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These Four Metroidvanias Ruled PAX East 2025

Jimmy Fitzpatrick by Jimmy Fitzpatrick
Jun 04
in Magazine, PAX East 2025, Previews
Reading Time: 13 mins read
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Reshaping A Classic Genre

There was a time not that long ago when you couldn’t shake a stick in the indie scene without hitting a metroidvania. Since then, the trend has inevitably moved on as roguelites have taken that mantle. But stepping out of the spotlight isn’t the same as disappearing completely. While roaming the show floor at PAX East this year, I came across a handful of metroidvanias that reminded me why I fell in love with the genre in the first place. These aren’t nostalgia grabs or gimmick-laden throwbacks. They each bring something genuinely fresh to the table, mechanics that feel baked into the exploration and combat, not just tacked on.

Bloodbreaker: Labyrinth of the Witch

Bloodbreaker: Labyrinth of the Witch is an upcoming metroidvania from Filipino studio Phoenix Up! Media, and it already shows a lot of promise. It has a gameplay feature that really caught my interest, but the build available on the show floor still has a long way to go. That’s not a knock against the game, studios and developers always work within tight time constraints. So, what’s that gameplay feature?

The game casts you as Ayana, a day-walking vampire who descends into a cursed labyrinth to rescue her kidnapped brother from a witch. The setup is classic, but the execution introduces some clever mechanics that hint at a deeper experience. Head canon: the brother’s a vampire too, but not, like, a cool, brooding Alucard type. More like Jimmy from Ed, Edd n’ Eddy. Which would make Ayana the Sarah of this situation? I know, Sarah wasn’t Jimmy’s sibling – Ed was – but you get what I mean. Those are the vibes. Now, back to the point.

As a vampire, Ayana taps into blood-based powers that are central to both survival and combat. Her HUD displays three key meters: health, magic, and blood. Blood acts as a resource that can be spent to refill the other two, creating a dynamic system where staying alive means staying fed. In the demo, feeding was limited to a specific enemy type, but even this small taste opens the door to a progression system that could be incredibly satisfying, one where you grow stronger, faster, and deadlier with every drop. If Bloodbreaker fully embraces this mechanic, the idea of allowing your character to become a god-tier vampire by the end would be simply amazing.

The build I played is still rough around the edges. Some enemy animations and movement could use tightening, but that’s not a knock. Games like this are built over time, and what’s here lays a solid foundation. With more polish and a full embrace of its blood-fueled mechanics, Bloodbreaker could sink its teeth into something truly great.

Wishlist on Steam: https://store.steampowered.com/app/3530380/Bloodbreaker_Labyrinth_of_the_Witch/

GIGASWORD

The first thing that caught my eye was the bold GIGASWORD signage, massive letters, a striking standee, and front and center, a fully costumed hero wielding an equally massive blade. That hero? None other than the game’s developer, Jack Breen, There’s something instantly charming about seeing a solo dev fully suited up as their own character. Jack’s been building GIGASWORD since 2019, and from the moment I stepped up to his booth, that love for his work was obvious.

GIGASWORD puts you in the boots of a tunic-clad hero ascending an ancient tower in search of the God Crystal, Gnosis. Along the way, you’ll battle enemies, dodge hazards, and platform through a variety of biomes. True to the title, the sword you wield is massive. It’s not just for show, either. Its size and weight directly impact your movement, limiting how high you can jump or how far you can dodge. Most platforms are out of reach while you’re carrying it. Thankfully, the game lets you stab the blade into the ground nearly anywhere, freeing you up for higher jumps and extended movement. The tradeoff? You can’t attack without it. The added dodge range opens up smart, strategic movement, and allows you to slip past danger altogether. It’s a clever mechanic, but how does it feel in motion?

