Possessor(s) on Steam - User reviews, Price & Information

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Possessor(s) is a fast-paced action side scroller with combat inspired by platform fighters, a story told through dangerous characters, set in a deep interconnected world ready for exploration.

Possessor(s) is a action, adventure and platformer game developed by Heart Machine and published by Devolver Digital.
Released on November 11th 2025 is available only on Windows in 10 languages: English, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese and Traditional Chinese.

It has received 347 reviews of which 274 were positive and 73 were negative resulting in a rating of 7.4 out of 10. 😊

The game is currently priced at 17.99€ on Steam, but you can find it for less on Instant Gaming.


The Steam community has classified Possessor(s) into these genres:

Media & Screenshots

Get an in-depth look at Possessor(s) 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
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 x64 Bit
  • Processor: Intel Core i5-3470 / AMD FX-8350
  • Memory: 8 GB RAM
  • Graphics: GeForce GeForce GTX 960 (4096 MB), Radeon R9 380 (4096 MB), Arc A380 (6144 MB)
  • DirectX: Version 12
  • Storage: 4 GB available space
  • Additional Notes: Low Quality setting, in 1080p, producing 30+ FPS

User reviews & Ratings

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

Dec. 2025
This game is like a downer song that means a lot to you personally, but you understand why nobody else likes it. (But you secretly think everyone else kind of sucks and is wrong about it.) Recommended for: 1) Melancholic folks who find sad stuff strangely comforting and uplifting. 2) Metroidvania fans who want to play another metroidvania, even if it's not "THE BEST GAME OF ALL TIME." 3) People who like 99/100 games they play. Someone who isn't picky, and enjoys overcoming different challenges different games present. You are flexible and enjoy adapting to the game, rather than someone who needs the game to adapt to them. --- Not recommended for: 1) Someone who says things like, "I don't have much time to play games. I need a game to win me over right away." 2) Someone who spends $20 and requires something absolutely exceptional out of it. 3) Someone who hates parrying. 4) Just most people, lmao. IDK. ****** This game REALLY grew on me by the end. Again: BY THE END!! I was close to abandoning it at the 25% point, and again at the 50% point. I had to force myself to keep playing it. But then at around the 70% or 80% mark, the combat finally clicked, and I really loved my last two play sessions. Like by the end, I legitimately enjoyed the game and was having a fantastic time. My original plan was to hurry through it and beat the final boss ASAP. But something in me changed, and I went around and backtracked and defeated all of the optional bosses and did some of the available sidequests. For combat, you're supposed to move fast, fast, fast. You unlock a lot of abilities, and you're supposed to chain them together. The game feels awesome if you do that. You're supposed to be attacking, repositioning, parrying, dodging, and stringing together charged attacks all kind of at once. The parry is 360 degrees, giving you the opportunity to attack one enemy while simultaneously defending yourself from another enemy behind you. If you do it right, you can break enemy poise quickly and cut through waves of foes in a stylish manner. The worst way to play this game is kind of in that wimpy "souls" style where you poke once or twice, then run around, dodge, and wait for another opening. **** The quality of the story is subjective. It will either move you, or it won't. If it doesn't, you will probably think it's a bunch of nonsense and that the whole thing sucks bad. But if it moves you, you will sit there and be all like, "Maaaaaaaaaaaan." I am currently sitting here being all like, "Maaaaaaaaaaaaaan." I highly recommend this game to my past self. My current self is happy that I played it, persevered, grew to love it, and saw the end. But I'm honestly not sure if I would recommend it to anyone else.
Expand the review
Nov. 2025
This is a *good* metroidvania but it's tragic how easily this could've been a *great* metroidvania and it just, isn't. Like, I think the writing is fantastic pretty much the entire way through, the way it becomes obvious both Luca and Rhem are victims of a toxic codependent relationship with someone who doesn't respect them at all & seeing how they both deal with that, the way they bond over it even as they fight, it's compelling stuff and generally every important character feels fleshed out. The lore's solid too though admittedly, despite the everything of it all, kind of in the background of the central conflict. Three year timeskips at the start of the game will do that. And the combat is generally great, too. Lots of weight and impact, a variety of weapons and subweapons, fast-paced and parry-centric but the parry is surprisingly generous. Boss fights tend to be pretty fun, even normal enemies - for as low as variety is, feel like I'd seen every enemy type by the halfway point and