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 (26 reviews) - 92% of the 26 user reviews in the last 30 days are positive.
Overwhelmingly Positive (1,059 reviews) - 96% of the 1,059 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 (64)

March 15

20XX 0.974b Patch Notes - March 15, 2017

Hello! Today's patch adds some new power-control options, adds fancy new explosions to 20XX, and polishes some other stuff up.

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: Power controls (part 1?)! New explosions! Fixes/QOL stuff!

For the next few patches: Polish forever! Forever.

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



  • New explosion effects! (Disabled if graphics quality is set to Less High.)
  • Power selection changes:
    • In each player's Change Controls panel is a new option: Power Selection Type.
    • "Normal" is what you're used to - three powers, equippable in the pause menu.
    • "Cycle" lets you use the Power 2 and Power 3 buttons as "Cycle Left" and "Cycle Right" - your set of powers will be displayed each time you hit one of these so you can see how far away your desired power is. (Only Power 1 actually fires a Power with this setup.)
    • "Wheel" lets you use the Power 2 button to bring up all of your current Powers at once. While holding Power 2, press the direction corresponding to your desired Power (they're always in the same slots, regardless of pickup order), and let Power 2 go to equip the selected Power.
    • (We may have some art/gamefeel work to do for these options still - let us know what you'd find most useful!)
  • Quick Drop, Double Tap Dash, Joypad Dead Zone, and Arcade Stick Test Mode are now also part of the individual player control menus (so they can be different per player if desired). In general, your current Options file will assign the old saved values for these to player 1's controls, so player 2 may need to re-enable stuff like Quick Drop if you're playing local co-op.

  • Glory Zone teleporters now automatically unlock after 5 seconds. Using an unlocked teleporter during a challenge causes the challenge to automatically fail.
  • Quantum Spook now turns off in Splinterfrost Trap Zones.
  • Sanity Converter now turns off in Trap-type Glory Zones.
  • System Restore now properly restores the actual amount of health you lost when picking up Final Shell, instead of an arbitrary fixed value.
  • With Oxjack's Blitz (leg part) equipped, players can now air-dash upward from the ground.
  • Vitality Converters changed to be a little more challenge-friendly:
    • VCs no longer count as "damage taken" for efficiency purposes.
    • VCs no longer cause knockback on use.
  • Players can no longer take damage after a boss dies. (This prevents awkward business like dying to a falling platform during the Twins' fade to white, or falling in an Eternal Star/Death Lotus hole you can't see.)
  • On keyboard: if holding down "move left" and "move right" at the same time, "move right" now takes priority (instead of the buttons canceling one another out).

  • Fixed an issue causing Interesting Times to not grant the appropriate health/energy on level.
  • Fixed the Purist Skull. (Lots of non-Purist items were spawning that had no business doing so.)
  • Sanity Converter now properly boosts Power Damage by 100% (multiplicatively) to account for the ramping Power Strength it grants. (Down from +150%.)
  • Fixed a bug that'd make Gorillas slide along spike walls (most notably, the thorns in Vaculab).
  • I've taken a stab at what may be causing Agnisort loads to fail for some online co-op players - please let me know if you notice a difference!
  • Players can no longer trigger teleporters while in the "challenge failed!" animation. (This is to prevent a weird case where you trigger the exit you're standing on as you fail, which basically breaks everything.)

Thanks for reading!

9 comments Read more

March 1

20XX 0.973b Patch Notes - March 1, 2017

Hello! Today's 20XX patch is on the smaller side - we're doing a lot of behind-the-scenes work that isn't ready for the public! We've made some Glory Zone tweaks (many of which were hotfixes in 0.972), and changed up the way Challenges are scored. We've also fixed up a few bugs, and added some QOL bits.

NB: We're going to be at PAX East in the PAX Rising section next weekend (3/10-3/12) - come say hello! This means next patch will probably be a bit 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: Glory Zone tweaks! Challenge scoring! QOL bits!

For the next few patches: Polish! PAX prep!

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



  • Several tweaks to the new Glory Zones:
    • Early game Swarm Zones' Deathswarm speed reduced substantially, reducing pressure on the player.
    • Early game Finesse Zones' platforms and hazards slowed down.
    • Early game Trap Zones now give increased Energy, and often contain fewer traps.
    • Early game Light Zones have fewer hazards.
    • The above changes happen on a scaling basis from levels 1 to 4 - by 5+, all Zones are in full effect.
    • Late game Swarm Zones' Deathswarm speed increased (levels 7+).
    • (These were mostly hotfixed in during 0.972b, but haven't been mentioned in patch notes yet.)
  • Challenge scoring changes:
    • Each boss now grants half points by default, and grants the other half as an Efficiency Bonus (EB).
      • EB starts at 50 points per level (example: 300 points at level 6) and is reduced by 10 per point of damage taken. The EB bottoms out at 0 - so, for example, you'll start level 2 with a potential EB of 100 points, which'll be reduced by 10 per point of damage taken, down to 0 (no bonus) at 10 damage taken, after which further damage won't affect your score.
      • The EB takes the place of the "remaining health" bonus - health/armor at the end of a run is no longer worth points.
      • In co-op, players take damage (and have their EB reduced) as a pair. Each damage taken will still reduce the EB by 10 points.
    • This one's super experimental. We fully acknowledge that this removes a degree of skill from Challenges, but we also think it's going to make the more fun: we've removed the Leftover Nut Bonus (LNB).
      • In normal 20XX runs, players make nut-spending decisions based on the future value of those nuts - should I buy this thing when I might see something I need more later?
      • In challenges, the LNB incentivizes players to spend as little as possible, and to only buy Augs when the purchase will be worth at least that item's nut cost in Time points (and, after today, efficiency points).
      • So we're going to try removing the LNB - we suspect Challenges will be more fun without being forced to maximize your remaining nut supply for score reasons (instead of maximizing your ability to buy the things you really want). Please give us feedback on this!
    • Completed Glory Zones now award points. Enemies killed during active Glory Zones no longer award points.
    • We'll be making sure Normal play can be optionally scored like Challenges in a soon-to-come patch (and otherwise not be scored at all).
  • Ace's Glaive combo (aerial->land1->land2) now works properly vs. bosses.
  • Using a teleporter now explicitly triggers the player's invuln frames.
  • Added some menu button prompts (accept/back) on menus where it isn't super clear.
  • Pending further investigation, Entropy Lock's banned from Challenges. (Picking one up can cause a cascading effect that changes items down the line - we either need to remove it or make it so Slot Machines can't drop items that impact other drops, and we're not sure which is right yet.)

  • Fixed a Crisis Overdrive issue that'd bork your mobility if you picked it up while in the red.
  • Fixed an exploit allowing a user to repeat a Daily Challenge.

Thanks for reading!

13 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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