Take the role of the resurrected Adrestia and embark on an epic journey to prevent your twin sister from unraveling the universe. Master acrobatic combat, explore the Greco-Roman space vessel Atromitos, and shape your destiny in Somber Echoes.
118 Total Reviews
104 Positive Reviews
14 Negative Reviews
Score
Somber Echoes has garnered a total of 118 reviews, with 104 positive reviews and 14 negative reviews, resulting in a ‘’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Somber Echoes over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
648 minutes
A good metroidvania to play through.
I liked the connection with mythology and both exploration and combat were fun.
In terms of the combat, there were a few issues such as bee enemies sometimes being able to insta-turn and charge again with no cool-down allowing them to hit you multiple times preventing you from getting distance; and the inconsistency of the spear recall ability which sometimes can be used while moving and sometimes forcing you to stand still (it would have been better if this ability was a button push instead of holding down the button to use). But overall the combat was pretty well balanced.
The exploration was a lot of fun weaving through and opening all the paths, but it should be noted that there are a couple of areas that required some almost precision timings and "twisting" to get just enough horizontal distance to clear even with all the upgrades. Honestly there is no real advice I could give for those areas other than to try to optimize the floaty nature the boots to "twist" around in mid-air to get a small boost in distance either horizontally or vertically, which is something that isn't really mentioned other than in the forums by other players. Luckily I can only remember 2 such spots, but unfortunately one of those spots is a critical pathway that you are required to pass through once to move forward.
Overall, well worth a playthrough.
👍 : 0 |
😃 : 0
Positive
Playtime:
225 minutes
The hitboxes are extremely terrible, the timings are terrible and something like a balance does not exist.
- like 1 inch away from enemy and still hit
- theoreticaly you can parry/deflect projectiles, but one milisecond too late or too early and you still get hit and since that 1 pixel (onscreen) projectile have a real hidden size of a truck, you get hit no matter what, so you cant evade or jump away or whatever
- even the first enemies you ever encounter kill you in 1-2 hits, but you need 10 to kill them. they stagger you when they hit you, but you can not stagger them. and the shield is quite useless, you are one pixel too close or too far away from the mob, it wont help you and shatter, it is only useful when you are in the perfect spot and raise it in the right milisecond.
- everything in the game is more agile and faster than you (well at least in the beginning, who knows how it is later) and since it is 2d, it makes the "soulslike" combat that requires absolute precision very frustrating
The whole combat is frustrating and feels more like a game of chances and not a skill thing.
I love the story, the platforming is good enough, the sound is quite decent, but the combat, which is an essential part of the game, is terrible and frustrating. Funny enough, it was not that bad in the demo of the game, so no idea what they did.
Whatever, if you look for some decent platformer, go for Madragora: Whispers of the Witch or AWAKEN - Astral Blade, both games have their own problems, but at least are not that frustrating and have a better learning curve.
👍 : 3 |
😃 : 1
Negative
Playtime:
27 minutes
I really like the game so far, the atmosphere, the precise mechanics and the way the lightning works. A few minor graphical glitches, but in general impressed. Looking forward to keep playing!
👍 : 0 |
😃 : 0
Positive
Playtime:
897 minutes
This was a solid little metroidvania. Really nice art style and music/narration. Gameplay was good though things could get a little fiddly and frustrating at times with a few of your abilities. Decent exploration and story to. For the low asking price I would recommend giving it a go. 7/10
👍 : 0 |
😃 : 0
Positive
Playtime:
1033 minutes
This was a really good game that had me lost for hours not even registering time passing by. Only thing I didn't like that all of sudden it was over. Great game!
👍 : 0 |
😃 : 0
Positive
Playtime:
1292 minutes
I was pretty torn on this game. I very much enjoyed the first 75% of the game. It was shaping up to probably be a good solid B tier game. The end game absolutely ruined it for me and probably brings it down to a C tier game. It's really not a terrible game. It has some good things but the end game really ruined the fun for me.
Positives:
The game is quite immersive and has great atmosphere and art direction. It uses a very unconventional setting that helps make if feel unique and actually pulls it off quite well. A Sci-Fi, ancient greek space station with some lovecraftian vibes. Sounds crazy but really it worked quite well.
Character progression is well paced and rewards you well for finding hidden areas and completing platforming challenges/puzzles. Upgrades feel meaningful and are pretty regularly paced. There was a stretch in the later part of the mid game where it felt a little long between upgrades though.
Neutral:
It’s a pretty linear experience. It’s more of an atmosphere/narrative driven experience. There are some branching paths, but there is still a pretty set path through the game that you have to follow. I didn’t mind it much, but some metroidvania fans might be put off by this aspect.
Traversal mechanics are not just your standard fare metroidvania mechanics. The main mechanic is the lantern ability. This is basically the bash ability from Ori with the ability to create your own bash points anywhere and doubles as your double jump and dash abilities.
Combat is decent. It encourages parries and aerial moves for evasion. I enjoyed it, but might not be for everyone. Combat has a few rough edges too. There is some questionable hit boxes. The spear actually demands quite a bit of precision that some aim assist or the ability to adjust the aim sensitivity would have helped with a lot. It is a pretty invaluable piece of your kit. Some parry widows feel poorly telegraphed and/or nonsensical. Difficulty tends towards groups of enemies with random attack timings that can make even a small group of mobs difficult to deal with. There is also a pretty significant stagger if you mess up which can really amplify that problem. Overall none of it felt terrible and was mostly just minor annoyances until late game.
