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Metro Gravity on Steam - User reviews, Price & Information

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Explore, fight, solve puzzles and bend gravity to escape the dream-like world of the Halls! Metro Gravity is a mind-boggling musical adventure with rhythmic combat and compelling lore.

Metro Gravity is a exploration, metroidvania and 3d platformer game developed and published by mrkogamedev.
Released on June 19th 2025 is available only on Windows in 8 languages: English, Portuguese - Brazil, Serbian, French, Turkish, Russian, Japanese and Simplified Chinese.

It has received 881 reviews of which 823 were positive and 58 were negative resulting in a rating of 8.8 out of 10. 😎

The game is currently priced at 12.79€ on Steam.


The Steam community has classified Metro Gravity into these genres:

Media & Screenshots

Get an in-depth look at Metro Gravity through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10
  • Processor: Quad Core Intel or AMD 2.5 GHz
  • Memory: 8 GB RAM
  • Graphics: GTX 1660
  • Storage: 1 GB available space

Steam Price & Best Deals

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

14 hours played
April 2026
Motion sickness and headache-type game. Once you become Spiderman the fun increases dramatically. A game full of whimsy and well-endowed low poly women.
16 hours played
April 2026
Compelling mix of genre ideas. Some concepts hit, others miss. Big fan of the overall world of MG as a gravity wrapping 3D platformer. Playing around with traversal and exploration of the variety of dreamlike spaces had my attention the whole way through. The chill and serene vibe of areas accompanied by the music and NPCs you meet along the way, they're just fun places to hang out and look around in. Fan of the tight design of puzzle rooms utilizing your unlockable tools and the gravity beam mechanic. The blocks, lasers, batteries, etc. are all solid puzzle executions that make good use of their room designs to account for the gravity mechanic making observation of the puzzle, from any gravity-independent angle the player wants to inspect it at, part of the puzzle solving. Unfortunately, the Mashup of genres at play here is where the game falters for me. Enemy and boss designs are incredibly cool, as are Stephanie's beam blade attacks, and i'll regard the rhythm gimmick as a neat approach that is impressively pulled off, but the combat was just boring to me. Battles amounting to a timing of parries and dodges is done so tritely, I found myself mashing through fights with everything to just get back to the exploration and platforming that actually kept my investment. Even though the enemy and boss designs stuck with me as memorable, the fighting did not. There's a layer of polish missing, and in some regards I feel it gives a great texture to the game, but there's also situations where platforming or camera viewing are made cumbersome by the geometry of the level making the gravity walking finicky or putting the camera in a bad spot. When using the grappling hook, the cursor to select objects was a little imprecise (using controller) and the execution of having to be in the air to grapple Stephanie to an object vs selecting to grapple other objects together was a little clunky. Perhaps having them be separated abilities or distinct button inputs may have helped. Menus are also clunky to interact with. A lot of frustration would probably wipe away if the menu-ing was just cleaner and consistent to interface with. I see and appreciate the attempts to get the player to experiment with unconventional forms of traversal with a mix of the grappling hook and gravity beam to get around places faster, but unfortunately the level design is often at odds with this. Where it's hard to always have a grappling point cleanly get you where you want to go/surfaces aren't flat or don't allow the gravity beam to pick you up toward where you're trying to get to reliably enough that it's easier to fall back on the more conventional traversal of plainly jumping and dashing. I really adore the way levels are structured and built for the gravity platforming, it's just a shame it ends up not being conducive to encouraging the other methods of getting around. So the game comes out as a mixed bag, but what works for me within it is Super strong and will remain very memorable for me as an indie. I'm fond of the intrigue the story builds and the emotional weight of every boss aftermath. The NPC fetch quests + collectible hunting are actually a nice time within the scope of the world. Though it may miss the mark in some aspects, it's a very solid game that I hope comes up on more people's radars. Metro Gravity absolutely deserves more attention. And above all else, the game contributing to the genre of '3D Platformer Character with Massive Ass' automatically makes it a Must Play.
19 hours played
Dec. 2025
Absolutely CRIMINAL how few people know about this hidden gem. Metro Gravity is a Metroidvania with Rhythm game styled, parry heavy combat, and an emphasis on music. Now, upon viewing the trailer I mistakenly assumed this game primarily be a platformer, which it does feature a good bit of. However I would describe the game as roughly 33% combat/bosses, 33% Puzzling, and 33% platforming. As previously mentioned, the combat in this game follows a rhythmic pattern in the form of parrying. Every boss has its own music, with their attacks following the beat of the music for the most part. There is more to it such as jumping over attacks, and dashing past attacks, but parrying is most of what you are going to be doing. Even regular enemies all have their own unique gimmick, and charming often music themed design. The puzzles are kept fresh by the implementation of new mechanics and gadgets acquired throughout the game. Many of them build off of the core concept of gravity manipulation, obtained at the start of the game. There are a few puzzles that are simple, a few that complicated and difficult, but the majority of them ride that fine line of being engagingly difficult without being too hard. The platforming is in a similar situation as the puzzles in the way of obtaining multiple different tools to move around, with an emphasis on the gravity manipulation. Some of them feel a tad clunky at first, but once you get a hang of them they are extremely rewarding to use, allowing you to pick up some pretty insane speed. As for everything else, The music is excellent with each area and boss having their own song. Exploration is very rewarding, with many collectibles and hidden things to find generously sprinkled around the shockingly large map such as costumes, extra health, and story documents. The characters, story, and writing all feel very fresh and witty. As cheap as this game is ($12.99 while going on sale for $8.30 around every 1.5 months) I think this game is a very surprising hidden gem that I had previously never heard of.
