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 (81 reviews) - 95% of the 81 user reviews in the last 30 days are positive.
Overwhelmingly Positive (1,057 reviews) - 95% of the 1,057 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 (59)

January 4

20XX 0.969b Patch Notes - January 4, 2017

Hello, and Happy New Year!

Today's 20XX patch takes a critical look at the game's Prototype items, adds some new Augs (with unique effects!), and adds a few player QOL changes (more-accurate energy bars & attack input buffers).

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: Prototype pass! New Augs!

For the next few patches: Repro pass! Glory zone stuff!

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



  • Prototype iteration pass! (Thanks, folks who chatted about this on the Steam Community and on Discord!)
    • Brutish Augmentation: Attack Damage boost is now a multiplier (1.5x) instead of a flat boost. System Restore now restores the Energy lost when taking Brutish (instead of giving a flat 8).
    • Focusing Sagelens: Power Damage boost is now a multiplier (2.0x) instead of a flat boost. Now sets Attack Damage to -18 (-90%). System Restore restores all lost Attack Damage on pickup.
    • Consuming Fury: Grants +2 ATK/PWR on pickup. On level start, grants 2 ATK/PWR and -2 Max HP. Consuming Fury won't reduce Max HP below 1. System Restore stops the HP loss on level, but doesn't restore consumed HP.
    • Leafmetal Plating: Now a normal Aug. Gives -2 HP, +4 Speed, +4 Jump.
    • Sanity Converter reworked slightly for flavor:
      • Power Damage multiplier is now 2x (down from 2.5x).
      • On Power use, grants +1 PWR permanently. Powers that don't use a full point of energy (Vera) grant an average of +1 PWR per energy spent.
      • Power use grants +1 PWR even if a different effect prevents the Max Energy from being spent (Owlhawk's Focus, for example).
      • Freecasting effects (like Owlhawk's Focus) now work with Sanity Converter.
      • Charged Powers (Quint Laser) grant +1 PWR per Max Energy spent.
      • System Restore stops the +1 PWR per Power use, and does not return lost Max Energy. The 2.0x Power Damage bonus and any +PWR accumulated by the Converter stays.
    • Interesting Times: Now 500% more interesting.
      • Picks two stats (hp/nrg/atk/pwr/spd/jmp) on level start, then reduces one by an amount and increases the other by the same amount.
      • Amount scales with game level.
      • On level start, any existing Interesting Effects are cleared before the new ones take effect.
      • Each stat has a minimum (especially spd/jmp) so an unlucky roll doesn't make your run impossible.
      • System Restore eliminates the negative penalty on level start - the random stat bonus still applies.
    • Earthmetal Plating: Now doubles max HP on pickup, but locks damage at +0. System Restore removes the lock, but does not restore lost damage.
    • New Prototype: Defiant Decree: All bosses gain 50% extra HP and grant an additional chest.
  • More new Augs!
    • Mistimed Protector: Doubles invulnerability time.
    • Quantum Spook: Causes all attacks to ignore walls and shields.
    • World Slug: Slows down all platform timing (after this level).
    • Charging Magnet: Pulls in minor pickups while you charge your weapon.
    • The Volunteer: Causes a Very Safe Lab to spawn every level. Does not spawn in Challenges.
    • Thrillseeker: Causes a Glory Zone to spawn every level. Does not spawn in Challenges.
    • Mixmatch Mastery: Increases stats (except hp/nrg) while wearing pieces of different Core sets (0/1/2/4 for wearing pieces of 1/2/3/4 different sets).
    • Hoarder's Might: Increases all damage, scaling with nuts held (20 = +1).
    • Contractor Plus & Contractor Omega: All stats +1 (+3 if Omega).
  • Player basic attacks now have a 75ms input buffer. (Ace's Blender has a 25ms buffer.)
    • This means that if you press attack, but your attack isn't quite ready -- either because it's still on cooldown (Ace combos) or you have too many shots on the screen (Nina) -- if the attack becomes available within the buffer time frame, it'll go off anyway.
    • The goal here is to make Ace's combos feel smoother. Let us know if this feels better!
  • Jump stat rebalanced - all existing Jump items give twice as much, but each point is worth half of its previous value. (We're doing this so that the new Interesting Times and Contractor Plus/Omega make more sense.)
  • Added an indicator to Beta Shield Drones and their protected pals.
  • If a Chest would take less than 10 damage from an attack, it takes 10 instead. (This is mostly so the new Focusing Sagelens doesn't have the side effect of "super frustrating chests.")
  • Perforator HP reduced by 10%.
  • Minor QOL changes to the UI (box highlight colors, power swap flow).