The short answer? Incredible. The long answer? Also incredible… but with more words attached. As you navigate the rooms, you’ll discover what feel like service elevators for your sword. Plant your blade into a pedestal on the lift, and it carries your weapon up or down, letting you explore the room freely. Sometimes the path back to your sword is straightforward, other times it’s a hazard-filled obstacle course. But here’s the cool part: you don’t have to rush back to your sword right away. You can roam anywhere without it, even leave the room where it sits. From what I saw in the demo, there doesn’t appear to be any threat of of enemies trying to run off with your oversized stabbing device. The tradeoff is that without your sword, you’re vulnerable. Enemies won’t hold back, and certain obstacles, like heavy boxes, can only be moved with your blade. Puzzle solving and environmental interactions go beyond just moving boxes and lifts, too. The demo offered just a glimpse of your sword’s utility, both in battle and out in battle.

When the final game drops, there’s more to look forward to than just intricate puzzles. Throughout the game, both your character and the sword level up independently, each unlocking unique skills and abilities essential for battling your way to the top of the tower. The map is divided into six interconnected areas. When I asked Breen about it, his answer hinted that the world might be even bigger, maybe with some post-game content in store. All of this ties into a deep narrative, glimpses of which keen-eyed players at PAX could catch. Giant statues stand as memorials to legendary figures of the past. Were they heroes or villains? That’s the mystery. You’ll also traverse a battlefield strewn with discarded weapons, some strikingly similar to the massive sword you wield. This rich imagery sparks the imagination while laying the groundwork for the game’s lore.

Suffice to say, GIGASWORD won me over. While the metroidvania genre has been explored plenty, this game approaches it with a genuine love only a true fan can bring, a fan not just of metroidvanias, but of the growth and exploration that define the very best of them. The full release is planned for Steam and consoles, coming later this year or early next. After a successful Kickstarter, GIGASWORD has found a home with publisher Akupara Games. The best way to keep up with its progress, and try out the demo yourself, is to wishlist it on Steam!

Wishlist on Steam: https://store.steampowered.com/app/1885930/GIGASWORD/

Constance

Constance was on my schedule for the very first day of PAX East. Andy, who wasn’t in town yet, had mentioned he was really excited about it, so naturally, my curiosity was piqued. Our tastes usually line up when it comes to games like this. To be honest, that was about all I knew going in. And wow, what I experienced completely blew me away.

At the Byterockers booth, which featured two games from German developer btf Games, my attention was immediately captured by Constance’s stunning visuals. Everything is hand-drawn, and seeing the game in motion is truly beautiful. The area I played in was mostly indoors, with balconies and large windows offering glimpses of the world beyond. You control Constance, the main character, who perfectly blends inspiration and originality. Her hair calls to mind Splatoon’s Inklings, while her stance, scarf, and eyes evoke Rose of Street Fighter fame. Standing in her way is an army of robots, each animated with the same beautiful detail as Constance herself.

The story follows Constance, an artist who finds herself trapped within her own subconscious, imprisoned by her inner demons. Each challenge you overcome represents a mental block she breaks through, gradually building the strength and self-acceptance needed to escape this inner world. The biomes you explore reflect different aspects of her internal struggles, each with its own thematic identity. But Constance isn’t entirely alone. As I was told during the demo, all enemies are robots, but not all robots are enemies. Along the way, she’ll meet friends and allies who form a support network. reminding her, and us, that even when it feels like we’re facing everything alone, we all need help sometimes.

Controlling Constance is where the game really shines. Stunning visuals and a compelling narrative only go so far. If it’s not fun to play, it all falls apart. Fortunately, Constance feels fantastic in motion. She moves with a fluid grace, dodging, jumping, and attacking in smooth, responsive animations. Ink plays a major role in both movement and combat, tying back to the game’s Splatoon inspiration. Constance can dodge on the ground or midair, transforming into a streak of purple ink that matches her hair. On the ground, it looks like an Inkling’s side dodge from Smash Bros., zipping across the floor in a blur. Ink isn’t just for flair, it’s a core mechanic. In addition to her Health Bar, Constance has an Ink Meter that fuels her dodges and heavy attacks. Her main weapon is a massive paintbrush, used to chain together light and heavy attacks in satisfying combos. The brush also serves utility outside of combat. In the demo, certain environmental hazards can be temporarily cleared with a powerful swing of your brush. This creates brief windows for platforming, challenging you to reach the next safe zone before the danger returns and starts chipping away at your health. Like any good metroidvania, your toolkit will grow as you progress, unlocking new abilities that enhance both combat and exploration.