17 hours played
Dec. 2025
One of those hidden gems with a similar vibe and quality as pseudoregalia on regards of map exploration and metroidvenia mechanics. It is very disorienting when you start but after a while you get used to it, the constant shifting of gravity makes great exploration opportunities and rewards being creative with your movement, you can also go VERY fast. Great combat akin to Sekiro but more rhythm oriented and AMAZING boss fights by far the best part of the game for me. Truly a 9.5/10
11 hours played
Oct. 2025
The title tells you pretty much what to expect lol. Metro Gravity takes Pseudoregalia's approach to adapting metroidvania elements to three dimensions as a starting point but takes those foundational ideas in a whole different direction, with slower paced exploration based around exploring every wall and surface in every room looking for new paths and secrets paired with difficult puzzles, which is occasionally broken up by rhythm-like combat sections. I enjoyed playing this game for the most part but there were a lot of things that felt frustrating about it. Exploration in a world where you can walk on any surface seems like it would be hard to pull off but it's actually done very well in Metro Gravity. Rooms are designed in such a way that there are no primary surfaces and a lot of pathways branching out in all directions, with the map being very interconnected. Impressively enough the map is also fairly easy to interpret despite the world having no up or down. Most of your movement abilities are given to you early on as well so you have plenty of time to master them and explore where you wish. Unfortunately the game's movement always has a halting feel to it even after you've unlocked every ability, as there are few abilities that let you move really fast and those that do tend to only work in specific areas or tend to end up in you running into obstacles and sticking to them, having your whole camera shaken in the process. The game's structure itself starts out fairly linear until reaching the first boss after which you have the abilities to explore largely at your own leisure. The areas you explore are visually diverse, with Red Desert and Gambler's Palace being standouts, and are packed with collectibles; in my own playthrough, I think I found less than half of them. The areas tend to all follow the same trend though of having a central hub with beams of light/chains/whatever leading out to X number of hands/torches/weird rocks that you have to destroy/activate/light to open a door or whatever in the main hub. This meant that whenever I was frustrated or annoyed with a puzzle or wanted to explore something new, all the other areas available to me had largely more of the same to offer which was disappointing. Enemies all have interesting designs, but there isn't any benefit to fighting them and whenever you pass one, the camera locks onto it and forces you to go towards it (and when you manually remove your camera from it, it often locks on AGAIN, or to the enemy's neighbor) which is super frustrating to deal with while passing through old areas. I didn't enjoy the puzzles much. While they tend to involve interesting uses of the gravity mechanic in moving cubes or other objects around, most of them share the same problem in which the solution to a puzzle is obvious but hard to actually pull off because you're fighting the controls or camera the whole way. There are SO many puzzles in this game where you have to manipulate the gravity of a cube multiple times in mid air to make it land on a VERY precise spot, having to start over if it diverges even slightly; or spend a minute setting up the puzzle environment to open a second-long interval to get whatever's locked behind the puzzle; or, worst of all, puzzles where you have to manipulate one object to clear the path for another, but the game's camera only lets you look at ONE of these objects at a given time so you are basically in the dark. Well at least they ended. The boss fights are probably the greatest spectacle in the game but the hardest parts as well. They are basically rhythm sections where you have to parry each of the boss's attacks to the beat, or based on the indicator superimposed on the boss, until they tire out. Attacking is optional and there are only rare movement-based challenges that break up this rhythm. While the music and visuals were interesting, the attacks from the boss don't correlate well with the music and the visual indicators are rather weak, especially when the boss is attacking a lot at once, so beating a boss fight can feel like a process of trial and error memorizing the attack patterns exactly as they occur - in a typical rhythm game you'd be able to see the notes yet to come but you get no advance notice in Metro Gravity so changes in a boss's attack patterns often come by surprise, or with a green indicator which doesn't give a whole much information. In general, there is a sense in Metro Gravity that the rhythm elements and the actual gravity elements are two separate things - they tend to occur independently of each other in-game and involve separate skillsets, and nearly all of your progression goes towards the latter. It would be interesting if these elements were integrated more closely. My favorite part of Metro Gravity's visual style is the vibrant colors everywhere - each area has its own signature color scheme and it's cool to see them blend into the blackness of space that surrounds the map. There isn't a strong underlying theme to any of the character or enemy designs; they seem like whatever the developer thought was cool, and they are cool to be fair. The story is similarly all over the place in terms of mood and is a bit complicated. The characters are all interesting though even if you don't spend much time with any of them. One gripe I had with the game's art direction is that the animations on the whole feel very stiff, as though the characters were all action figures. Enemies' attacks seem limp, which has the effect of making them harder to read and react to, as well as reducing the drama of boss fights and the sense of motion while exploring. In retrospect it's amazing to think that a game like Metro Gravity blending so many seeming discordant elements and ideas can turn out working as well as it does, and in light of that boldness it's easy to forgive a lot of the flaws present. Metro Gravity is fresh, inventive, and just plain different from other games and I feel there's a lot of value in playing a game like this that reminds you how cool the idea of walking on walls is and how cool it is to be able to do that in a video game, and that we can even do things like that in video games.