kinda got tired of fighting the same mooks over and over by the end but ehh. It just -feels- good and isn't overly difficult or punishing, and that's really all I want out of a metroidvania combat system. But I sort of wonder why this was a metroidvania because... aough, that aspect of the game is where all of its faults lie. The map tends to be not detailed enough, for one, lots of places where the map won't show a wall dividing a room and it's obnoxious. The powerup system is awful, you have to go to one or two specific NPCs to actually get any upgrades and you can get as far as like halfway through the game before being able to upgrade your health or potions at all - which I'm sure leads to early game roughness for a lot of players - and it makes finding anything out on the field mostly worthless because you can't do anything with it until you trawl all the way back to that specific NPC, and the fast travel points are fairly sparse for the mid-sized metroidvania this is so most things involve a bit too much hoofin' it. The economy is also just generally atrocious, I tended to fight most things I came across, rarely ever lost any money on my dark souls corpse (I lost like 30 once and it was on purpose because it was in a super annoying place I didn't feel like backtracking to) and I still had to do a huge chunk of grinding against the most profitable enemies I could find to afford a bunch of stuff in the shops - and I didn't even get everything by the end anyways! Much less how much it costs to add charm notches to your weapons, which I never did past two slots for anything because I wanted to save my money for other things. It would genuinely take hours and hours of grinding to be able to afford everything and that's the sign of an unbalanced game economy. But honestly the worst part of the game is just. The movement, the level design, the actual act of moving about in between fights just never feels good. Everything is a little too stiff for platforming to ever feel fluid, a lot of the abilities you get feel... weird, the grappling hook feels weird, the wall run feels weird, the bizarro air dash feels especially weird - double tap to engage it? Bwuh? And the level design both feels incredibly clunky -and- loves to mix obnoxious enemies into the middle of platforming gauntlets in a way that doesn't feel natural. The rusted dockyard felt the most egregious in this regards but it's present in most areas of the game to some extent and it was the aspect of the game that left me most frustrated. Also, for as fun as the combat is... everything feels way way too tanky for no real reason. There's almost no way to get more powerful attacks save for like one or two charms so there's no sense of power creep, and I suspect this is because you're fighting the same enemies the whole game, but it makes retreading old areas as much of a slog as visiting them the first time was since - again, tanky enemies mixed in with awkward platforming that often mandates you get rid of them before you actually do the platforming. The flying enemies especially are all egregiously tanky for no good reason. The big skull enemies are an abomination. Who greenlit that. A big no-no the game also runs into a lot is letting players get super deep into an area only to brickwall them because they don't have the right key or ability and forces you to backtrack through a linear area to go back to the path you're actually supposed to take - at least one instance of this was just because it was a one-way door I was supposed to come through from the other side but like... then why let me get that far? Just feels like my time's being wasted. A well-designed metroidvania would've put the one-way door at the start of the path, not halfway through. And the game has an obsession with ladders, which, frankly, no video game should ever be implementing ladders. if you have implemented ladders you have done something wrong in your level design process. Climbing ladders is, shockingly, not fun. You can at least jump up them here - and I always did - but at the point, like... why am I not just jumping up platforms instead? It's more fun and it's faster. I do not see the reason for this. There's also, occasionally, unparryable attacks that bosses and only bosses can do that are communicated in a really hard-to-see way (or sometimes not at all - I found myself confused as to why I was taking damage to attacks that didn't look like the rainbow flash most other attacks had on more than a few occasions. I feel like the game didn't do enough to introduce these attacks properly and frankly for how rare they are outside of bosses I don't know why they're in the game at all. The funniest failing of this game is that it also is, like, completely broken, and by one single item - the glasses need a nerf because they are just, unacceptably powerful. The timing window is, for some reason, even longer than the parry, it doesn't cost any charge -unless- you counter successfully so you can basically just spam it, it does BONKERS damage, nothing else in the game even comes close, and because of how pitifully easy it is to get your charge back in this game, you can