record correctly.
    • This fix doesn't impact Speedrun boards in any way (they were unaffected by the bug).
  • Fixed "NAME" and "RANK" being swapped on all Leaderboards (in all languages).
  • Fixed a bug with Interesting Times where it wasn't properly subtracting HP/NRG as its on-level penalty, resulting in higher HP/NRG values than intended. (This bugfix is a nerf.)
    • Interesting Times should be working properly, but we've gotten a few reports of it not removing the negative effect after picking up System Restore. It's not clear players are seeing the previous level's benefit going away and thinking that's a negative impact - let us know if you're still seeing four stat changes after picking up SR!

OST UPDATES:
  • Added the track "V for Victory."
  • Updated the track list.
  • Added missing MP3 metadata.

Thanks for reading!
18 comments Read more

September 21

Batterystaple Update - Mid-Sept 2017 Edition

Hey, folks! 20XX left Early Access 37 days ago. In the week or so after 1.0, I pushed a series of small hotfix patches to address a few issues that popped up, bringing us to (the current) 1.00.41 build of the game.

Things are going really well! Thanks for your support.

I'm in the market for a good way to keep you in the loop on what we're working on (now that we're not patching every two weeks), so I'm going to try a monthly update letter format. I'm not sure it'll always be around this time of the month, so at some point there'll be a little less or a little more than a month in between updates, at which point we'll stabilize. You might have noticed that holding ourselves to regular update schedules is a thing we like.

(I'm also after a better name than "Batterystaple Update" if we've got any bright ideas there!)

--

The TL;DR
  • Launch went well!
  • We're going to update you once a month with what we're working on, now that we're no longer patching every two weeks
  • Polish patch (not content!) 1.01 is coming soon(tm) - probably in the next week, mainly QOL fixes (double-tap dash, looking at you) and a bunch of bug fixes
  • We're full-steam-ahead on porting 20XX to consoles - more details about our platform targets and when they'll hit as we get them
  • We're working on 20XX's post-release content plan in light of launch, our sales, and player base, and will share details once we're ready to promise them
--

Next up for 20XX: Patch 1.01

1.01 is a polish patch. I'm chewing through the bugtracker in mantis as quickly as I can (bonus: I've also fixed its spam problems!), and am seeing which fan-favorite updates from the community I can get into the game in a pretty reasonable time frame. 1.01 is not a content patch, but it will likely change the way Seed Racer behaves to bring it more in line with challenges (so a seed racer seed is a seed is a seed). There's a messaging issue with how we report the seed in normal/defiant play (since a player without everything unlocked will see something different if they load that seed later) - we're ironing out as we speak.

In a separate branch from the live build, we're spending a ton of time working on porting 20XX to consoles. We're not ready to dig into exactly when and which consoles we're hitting yet, but that work's going to yield some technical benefits for the Steam version of the game. We're getting the chance to revisit some old technical implementations (read: we have to, because some of my choices are incompatible with what consoles require), which should result in a smoother gameplay experience. (It'll also fix any remaining text display bugs.) Of course, whenever that merge first shows up in the live build, we'll be on hand to quickly fix any mistakes we've made just as quickly as we did in Early Access. Further netplay improvements will come down the line as part of those porting changes, as well.

--

Talk to us about more content!

We're working on that! Critically, we're figuring out what our future in the games industry looks like in the coming weeks, and the direction we take is going to inform what we do with 20XX going forward. As soon as we've got concrete plans here, we'll share them with you. Feel free to ask specific questions if you have them (on here/on twitter/via email, depending on how publicly you want to ask) and I'll do my best to answer what I can.

Thanks for reading and for playing 20XX! The only reason we get to deal with the "what do we do next?" problem at all is because you bought our game and said nice things about it.

Chris
25 comments Read more

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

Features:
  • Crisp, precise controls - do exactly what you want your character to!
  • Over 100 mighty powerups to collect!
  • Tons of different play modes and optional difficulty modifiers!
  • Seeded Daily and Weekly Challenges!
  • All gameplay features available in both single player and co-op! (online or local)

Roguelike Elements:
  • Random levels: each time you play 20XX, the stages you play through will be brand new!
  • Permanent death: each 20XX playthrough is a self-contained life! Death sends you back to HQ, where you can buy powerful upgrades for future runs. (There's also a Reverent Mode where you get three lives to make it through the game instead of one.)
  • Persistent Upgrades: as you play 20XX, you'll earn Soul Chips, which unlock powerful Permanent Upgrades and expand the pool of items that can you can find as you play!

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
    • Additional Notes: Laptop users: Some laptops will default to running 20XX off of their integrated GPU (instead of your good GPU). We strongly recommend that you run 20XX on your dedicated GPU.
    Recommended:
    • Processor: Two toaster processors or better (2011+)
    • Graphics: Something made in the last five years
    • DirectX: Version 9.0c

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