Key art for The Mobius Machine

Game review

The Mobius Machine

6 / 10

Developer
Madruga Works
Publisher
Madruga Works
Released
1 March 2024
Platforms
Windows
Genre
Sci-fi action metroidvania
Monetisation
One-time purchase, no in-game store or additional currency purchases
Players
Single-player only

The short version

The Mobius Machine drops you onto a hostile alien moon with a striking visual style — flat 2D sprite-style gameplay rendered with detailed 3D environments — and a genuinely creative set of traversal abilities that go beyond the genre's usual double-jump-and-dash checklist. Reviewers consistently praise the presentation, the boss fights, and the sheer scale of its interconnected map. But an unusually large and specific share of the same review sample makes a consistent counter-argument: that the map is bigger than its content justifies, that backtracking through samey biomes becomes a genuine chore rather than a rewarding puzzle, and that a small, frequently reused enemy roster and a crafting-based weapon system fail to keep combat interesting across a run that regularly stretches past 15-20 hours. The developer has kept patching the game for nearly two years, including a difficulty-balancing update players specifically credit with improving things, but the structural map and pacing complaints predate and postdate those patches in roughly equal measure.

Biggest strengths

  • Traversal abilities are repeatedly praised as genuinely creative rather than a rote checklist of standard Metroidvania upgrades, with reviewers specifically calling out unusual movement options beyond typical double-jumps and dashes
  • Visual presentation draws consistent, near-universal praise, with reviewers describing the alien moon environments and boss designs as genuinely beautiful and technically impressive for a small team
  • The map's sheer scale and density of branching paths are specifically praised by exploration-focused reviewers, several of whom describe getting purposefully lost as a real pleasure rather than a frustration

Biggest weaknesses

  • The single most repeated complaint in the negative sample concerns backtracking, with multiple independent reviewers describing samey environments, dead-end corridors, and a map that several explicitly argue should be a quarter smaller
  • Enemy variety is a frequent, specific criticism, with reviewers describing a small pool of enemy types that get reused repeatedly with only cosmetic changes throughout a run that can stretch well past 15 hours
  • The crafting-based weapon progression system draws pointed criticism from genre veterans, with at least one reviewer calling it "a big no-no for metroidvanias" and several describing upgrades as failing to meaningfully change how combat feels

Who it's for: Metroidvania fans specifically drawn to sprawling, open-ended exploration and creative movement abilities who don't mind extensive backtracking and a smaller pool of enemy types reused throughout. Less suited to players who want tight pacing or a large combat bestiary.

Our recommendation: Worth a look at a discount for the exploration and presentation alone, especially for genre loyalists who've exhausted the more famous names in the space. Go in with patience for backtracking and repeated enemy encounters, and don't expect the length to always feel earned.

6 / 10

The Mobius Machine announces its ambitions early: a stranded astronaut, a hostile alien moon called Isolaria, and a promise of seamless exploration across four distinct biomes rendered with a striking visual trick — flat, 2D sprite-style gameplay staged inside genuinely detailed 3D environments. It looks, from its own screenshots and from the near-universal praise in its review sample, like a genuinely impressive piece of small-team craft. What that same review sample argues, at length and with unusual consistency, is that the game asks players to spend far more time in that world than its actual content can comfortably sustain — and that the resulting backtracking, rather than the exploration itself, becomes the defining memory for a meaningful share of the people who play it.

Genuinely creative traversal, genuinely praised

Metroidvanias live or die on the feel of their movement upgrades, and this is the area where The Mobius Machine earns its strongest, most consistent praise. Reviewers repeatedly single out traversal abilities that go beyond the genre's standard double-jump-and-dash toolkit, with one writing that they're "creative and fun to use" in a way that stands apart from typical genre conventions. The presentation earns similarly unified praise — "environments and gameplay are very samey/repetitive, but it's a massive map to explore and I had a lot of fun doing that," one reviewer writes, capturing a split verdict that recurs throughout the sample: visually and mechanically inventive in isolation, but repetitive in aggregate once the map's true scale sets in.

The complaint that dominates the negative sample

The single most repeated criticism, echoed almost word-for-word across dozens of otherwise unrelated reviewers, concerns the map's size relative to its content. "It needs to be about 25% smaller," one extremely long-session reviewer with over 11,500 minutes logged writes bluntly, adding that despite genuinely loving the genre and having played most of its major entries, the map design here specifically works against the game. Another reviewer frames the practical effect directly: "small passages close up again and again even tho you opened them already so you gotta do a 5 min detour" every time backtracking is required. A third calls it outright "Backtracking Simulator. In a maze," criticising the lack of a genuinely useful map system to offset the sprawl. This isn't a handful of impatient players bouncing off a normal amount of genre backtracking — it's a specific, recurring structural complaint from reviewers who otherwise clearly love the genre and want to love this entry in it.

