this post was submitted on 25 Aug 2026
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cross-posted from: https://beehaw.org/post/28095114

Vapor World: Over The Mind is a Soulslike Metroidvania with an evocative, painterly art style reminiscent of Lies of P and the narrative platformers of Playdead. According to Korean studio Alive Inc, the game had 100,000 wishlists just before its early access launch on August 19, mostly on the strength of a demo available since January 2025.

But what should have been a triumphant early access launch went pear shaped very quickly. At launch, few talked about the quite distinctive worldbuilding or the parry-heavy combat. Instead, all focus was trained entirely on something absent from the popular demo: very obvious AI use.

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[–] djdarren@piefed.social 34 points 1 day ago (25 children)

a Soulslike Metroidvania

Is this the gaming equivalent of increasingly niche music genres?

[–] Rawrosaurus@lemmy.dbzer0.com 9 points 1 day ago (14 children)

One of the things that drew me into Dark Souls to begin with was that it had some of that metroidvania feel. A soulslike metroidvania just sounds kind of redundant as a genre.

[–] NebulaNymph@programming.dev 6 points 1 day ago (2 children)

I believe the defining feature of the metroidvania genre is that it's essentially an open world, but certain paths are barred by the need of a specific item/movement mechanic. Like "you need to learn double jump to reach the high platform that lets you access this new area".

Where as Dark Souls immediately lets you wander into the graveyard or spooky ghost area and get your ass handed to you repeatedly until you wonder, oh maybe this wasn't the best path!

[–] Cyv_@lemmy.blahaj.zone 3 points 1 day ago (1 children)

At the same time, most of the endgame zones are gated behind the lordvessel. And that is gated behind sens and the bells. Four lords behind the ring from sif. That's gated behind the crest from andre. So there are certainly some walls.

[–] kuberoot@discuss.tchncs.de 2 points 23 hours ago

I haven't played souls games, but perhaps the difference is how central that is to progression? In a metroidvania the world is typically littered by both paths you can't go through and secrets for you to find, both of which require abilities you'll be gathering consistently as the main method of progression. As you wander the same paths, the abilities make it easier and faster while letting you find those secrets and now-usable paths to progress further.

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