Aura of Worlds is a creative tactics roguelite platformer. Explore multiple dangerous worlds where you must utilize your creative abilities and wits to twist the environment to your advantage. Finding your way through ever-changing death labyrinths...
All Reviews:
Positive (17) - 94% of the 17 user reviews for this game are positive.
Release Date:
Apr 24, 2018

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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?

“The game is functionally complete and in an enjoyable and stable state. Yet we chose to label it as "early access" because we are extending the game's content with feedback from the community.

The game already contains 3 very different procedural worlds; 9+ randomized themes; 70+ unique enemies and traps and a plethora of mechanics. It has been quality tested across hundreds of players at trade shows (like PAX Australia) and local developer meetups (such as IGDA Melbourne).
There is also significant work underway for unlockables in the next update set.

We want you to be part of the game's evolution; whilst engaging you with a thrilling and challenging experience.”

Approximately how long will this game be in Early Access?

“About 0.5-1.5 years. Depending on how much new content is added.”

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

Planned features include

  • You will continue to retain your progress between each version (seriously we hate it when games wipe out everything on version 1.0; or a system overhaul).
  • Additional worlds such as "Cold Crust Caves" (area previewed at the end of the trailer).
  • New creative abilities such as "sphere of influence" and "frost blast"
  • A full system of unlockables (in addition to the current world short-cuts).
  • Additional enemies and traps unique to latter areas; that will challenge your wits, reflexes and planning
  • At least 2 more world bosses.
  • Cosmetic items
  • Daily Challenge mode
  • So much more...

What is the current state of the Early Access version?

“Getting the game now; entitles you to all future updates and a reduced price. Aura of Worlds has been in development since 2013 and has been continually refined from player feedback. The game is in a stable state with over 70 enemies and traps, 3 procedural worlds, 9+ level themes and more.

The last major update was on the 29th of July; see "Update of the beast" - Part Two.
We are currently focusing on a system of unlockables and new items to the game for the next major update set.

NOTE: Be advised with controller support options: That this is specifically for XBOX and XBOX 360 controls. Other XInput controllers may work to; but some people have reported issues in the past with certain Steam Controllers.
Default gamepad controls support 360 degree aiming so are slightly different to other platformers with this feature (e.g. triggers for use items); but are rebindable.

The game has undergone many changes since launching; including:
  • Weapons are drawn on all humanoid characters
  • New enemies, traps and runes
  • Alot of rebalancing, bug fixes and optimization to support lower end systems
  • Updated graphics, sound, animations and mechanics

Content is still being added and feedback is welcome 😊.”

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

“We plan to gradually raise the price as we ship new content and features”

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

“We are extending and refining the content of the game based on community feedback.
We will continue to be active on forums; taking note of all suggestions.

We want you to be part of the game's evolution; whilst challenging you with an experience that requires agility and creative strategy.”
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Recent updates View all (8)

July 15

Update of the Beast -

New enemy 1 - Giant blood bats

Stronger, smarter, and immune to many of the tricks that worked on their smaller cousins

New enemy 2 - Skeletal rangers
Their lighter armor makes them considerably more agile then the soldiers you've seen so far...

Oh...and regular soldiers have also learnt to dodge roll now; you're welcome :)

Destroying spikes blocks will causes the spikes to fly out. These in turn can be picked up and thrown (TowerClimb ref.).

Crossbow and arrow improvements
  • Arrows stick in blocks.
  • Arrows shot through pollen clouds become venomous.
  • A burst of particles is released when arrows are ignited/envenomed + new graphics!
  • Arrows slow down in water.

Necromancer changes

  • New animations.
  • A warning will display if the boss is unalerted and you're down to the last 3 crystals.
  • No more stun-lock cheesing.
  • Rebalanced enemy spawning.
  • Fixed bug where it would randomly turn away from the player when attacking.

Control improvements
  • For items that can be equipped in both hands; you can use the left/right trigger to specify which with the weapon wheel (or just use the default).
  • Bouncing off enemies now resets wall vault count/multi jump

Control options
  • All remaining control options (toggling default run; gamepad tilt sensitivity determining sprint; changing the aiming mode etc.); are now saved on leaving the game. Some settings are now saved separately per control scheme.
  • Auto-wall vault is toggle-able.

  • Multiple HUD design improvements and icon updates

  • Improved widescreen support.