Combat that doesn't keep pace with the map

A closely related complaint concerns what fills all that space. Multiple reviewers describe a small pool of enemy types reused repeatedly with only superficial changes — "the enemies either charge you, shoot an arc, or shoot a homing object. Then they get reused over and over occasionally with a coat of paint," one writes. The crafting-based weapon progression system draws its own specific criticism from genre veterans: "a crafting system based weapon progression (a big no-no for metroidvanias imo)," one reviewer states, arguing that upgrades fail to meaningfully change how combat feels run to run. Early bosses are also repeatedly described as damage sponges rather than genuine skill tests, though this is one area where the developer's own patch history shows direct responsiveness.

A developer that has kept working on it

To its credit, Madruga Works hasn't treated The Mobius Machine as finished the day it shipped. The partner-events feed documents a startup-crash hotfix within a day of the 1 March 2024 launch, followed by a significant balance-focused patch, version 1.1.1, in June 2024 — a patch at least one long-session reviewer specifically credits with improving the game's difficulty curve directly. Further content and stability updates continued through a January 2026 patch, nearly two years after launch. That's a genuinely sustained commitment for a small studio, and it means the specific bullet-sponge boss complaints in this review's sample should be read with the caveat that some players experienced the game before that balancing work landed.

What the achievement data adds

Steam's own completion figures back up the review sample's broader story in an interesting way. An early milestone sits above 98%, meaning nearly everyone who plays engages with the core loop at least briefly, but achievements tied to speedrunning and a harder "ultrarun" mode sit below 1%. That's consistent with a game that clearly has real depth and challenge for its most committed players, even as a much larger share of the audience, per the review sample, finds the standard playthrough overstays its welcome well before those harder modes come into play.

Value against the genre's crowded field

At NZD 28.99, The Mobius Machine sits in a price bracket now crowded with metroidvanias widely regarded as genre landmarks, and several reviewers explicitly measure it against that competition rather than in isolation. One reviewer, having just finished two other recent, well-regarded entries in the genre, describes turning to this one specifically to "keep my Metroidvania fix going" and coming away disappointed by comparison — a useful reminder that a game's absolute quality and its quality relative to an unusually strong field of contemporaries are two different questions, and the negative sample here is answering the second one more often than the first. Judged purely on its own mechanical ambition and presentation, there's a genuinely good game here; judged against exactly what else NZD 28.99 can currently buy in this specific genre, the review sample's more muted enthusiasm makes sense.

Final verdict

The Mobius Machine is a genuinely well-made, visually striking metroidvania with real, specific mechanical inventiveness in its traversal system — and a genuinely well-documented structural problem with pacing, map size, and combat variety that a large, consistent share of its own fans identify independently of each other. The developer's continued patching, including a meaningful balance update, shows real commitment to the project, but hasn't resolved the core complaint about a map that outgrows its own content. Worth exploring at a discount if the genre's exploration side is what draws you in specifically — go in with patience for backtracking, and tempered expectations about how far the combat variety will carry you.

Pros and cons

Pros

  • Traversal abilities are repeatedly praised as genuinely creative rather than a rote checklist of standard Metroidvania upgrades, with reviewers specifically calling out unusual movement options beyond typical double-jumps and dashes
  • Visual presentation draws consistent, near-universal praise, with reviewers describing the alien moon environments and boss designs as genuinely beautiful and technically impressive for a small team
  • The map's sheer scale and density of branching paths are specifically praised by exploration-focused reviewers, several of whom describe getting purposefully lost as a real pleasure rather than a frustration
  • The developer shipped a meaningful difficulty-balancing patch, version 1.1.1, that at least one reviewer specifically credits as crucial to improving the game, followed by continued content and stability updates running through early 2026
  • Steam achievement data confirms genuine long-term challenge for its most dedicated players, with speedrun and "ultrarun" completion achievements sitting below 1%, indicating real depth for those who push beyond a first playthrough

Cons

  • The single most repeated complaint in the negative sample concerns backtracking, with multiple independent reviewers describing samey environments, dead-end corridors, and a map that several explicitly argue should be a quarter smaller
  • Enemy variety is a frequent, specific criticism, with reviewers describing a small pool of enemy types that get reused repeatedly with only cosmetic changes throughout a run that can stretch well past 15 hours
  • The crafting-based weapon progression system draws pointed criticism from genre veterans, with at least one reviewer calling it "a big no-no for metroidvanias" and several describing upgrades as failing to meaningfully change how combat feels
  • Several reviewers report early bosses functioning as damage sponges that overstay their welcome rather than testing skill, an issue at least partially addressed by later balance patches but still present in some players' experiences
  • Multiple reviewers describe the overall experience as competent but unexciting compared to the genre's stronger recent entries, several explicitly ranking it in the middle or lower half of their own personal metroidvania rankings despite acknowledging its individual strengths

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 6 / 10
  • Progression 5.5 / 10
  • Value 6 / 10
  • Originality 6.5 / 10
  • Replayability 5 / 10
  • Interface 5 / 10