basically use it indefinitely since bosses and enemies are likely gonna get stunned after 2 or 3 counters. It is. So unbelievably strong and very little in the game save for the aforementioned nonparryable attacks say "no" to it, I genuinely feel like nobody tested this thing for balance. I saw a lot of people saying this game was too hard and I'm like "man I wonder if it would be had I not found this thing incredibly early into the game" 'cause I found it way too easy, haha. One-tried most story bosses after I got the glasses and none of the optional bosses posed all that much of a threat save for the terrible three brothers fight. Ultimately, it's a death by a thousand cuts where like, yeah, maybe one or two of these issues would be excusable, but they pile up so much that by the end I was more than ready to be done and didn't even bother going for 100% - there's no in-game help to find what you've missed despite there being achievements for it and I'd have to spend hours staring at a map to find everything I'd missed and that just, doesn't sound fun, man. Especially for no real payoff. I'm giving this a positive review anyways because like, even with all of the above issues... I still did have a good bit of fun, I liked the story, it generally kept me playing, but I can't help but think that a linear romp through the city that focused more on the story would've been a better version of this game than the one we got. Wouldn't have fixed everything, there's still other issues that need addressing, but rarely have I seen a metroidvania so handicapped by its own format like this one, and that kinda just sucks because it's clear how much love went into it.
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Nov. 2025
First impressions are very solid, gameplay is so much better compared to the Next Fest demo, Soundtrack is amazing as well, and the Story is very charming so far. Will update when I'll finish it but for now it's a 8 Review after finishing the game: Gonna immediately start by saying that this is Heart Machine's best game ever since Hyper Light Drifter (I haven't played Solar Ash yet so I can't compare it to that) (and while not being better than Drifter, this is the closest they reached it in terms of quality). Possessor(s)' strongest aspect is its story, Luca and Rhem's bond through the story was written masterfully that by its ending left me an emotional wreckage, I was always looking forward to hear more convos between these two. This however doesn't undermine the overall story which is fantastic, its themes of toxic relationships and the entire world around it were amazing. The gameplay is also great, the idea of combining Metroidvania with Smash Bros gameplay culminates into a fantastic combat feeling and just letting you want to kill more demons with you kitcherware or bowling ball. The best way I could call this game's soundtrack would be "Dark, moody, yet hopeful lofi" and it fits like a glove with the CorpoMegaCity Hellscape that is Sanzu City, from the desolates Skycrapers Remnants to the jazzy Abandoned Mall, you will vibe to this soundtrack. The art design is another very strong aspect of this game, from the incredible character design to the amazing places that make Sanzu City. The game does however have some jank like a bit of a tedius exploration especially when trying to go for 100%, and some bugs that I myself have encountered like music muting completely for no reason. However that didn't deterred from my enjoyment of this game. Thank you Heart Machine for this masterpiece of a game. 9/10
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Nov. 2025
Beautiful, incredible story and characters, and it's a really well made metroidvania with cool combat. Obviously the artstyle and designs are the best, expected from the devs, every important character have some really good and emotional expressions, and the whole aspect of turning everyday objects into enemies, weapons and tools is interesting. The combat is varied with weapons and modifiers, not really easy but the moment you get the hand of it, the flow of each battle is very satisfying, although some enemies on the world are a bit repetitive, but the bosses are the coolest of them all. The metroidvania part have everything you would expect, exploration, abilities and the need to backtrack. I think it's pretty competent in those aspects but I do think the pace is a bit weird, as you find yourself only exploring bit by bit each zone until you find the one that will let you do big leaps of progress. It's not particularly different from other games, might be more noticeable because it takes it's time with knowing the world and the relationships. I loved it, pretty good addition to the genre, might not be groudbreaking but the amount of love and care put on so many aspects of it make it totally worth trying it out. Absolutely recommended. Esp: Historia y personajes bellos e increíbles, un metroidvania muy bien hecho con buen combate. Obviamente el estilo artístico y los diseños son de lo mejor, como era de esperar de los devs, todos los personajes importantes tienen unas re expresiones bien emotivas, y todo el aspecto de convertir