Bug fixes/balance chances
  • Eye lazer attack has been nerfed.
  • Crystal weapons now recharge much faster.
  • Various graphical glitches related to humanoid arms have been fixed.
  • Swords and spears can no longer be drawn on the player's head after they simultaneously try and grapple and climb at the same time.
  • Multiple others...

-----**---Patch 29th July, 2018---**-----
  • Time between fire dart trap volleys has been greatly increased.
  • Boulders and rock traps now displace spike tiles.
  • Boulders deal more damage with enough velocity.
  • Increased enemy damage resistance slightly.
  • Poisoned enemies are more vulnerable to damage.
  • This guy...
3 comments Read more

June 10


Equipped items are drawn on all humanoid characters!!!

  • Small items are synced on the active hand's current animation (only hidden during special actions like dodge rolling)

  • The larger weapons are drawn in 3 different positions depending on the adventurer's current actions:
    • On the back

    • Held passively

    • Attacking
Other graphics:
  • New animation for midair jump
  • Status icon for vampirism potion effect.
Bug fixes:
  • Fixed animation bug when running against a wall.
    We left this in the game for a while; as some people found it comical. However we've finally figured it was for the best to remove it; R.I.P.

  • Fixed bug with all skeletons in a given level weilding the same weapon
  • Fixed glitch where jumping didn't disrupt the shadow rune
  • Various other

P.s. A note to FRAPs users:
If you're using FRAPs to record footage; you can launch the EXE directly from
"<Steam Directory>/steamapps/common/Aura of Worlds"
Other popular recording software like OBS work fine as is.

18th of June
  • Fixed bug where skeletons arms weren't drawn when an item was equipped on their back.
  • Player no longer immediately puts away items on performing actions that would move the equipped item to their back (e.g. ledge climbing/wall climbing/rolling/wall sliding etc.).
  • Skeletal warrior sword attacks are telegraphed better.

***Next update in early July***
Thanks for reading folks :D
2 comments Read more
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“(Among) The most promising indies we saw at PAX Australia”
PC Power Play

“It’s refreshing and a hell of a lot of fun!”
Double Jump

“Permadeath, clandestine enemies, and randomised stages make Aura of Worlds a fast-paced blast”

About This Game

Aura of worlds is a creative tactics rogue-lite platformer.

Explore multiple worlds where you must utilise your creative abilities to twist adversity to your advantage. You'll need planning, wits and reflexes to make a way through these ever-changing death labyrinths.
Escape flooding passages, outrun toxic pollen, face off against gargantuan bosses that have made entire mazes their home. Do you play defensively with the spear and energy shield, or swing into the fray with a boomerang and grapple hook? Do you scour the levels for potions and runes; or do you dive headfirst into the chaos?

There are multiple solutions to every problem. For example, if there is a chest on the other side of a lava pit; do you...?:

  • Grapple across:

  • bend time and bounce off enemies

  • Use a boomerang to fetch the item:

  • Blow up the pit with a grenade; setting everything nearby alight!:

  • ...


  • Over 70 unique enemies and traps
  • 8+ randomized level themes. Such include tidal corridors filled with mines, rising lava, caverns lined with toxic and carnivorous plants...
  • 3 Primary world types (grotto, gardens, temple) each with their own traps, enemies, boss and special theme layouts.
  • A plethora of creative abilities ranging from parkour to cloaking to warping time itself!
  • Every object has multiple uses E.g. you can grab that lantern from the ceiling, and carry it around to use as a portable light source or improvised flaming molotov...
  • Hand crafted pixel art and animations by Jessica Turner and Lachlan Cartland
  • Regular updates (about once every 2-5 weeks)
  • A unique musical score.
  • Permanent progression: allows you to start from any world that you've unlocked.

    Whilst functionally complete; the game is under active development and more content is being added. Significant work is currently underway with unlockables, for the next major update set.
    This project was Greenlit by the community back in 2016.

System Requirements

    • OS: Windows 7 or higher
    • Processor: 2 Ghz
    • Memory: 1 GB RAM
    • Graphics: Open GL Version 3.3 or higher
    • Storage: 200 MB available space
    • Sound Card: Any
    • Additional Notes: .Net framework required; Control Schemes: Mouse and Keyboard as well as Xbox Controller
    • Memory: 2 GB RAM

What Curators Say

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