Minor Negatives:
Map design and progression is kind nonsensical and confusing. The game is a pretty linear, but the path through the world map is not at all. It warps you around to completely separate sections of the map. It can be pretty disorienting and makes intuitively knowing where to head to next and/or backtracking needlessly difficult. There are several places where biomes are only connected up in one place. Biomes are visually distinct, but are sub-divided into smaller sub-sections and remembering exactly what was going on in a particular sub-section can be a lot to keep track of. Some biomes are interrupted by a few scenes from a different biome in the middle of it only to switch back again past those scenes.
The fast travel system in this game is nonsensical and overly complicated. There are 4 forms of fast travel. Teleporters, trams, and two different kinds of save points. All teleporters could be removed and changed to trams instead. Later biomes could have been gated off in the tram station to ensure players arent accessing them before they were intended to. There is already a couple examples of this in game. Save points also act as fast travel but only within the biome unless you are at the super save point for that biome, which doesnt exist for every biome. The super save points will allow you to travel to other super save points or to any save point in that biome. Its needless complication that actively makes the game worse and leaves fast traveling feeling annoying and time consuming. Here is one example of a fast travel route I had to take to backtrack for a pickup, a path that took me 2+ mins of looking at the map to work out: Tram to biome close to super save> walk to super save A and fast travel super save B> Fast travel from super save B to save point C> walk from save point C to save point D in next biome> fast travel from save point D to save point E> walk from save point E to teleporter> teleport to location.
Major negatives:
What really ruined it for me was the late game traversal and boss encounters. This is the only metroidvania I have played where traversal felt worse in the end game than it did in the early game. Partially due to the fast travel system and map design I mentioned but also the late game level design and platforming. Instead of being rewarded with ease of movement it feels like you are being punished. Once you have the final lantern jump everything becomes about overly complex platforming puzzles with precise execution requirements. Theres not much platforming challenge prior to this, and even this it not really testing your platforming in any traditional sense. It’s playing “the floor is lava” for longer than your movement abilities allow out of the box. It requires chaining all of the lantern jumps with a couple of earlier abilities that were barely used before and/or navigating tight corridors with more bends than the jump lanterns available to you and electric floors that reset your position when you touch them. Rather than feeling like late game difficulty/challenge progression it felt like tacked on padding to extend the end game.
The other issue was the late game bosses. To be fair, all of the bosses throughout the game suffered from these same problems some, but the last couple of bosses really turned the dial up to 11. It went from feeling kind of cheap and a little lazy to flat out unfair and infuriating. I wont describe them in depth due to spoilers and this already being a long review. Suffice to say the game uses some cheap arena traps and adds in boss fights too much. There is no pattern to learn on the arena traps or the attack timing from adds so a lot of it comes down to luck and patience more than skill.
Conclusion:
I really enjoyed the first 3/4 of the game. The end game really ruined it for me though. Everything felt tacked on and padded out to drag out the end game. It has some other rough edges, but nothing too game breaking. C tier game. Probably a recommended B tier if not for the really maddening end game padding. Others might not be as bothered by those complaints or actually welcome them as the game does not offer too much combat/platforming challenge prior to this. It felt very out of place with the rest of the game though and left me feeling like it overstayed its welcome when I should have just been wrapping up the home stretch of an otherwise pleasant experience. There is some good stuff here and may be worth picking up on sale if you don’t mind those things and are looking for a new 2d action platformer with a lot of atmosphere.
👍 : 1 |
😃 : 0
Negative
Somber Echoes Steam Achievements
Somber Echoes offers players a rich tapestry of challenges, with a total of 48 achievements to unlock. These achievements span a variety of in-game activities, encouraging exploration, skill development, and strategic mastery. Unlocking these achievements provides not only a rewarding experience but also a deeper engagement with the game's content.
No stone left unturned
Acquire all achievements/trophies
Back from the Dead
Escape the Underworld and get revived on the Atromitos
Circe
Activate the first circe chamber
Fully operational
Activate all Circe chambers
In perfect health
Acquire all nyx fragments and cores
Necklace reforged
Have Hepheastus complete the necklace
Brilliant to the core
Acquire all aether cores
The Warrior
Marvel at the Warrior statue
The Huntress
Marvel at the Huntress statue
The Seafarer
Marvel at the Seafarer statue
The Lovers
Marvel at the Lovers statue
The Maiden
Marvel at the Maiden statue
Art Enthusiast
Discover and marvel at all the statues
Well on your way
Achieve 50% completion
Almost there
Achieve 75% completion
Completionist
Achieve 100% completion
Douse the Flames
Slay the Phoenix
Gouge the Eye
Slay the Cyclops
Artistic Concerns
Slay the Stymphalian Statue
Purge the Filth
Slay the Centimanes
Some kind of Engineer
Activate the rescue capsules
Hope Restored
Inspire all survivors to give them a chance at surviving.
Rejoiced Survivors
Some of the survivors escaped the Atromitos
Elated Survivors
All of the survivors escaped the Atromitos
Doomed Survivors
All of the survivors perished on the Atromitos
First offering
Perform your first enhancement
Blessed Gladius
Fully enhance the Gladius
Blessed Spear
Fully enhance the Legionaire's Spear
Blessed Arbiter
Fully enhance the Arbiter
Blessed Lanterns
Fully enhance the Aether Lanterns
Blessed Shield
Fully enhance the Nyx Shield
Blessed Nocturnal Blast
Fully enhance the Nocturnal Blast
Final offering
Acquire all enhancements
Judge and Executioner
Find the Arbiter weapon
The Archer
Find the Nocturnal blast weapon
A spear!
Acquire the legionaire spear
Soft Landing
Acquire Hover
Ride the current
Acquire Lightstream
Ares' gift
Acquire Spear recall
A divine gift
Acquire Sundering Spear
Brilliant force
Acquire Supernova
Airborn Warrior
Acquire Hover Boost
Somber Echoes has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.