  • Fixed new Shield Drone Beta/Gamma shields not displaying properly as the client in online multiplayer.
  • Fixed Beta Bees (the little tiny ones) spawning early in Glory Zones.
  • The Energy bar should no longer accidentally say the player has 1 energy (enough for most abilities) when he really has something slightly less than 1 (perhaps because of a few Vera shots).

Thanks for reading!

16 comments Read more

December 21, 2016

20XX 0.968b Patch Notes - December 21, 2016

Pre-notes note: if your 20XX performance has dipped some time in the last few patches, please check your graphics control panel and make sure 20XX is still set to use your discrete/non-integrated graphics card instead of integrated graphics.

Hello! Today's 20XX patch reworks our Agnisort enemies, adds some new visuals (toggled off in Less High GFX), brings back 8 Power Slots, fixes up Ace's Axe, fixes mid-game load-stutters, and more!

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: Flamelab enemy updates! 8 Powers! GFX stuff!

For the next few patches: More new Augs! Glory Zone work!

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



  • Reworked Agnisort enemies!
    • Snomps (Snake guys) now come in 3 varieties, with different attacks. Snomps now take damage across their entire model, even in their later forms (instead of the head-only thing we had going on for awhile).
    • Turrets reworked only slightly - the Alpha and Gamma models are very similar to our existing two models in game, and we've added a new Beta model to fill the gap.
    • Rollsters reworked - Alpha is mostly unchanged, Beta tweaked some, entirely new Gamma model.
    • Hornets reworked! Alpha is pretty similar still - Beta & Gamma are brand new. Fixed a long-standing bug where a Hornet would sometimes fail to blow up after a divebomb, too.
  • A few new visual effects have been added to 20XX. (We'll be adding in more of these as we finish them. For the most part, setting GFX quality to "Less High" will turn them off.)
  • We've removed the old 3 Power Limit. 3 will still be bound to your keys at any given point in time, but you can hold onto the other 5 if you so choose. (Powers can be remapped/equipped in the Pause menu.)
    • This means Powers are never "discarded" - when picking one up into a slot you previously had a Power in, the old Power will be moved to the first free slot it finds (which may be in the Reserve).
  • Ace's Rippling Axe changes & fixes:
    • Aerial smash can now be canceled by pressing Attack again (or activating a Leg Core's ability) during the downward-moving part of the attack.
    • Now grants knockback immunity during its aerial smash.
    • Hitbox at the beginning of the aerial is no longer hot garbage.

  • Augs that grant Max HP or Max NRG now only report the Max change. (For example, Heart Container now says "+2 MAX HP" instead of "+2 MAX HP, +2 HP".) The items still grant the HP/NRG - this is only a visual pickup tooltip change.
  • Furor (Skull) no longer affects Flame Geysers.
  • Track Platforms (mostly in Skytemple) mechanics improved.
  • A few graphics loading changes:
    • Glory Zone enemies now load pre-level.
    • Several in-game effects that were not being loaded at level-generation-time or game-load time now are.
    • These changes are going to mean slightly longer loading times, but no more brief stutter the first time one of these effects happens during gameplay.
    • We'll also be doing more loading work up-front, which should mean lower load times later in the game.
    • If you see any other on-effect stutters, tell us!
  • Glory Zones no longer spawn Gamma-model foes. (This may come back when we do our Glory Zone improvement work.)
  • Players can no longer turn while air-dashing. (You already couldn't change the direction of your dash.)

  • Seriously, actually, I mean it this time: fixed the "shop/bonus above the boss hallway" bug.
  • Fixed a bug where a Re-Flapp would refuse to acknowledge dead enemies for a few seconds.
  • Leafmetal Plating (Prototype) no longer shows up in Purist runs.
  • Fixed an issue where the new Lotus enemies' lashes could stick around for a moment after their death.
  • Vitality Converters now longer spawn while Bankrupt is active.
  • Shop Teleporters no longer spawn while Bankrupt is active.
  • Soul Foes no longer drop 5-nut pickups while Bankrupt is active.
  • Fixed an edge case where Level 1 crates could sometimes contain a few nuts while Bankrupt is active.
  • Slot Machines no longer dispense nuts while Bankrupt is active.
  • Enemies no longer take increased damage in later Endless stages. (That scaling should only apply to the player!)
  • Vitality Converters now properly display the increased damage their user takes in Endless play after level 8.
  • Fixed a bug where Beta Lotuses sometimes had one of their lash arm hitboxes in the wrong place.
  • Fixed a bug where Gamma Lotuses would occasionally have hitboxes in weird places.
  • Fixed the Twins' ghost-laser bug.
  • Fixed a bug where air-dashing into a wall could prevent wall jumping for a few frames. (It'll now be available immediately, as you'd expect it to work.)


Thanks for reading!

17 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
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Very Positive (81 reviews)
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