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Domestic Chinese Metroidvania 《神陨之地》 is now available on Steam, priced at 30 yuan in the China region | 机核 GCORES
YT17 · 2026-05-15 · via 机核

The domestic Metroidvania game "神陨之地" is now available on Steam, priced at 30 yuan in the China region. Does a Metroidvania have to be extremely hard and difficult? When you think of Metroidvanias, do you picture: long backtracking, annoying mobs, frustrating platforming sections that raise your blood pressure, and countless deaths in front of bosses? Then repeating the long, tedious backtracking and annoying mobs...

However, this newly released domestic Metroidvania "神陨之地" focuses on user-friendliness, offering very detailed difficulty options. It aims to let every player experience the fun of Metroidvania games.

Overall, the author did not feel bored due to the slightly lower difficulty; instead, they experienced a rare sense of exhilaration when playing games of this type.

Authentic Metroidvania structure, but you can utterly dominate the bosses.

When it comes to Metroidvania games, it's hard to ignore "空洞骑士". Aside from differences in external aspects such as art style and narrative expression, "神陨之地" and the "空洞骑士" series have taken entirely different paths in the two core directions of combat rhythm and progression system.

The dopamine rush after finally overcoming a boss through fierce, intense battles over several hours is certainly satisfying, but the pleasure of slaughtering a boss with a storm of combos is equally delightful.

The map and story aspects of《神陨之地》are fairly standard: you unlock dash, wall climb, double jump, and swim—a very traditional Metroidvania gameplay loop and pacing.

However, if you're used to the rhythm-based combat of《空洞骑士》, where you dodge, sneak in hits, and trade blows, then the combat pacing of《神陨之地》may come as a pleasant surprise.

In terms of combat design, games like《空洞骑士》and other Metroidvanias emphasize rhythmic, measured "hit-and-run" tactics—players often need to land a single attack within a brief window. In contrast,《神陨之地》focuses more on "continuous pressure" and offensive momentum. The character has higher mobility and performance limits, and the system encourages players to chain together skills, abilities, and actions, along with extremely powerful blocking and dodging, to unleash sustained combo attacks on enemies.

The progression paths also differ significantly. 《空洞骑士》leans more toward honing individual skill through high-difficulty challenges, while《神陨之地》places greater emphasis on building combinations between abilities. The game offers a larger variety of abilities and synergies, allowing players to experiment with different playstyles and create their own combat approach. Relatively speaking, the depth of each individual ability may be less than in《空洞骑士》, but the overall freedom of customization and variety are more prominent.

In "Land of the Fallen Gods", there are five major categories of divine powers: 瞬身, 守御, 强袭, 踏空, 召灵. Players can freely choose to equip one of them, which can greatly enhance the performance limits of the character in that aspect.

To give the most intuitive example: In most Metroidvania games, a double jump is the limit for exploration. But in "Land of the Fallen Gods", if you favor the 踏空 category and strengthen it with divine powers, your double jump can directly evolve into a quadruple jump. Combined with a cooldown-free dash, many originally designed complex levels become as easy as flat ground in front of you.

When fighting bosses, you can switch to 强袭 or 守御, and pair them with various suitable divine power fragments to experience what it means to overcome all with raw power or stand unmovable. Every player can find their own combo.

As a veteran knight who once suffered through the Four Locks and Five Doors challenge, I found myself engaging in fierce brawls with bosses on hard difficulty. Except for a few overly agile bosses, the combat remained exhilarating and satisfying.

What was once an impassable chasm becomes a smooth road — an addictive sense of feedback speed.

The most immediate feeling when playing this game is: compared to other Metroidvanias, the pace at which you unlock abilities becomes very fast, and the feedback is extremely positive.

In many similar games, you might have to slog through hours of agony just to unlock a new skill or movement ability, only to use it to access the next area. But with the compact map design of "神陨之地," the process of becoming stronger feels incredibly impactful.

It's common to see this scenario: an hour ago, you were helplessly staring at a high wall or body of water, forced to place a marker and take an alternative route; an hour later, after unlocking the 【Void Step】 power and upgrading its fragments, you return to that very spot, effortlessly chaining four jumps and clearing all sorts of tough platforming sections from earlier. That sheer thrill of "the once impassable chasm turning into a smooth road" is something no amount of stat stacking can ever deliver.

This rapid growth pace makes the entire exploration process exceptionally smooth. You don't need to grind enemies or currency repeatedly—as long as you keep exploring the map and hunting down bosses,

can't make that platforming leap? Then just skip it!

I designed it, but players have the right not to play it.

In my opinion, the most user-friendly design in "神陨之地" is the inclusion of a "skip option" for platforming challenges.

At the start and end of the Jump Jump Joy, the game thoughtfully places portals for one-click teleportation. So whether you're a combat fanatic who only wants to challenge the boss or a story-driven player who just wants to see the cutscenes, you can find your comfort zone among four preset difficulty levels: Easy, Normal, Torment, and Skipable.

Additionally, there are three difficulty settings—Easy, Normal, Torment—that affect the number of traps in the Jump Jump Joy. Easy is roughly a tutorial, while Torment is akin to the Path of Pain, which is very considerate.

The Boss Rush mode is also full of sincerity.

If you feel that clearing stages isn't enough, the game has specially prepared the Memory Temple, which is the Boss Rush mode.

Even here, the developers haven't forgotten their commitment to user-friendliness. The difficulty of Boss Rush is also adjustable across multiple dimensions—you can fine-tune enemy health, agility, and skill frequency at the campfire in advance, plus there are four types of locks, so you can experience any difficulty level you desire. Here, you can test your builds without any reservations, until you've repeatedly crushed every boss you've ever encountered.

In an era where suffering is often emphasized, a game like "神陨之地" that goes out of its way to make players feel good is truly refreshing to this writer.

Finally, this domestic Metroidvania game "神陨之地" is now officially available on Steam. It's still at its launch discount, priced at 30.4 yuan after the discount. If you like Metroidvania games, I highly recommend giving it a try—it will surely bring you a very unique experience.