Game review
YesterSol Review
7 / 10
- Developer
- Neat Games
- Publisher
- Neat Games
- Released
- 17 September 2026
- Platforms
- ["Windows"]
- Genre
- Adventure
A Spear That Is Also a Platform, a Weapon, and a Seed
YesterSol's entire identity is built around one tool: the SolSpear, a magical weapon that a young sun warrior named Corin can throw, recall, stand on as a mid-air platform, or teleport to on command. It's a familiar metroidvania trick — give the player one flexible gadget and layer an entire traversal and combat system on top of it — but developer Neat Games, working solo, has clearly spent real time refining how these spear states chain together. Throwing the spear into a wall to make a platform, jumping off it, recalling it mid-air to close the distance on an enemy, and rolling through a tight gap as a seed-form all become second nature within the first hour, and the game keeps introducing small variations on the formula as new areas open up rather than leaning on the same three tricks for its full runtime.
An Underground Kingdom Torn Apart by a Moon-Bound Evil
The setting is a cursed, steam-powered underground remnant of the SolLuna Kingdom, ravaged by Culex, a mosquito deity once sealed away in the moon and now unleashed on Corin's home. It's a fittingly grim spin on a genre that usually favors ruined civilizations and ancient curses, and the mosquito-minion enemy roster — reviewers note at least 12 distinct enemy types built around that one insect theme — gives the bestiary a consistent visual identity instead of the usual metroidvania grab-bag of generic slimes and bats. Reviewers who've made it several bosses deep describe solid atmosphere and sound design carrying the exploration, plus a detailed map with a minimap that makes backtracking through the interconnected world easier to manage than in a lot of genre peers. The civil-war backstory of the SolLuna Kingdom, splintered by disagreements over how to handle the sealed moon-god long before Culex ever escaped, gives the world a bit more political texture than the "ancient evil awakens, go stop it" premise alone would suggest, and it's doled out gradually through the ruins and steam-powered machinery Corin explores rather than dumped in an opening cutscene.
Nearly Three Years of Solo Development, By One Developer's Account
According to the developer's own single news post — announcing a playable demo in August 2025 — YesterSol is the product of almost three years of solo development by a self-taught programmer learning game development in his free time over roughly five years total. That's a meaningful data point for calibrating expectations: this isn't a large studio's flagship metroidvania, it's a one-person passion project that had a single public demo before launching in full, and the resulting game holds together noticeably better than that scale of effort usually produces. The boss count already stands at five or more according to reviewers still working through the campaign, with enemy variety and spear-based traversal doing most of the work to keep each new area feeling distinct.
A Controller Bug That Undercuts an Otherwise Smooth Launch
The most consistent complaint across the small early review base is a controller-recognition bug: multiple reviewers report that the game simply won't detect a controller on first launch, with one describing Steam Input failing regardless of whether the controller is connected before or after boot. There is a workaround — launch with the controller off, then toggle it on once the game has loaded — and other reviewers on both PC and Steam Deck report it working fine once configured that way, but it's a rough first impression for a metroidvania, a genre where precise platforming usually favors a gamepad over a mouse and keyboard. For a solo developer without a dedicated QA team, this kind of input-handling gap at launch is an understandable growing pain rather than a sign of a rushed or neglected release, but it's a real cost to new players until a patch lands.
Small Scope, Consistent Craft
What YesterSol doesn't have is genre-redefining scale — this is a minimalistic metroidvania in the literal sense the developer uses to describe it, built around one core traversal gimmick rather than a sprawling ability tree or a dozen distinct biomes. What it does have is a tightly focused idea executed with real care: the spear mechanic alone justifies picking the game up for anyone who enjoys the genre's movement-puzzle side, and the consistent mosquito-kingdom art direction gives the whole thing a more cohesive identity than its modest scope might suggest. At $13.99, it's priced appropriately for a compact, single-developer metroidvania rather than a genre-leading epic, and the five-reviews-in reception — four positive, one negative over the controller issue — reflects a game that's doing right by the players it's reaching so far. Achievements are also in place for anyone chasing full completion, and while partial controller support is currently the game's weakest link, everything else about the input feel — spear-throw timing, jump arcs, the recall-teleport on demand — reads as carefully tuned rather than placeholder-rough, which is exactly the kind of detail that tends to separate a solo project built over years from one rushed out in months.
Verdict
YesterSol is a focused, well-crafted solo-developer metroidvania built almost entirely around the versatility of its SolSpear mechanic, and that mechanic is genuinely good enough to carry an interconnected, atmospheric underground world across at least five boss encounters. A controller-recognition bug is a real early rough edge worth knowing about before buying, especially for players who prefer a gamepad for platforming-heavy games, but it has a working manual fix and hasn't stopped most early reviewers from recommending the game. Coming from almost three years of one person's after-hours development, it's a genre entry worth a look for metroidvania fans who want something compact and mechanically clever rather than sprawling.