objetos cotidianos en enemigos, armas y herramientas es interesante. El combate es variado, con armas y modificadores, no es fácil así nomás, pero en cuanto le agarras la mano, el flujo de cada pelea es muy satisfactorio, aunque algunos enemigos del mundo son un poco repetitivos, pero los bosses son lo mejor de todo. La parte metroidvania tiene todo lo esperable, exploración, habilidades y backtracking. Creo que es bastante competente en esos aspectos, pero sí que creo que el ritmo es medio raro, ya que vas explorando poquito a poquito cada zona hasta que encuentras la que te permite dar grandes saltos de progreso. No es particularmente diferente de otros juegos, pero quizá se nota más porque se toma su tiempo para conocer el mundo y las relaciones de los protagonistas. Me encantó, muy buena adición al género, no será revolucionario ni nada parecido, pero la cantidad de amor y cuidado que se ha puesto en tantos aspectos hace que merezca totalmente la pena probarlo. Absolutamente recomendado.
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Nov. 2025
I have a lot of mixed and complicated feelings about the final package that Possessor(s) is as of launch, some good and some bad, but through all of that I think what I feel most of all is that I have gotten to play what may very well be the Swansong of Heart Machine as a studio. If you want a meaty Metroidvania or Search Action game to sink your teeth into and become and instant classic, this may not be it, but I do feel it has some incredible things going on that you simply won't find anywhere else. If you're willing to play a deeply flawed game that shines like a gem once you buffer out the scratches, this is exactly that. I looked forward to Possessor(s) from day 1 of it's announcement, as an avid fan of Heart Machine's original Hyper Light Drifter I was waiting not for a sequel to HLD, but for something else from the studio that felt like it was tapping in to the roots of what made HLD great despite it being a pretty small scale project. Namely, a strong sense of visual style, some good core combat mechanics, and a world or story that felt like it stood out from the pack a bit. The final package is most of that, but very clearly rougher around the edges than anything else Heart Machine has put out previously, and that is going to be the deal breaker for most. With a few more months in the oven and more success from the studio's previous title's to let the dev team flesh the game out, this would be a strong 10/10, but sits on what is about a strong 6 or 7 for most folks, and a personal 9/10 on my end. Core gameplay mechanics such as breaking walls with your whip or needing to hit tree-branches with a certain ability to progress are simply NEVER explained, the map and levels feel as though they were made to be isolated areas rather than the looping or well-woven together leaving much of the exploration feeling a bit empty (if not very incredible to look at even in the dreariest of areas), and a large portion of the game's bosses are re-skinned versions of previous ones you may have fought leading to unique encounters feeling a bit hard to come by and lasting shorter than you may wish. Amidst all of that the game still manages to make me want to come back to it due to the charm it's combat and overall feel deliver that just simply doesn't exist in most other games. I wish the absolute best for the dev team who gave their hearts and soul into getting this one over the finish line, and despite the recent news of layoffs hitting Heart Machine I hope you find nothing but the best of memories when you look back into what you put into this one. Thank you for sharing Rhem & Luca's story with me. Cheers to you!! <3
Expand the review

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Frequently Asked Questions

Possessor(s) is currently priced at 17.99€ on Steam.

Possessor(s) is currently not on sale. You can purchase it for 17.99€ on Steam.

Possessor(s) received 274 positive votes out of a total of 347 achieving a rating of 7.40.
😊

Possessor(s) was developed by Heart Machine and published by Devolver Digital.

Possessor(s) is playable and fully supported on Windows.

Possessor(s) is not playable on MacOS.

Possessor(s) is not playable on Linux.

Possessor(s) is a single-player game.

Possessor(s) does not currently offer any DLC.

Possessor(s) does not support mods via Steam Workshop.

Possessor(s) does not support Steam Remote Play.

Possessor(s) 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 Possessor(s).

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 25 January 2026 18:33
SteamSpy data 25 January 2026 17:41
Steam price 28 January 2026 20:52
Steam reviews 26 January 2026 20:03

If you'd like to dive deeper into the details about Possessor(s), 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 Possessor(s)
  • SteamCharts - Analysis of Possessor(s) concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Possessor(s) compatibility
Possessor(s)
Rating
7.4
274
73
Game modes
Features
Online players
12
Developer
Heart Machine
Publisher
Devolver Digital
Release 11 Nov 2025
Platforms
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