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Frequently Asked Questions

Metro Gravity is currently priced at 12.79€ on Steam.

No, Metro Gravity is currently not on sale. You can purchase it for 12.79€ on Steam.

Yes, Metro Gravity received 823 positive votes out of a total of 881 achieving a rating of 8.78.
😎

Metro Gravity was developed and published by mrkogamedev.

Yes, Metro Gravity is playable and fully supported on Windows.

No, Metro Gravity is not playable on MacOS.

No, Metro Gravity is not playable on Linux.

Metro Gravity is a single-player game.

Yes, there is a DLC available for Metro Gravity. Explore additional content available for Metro Gravity on Steam.

No, Metro Gravity does not support mods via Steam Workshop.

No, Metro Gravity does not support Steam Remote Play.

Yes, Metro Gravity is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Metro Gravity.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 18 July 2026 00:06 UTC
SteamSpy data 25 July 2026 04:05 UTC
Steam price 28 July 2026 18:49 UTC
Steam reviews 26 July 2026 14:03 UTC

If you'd like to dive deeper into the details about Metro Gravity, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Metro Gravity
  • SteamCharts - Analysis of Metro Gravity concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Metro Gravity compatibility
Metro Gravity
Rating
8.8
823
58
Game modes
Features
Online players
6
Developer
mrkogamedev
Publisher
mrkogamedev
Release 19 Jun 2025
Platforms