Of all the games featured here, this might be the one we get our hands on the soonest. While it doesn’t have a firm release date just yet, it’s currently slated for a Q4 2025 launch. You can wishlist it on Steam right now, with console versions also on the way. Be sure to show this game, and the talented team behind it, the love and support they deserve.

Wishlist on Steam: https://store.steampowered.com/app/2313700/Constance/

The Transylvania Adventure of Simon Quest

*this section was written by Andy Asimakis*

Castlevania II: Simon’s Quest holds a special place in the evolution of the metroidvania genre. It was one of the earliest games to bring open-world, non-linear exploration into action platformers, mixing RPG elements with branching paths and hidden secrets. Given how influential it was, any new game inspired by it deserves a spotlight.

Developed by Programancer and published by pixel-art powerhouse Retroware, The Transylvania Adventure of Simon Quest looks like an NES game that escaped the limits of its hardware. It drips with gothic charm, boasts buttery-smooth animations, and updates that 8-bit look with a turbocharged color palette that make it feel new without losing its retro soul. You play as Simon Quest (yes, really), a vampire hunter who rolls up to Transylvania only to discover his rival already beat him to the punch; it turns out that Dracula’s already dead. But Simon’s not one to let someone else steal the glory. His solution? Track down Dracula’s scattered body parts, resurrect him piece by piece… and then kill him… again.

What really surprised me was how much the demo nails the feel. The gameplay is tight, responsive, and satisfying in a way Castlevania II never quite was. The classic formula of jumping and whipping your way through creeps just feels right, with that whip snap hitting like a nostalgic gut punch every time. Subweapons are present and accounted for, daggers, holy water, throwing axes, the works, but each comes with modern twists that make them feel fresh rather than copied. Enemy design deserves a special shoutout, too. Simon Quest clearly pays tribute to the freaky, iconic Castlevania rogues’ gallery, but it never feels like a ripoff. Instead, it feels like a spiritual remix.

And then there’s the structure. This is no linear platformer. In true Castlevania II spirit, Simon Quest lets you explore non-linearly, both in its overworld and within mansions. Multiple routes, optional paths, and the ability to take on mansions out of order mean your journey can be as direct or as weird as you want it to be. And if you’re bold enough to shake up the order, you just might unlock an entirely different ending. That kind of sequence-breaking potential feels like a nod to Castlevania III: Dracula’s Curse, which, if we’re being honest, is the real GOAT of the series (fight me). All of this is tied together by a pitch-perfect chiptune soundtrack that blends spooky melodies with driving rhythms. It’s vintage NES in feel but polished enough to stand out on its own.

It’s not as sprawling or robust as the modern metroidvanias Jimmy covered, but it doesn’t need to be. Castlevania II was a milestone in the genre’s evolution, and The Transylvania Adventure of Simon Quest carries that torch forward in style.

Wishlist on Steam: https://store.steampowered.com/app/2749920/The_Transylvania_Adventure_of_Simon_Quest/

Metroidvanias Are Back… Not That They Went Anywhere

Like anything that catches fire, the metroidvania formula eventually hit a saturation point. For a while, it felt like every other week brought a new one touting “gorgeous hand-drawn animation” or “the crispest HD pixel art you’ve ever seen.” Many metroidvania titles existed purely to ride the wave. That happens. In games, in movies, in fashion. Humans are gonna human. But if you’re looking for a fresh spin on the classic experience, these games are proof that the genre still has plenty of unexplored chambers, secret rooms, and hidden treasures left to uncover. There’s still life in those old bones. And it’s glorious.

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Jimmy Fitzpatrick

Jimmy Fitzpatrick

Hey, all. I'm BigGahmBoss, a.k.a. Gahmstead, a.k.a. G-Steady. Total nerd and otherwise plethora of useless information about most things gaming and movies... and kinda music, comics, and t.v.

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