Reviews from

in the past


It's alright. I think it's too easy to completely annihilate your run with a single bad item that doesn't tell you what it does properly. But overall it's kinda fun. Got some decent bosses, pretty good music. Maybe worth a shot if you're deep into roguelikes... lites? Iunno, this sorta game.

Easily top three roguelikes and top 10 games for me. Binding of Isaac levels of items in a game with a compelling narrative and near infinite replayability. There's also a fishing minigame

Great game, feels really fun to play and is overall one of the better roguelikes I've played in a while.

Unfortunately, it suffers from being too obtuse to navigate once you complete the game a few times. Simply trying to get to the true final boss requires jumping through hoops like I'm trying to unlock The Lost in Binding of Isaac, something that should absolutely not be required to try and finish a game's true ending especially when there's not much to do naturally after beating the final boss a few times.

Going further requires using guides, which are poorly written online. Developers should have accounted for this and written up ways to actually progress once players inevitably hit a brick wall.

Regardless, game is fun and good for a while but I won't be picking it back up anytime soon. The wikis are also poorly created and the developers should have included some kind of log for all items/mechanics, as many are not very easily explained in-game.

A game I keep coming back to. I'm always in the mood for a Revita run.


incredibly disappointing that the 2.0 update won't be releasing anytime soon, if at all. this game had so much more left in it.

Très bon roguelike, Revita sort du lot en apportant des mécaniques vraiment intéressantes, un univers et une patte graphique charmante. Un des gros point fort est la durée des runs qui sont d'une vingtaine de minutes en moyenne, cela permet de lancer une partie sans s'engager dans quelque chose de trop long, et pour une session de jeu longue, cela signifie plus d'opportunités d'essayer de nouvelles combinaisons d'armes, d'objet et de nouvelles stratégies.

Suffers from very slightly janky controls and unfun curses, but is generally okay despite that.

This game is currently in the Humble Choice for April 2023, and this is part of my coverage of the bundle. If you are interested in the game and it's before May 2nd, 2023, consider picking up the game as part of the current monthly bundle.

A twin-stick shooter with a big update coming.

Revita is a solid twin-stick shooter where players will platform and mostly dodge enemy attacks, even getting to a bit of the bullet hell style. Players will navigate through a massive tower earning upgrades and bonuses, as well as purchasing them with their life force. It’s an interesting twist but it feels like the only major thing that stands out here. Though at the core is a solid and interesting title with tons of secrets and unlockables.

After the first hour, I’m still unlocking functionality, so it’s not clear how much more there is, though there’s still a lot of room in the base. One issue I find is that the upgrades so far don’t feel that amazing, every item feels like a safe bet in another game, and nothing stands out that much yet.

Pick this up if you need another rogue-lite, I keep saying this and it’s still true. This is interesting, though there is a rather major upgrade on the horizon, something the developer has called 2.0, and if you want to try that out it’s already on the beta branch, but after trying that out for 10 minutes it feels better but it won’t completely change the game, mostly fixing up major complaints and issues the fan base has had.

If you enjoyed this review or want to know what I think of other games in the bundle, check out the full review on or subscribe to my Youtube channel: https://youtu.be/NoQjv8lnYiY


everything about playing this game feels so satisfying. does the "health as currency" well

I watched my friend spend years of his life making it, so legally I have to give it a good review, even if I'm very bad at it.

This review contains spoilers

If you have felt a hole in your heart since you stopped playing Hades and have been looking for that same high ever since, it's time to download Revita and reward yourself.

Revita is another game in what feels like a constant barrage of Roguelike genre which seems to have exploded in popularity over the last few years. My favorite of the genre was (and still is) Hades. I mention Hades because it's the last game that I became obsessed with pushing higher heats and unlocking new parts of the base and story, and Revita ticks all of those same boxes for me.

Revita starts you off on a tutorial run to briefly introduce the player to the systems present in the game, with each run consisting of guiding our amnesia ridden main character up a clock tower, defeating enemies with one of the weapon options until you get to the end of the zone, beat the boss, and move on. There are a variety of guns you are able to choose from the standard pistol to an "orbital" gun that causes bullets to rapidly spin around you. The guns themselves also have variants that you are able to unlock as you progress further into the game, such as the rocket launcher changing into a twin-seeking missile gun. Something a bit different with Revita is that health is not only an indicator of if your run will continue, it's also used as currency for the various shops and special events. Revita also introduces a common roguelike system of Relics which enhance your stats, abilities and guns as well as Curses which introduce negative effects for the run. When the final boss of the run has been defeated players are rewarded with a Lucent shard which is essentially a New Game+ allowing the players to do the run again with additional difficulty modifiers which reportedly went up to 50 in the pre-release version of the game and I have only reached 14 at this time.

Revita also includes a starting base that you visit before each run like many of the genre. Here you can talk to the various citizens that you unlock as well as open up new opportunities via additional weapon, relics for your runs, opening and unlocking new rooms to find in the runs, and cosmetic options for the base and your character such as new benches in the garden or a new hat for the character. Unlocking additional features as you play through the game costs either soul coins (determined at the end of the run by the number of enemies killed) or by materials (earned by defeating bosses). There is also a small fishing minigame you can unlock (although it's not my favorite) if you are into that sort of thing. All of this has been fairly standard for me although I'm sure there are secrets to uncover in the base that I have yet to find.

In regards to secrets, there are plenty to find in this game. In each zone of a run there will always be at least one secret room that you can open by shooting the "fake" wall prior to defeating all enemies in the room. Additionally once you reach Shard 5 there is an in-game puzzle that must be completed before you can progress to higher shard difficulties. The puzzle itself felt fairly easy to figure out but actually completing it was reasonably difficult and felt rewarding to finish. This of course unlocks the higher shard in addition to a few additional in-game puzzles that I found rather difficult and ended up using a guide to help me through one part to make sure I wasn't missing anything. There are of course other secrets to unlock and figure out but I do not want to spoil everything for whoever reads this.

My favorite part of Revita is easily the runs themselves to climb the clock tower. While normal runs are possible, there are also daily, weekly, and bounty challenges. The daily and weeklies are set up by the game itself with leaderboards , but the bounty runs can only be found during a run and then must be opted into prior to the run starting. Typically these force a weapon and certain curses and modifiers into the run and reward you with a bonus of soul coins, materials or fishing bait. I have found generally the rewards are not high enough for me to consider doing them as I much prefer trying to push to the higher shard levels and progressing further in the game.

The game also excels at making you feel "OP". I typically find that about 40-50% of my runs end up with me having a build I would determine broken that either melts the rooms in the tower or even the bosses themselves. It is not always easy to get to that point as usually getting the OP combination also includes you risking a large amount of your health to get the more powerful relics in the run. There is a very fine line of risk versus reward that makes the experience overall very engaging.

Overall Revita is an excellent game that will probably be lost in a sea of roguelikes which is very unfortunate. As I write this review at 34 hours playtime I have unlocked only a small fraction of the available relics (90/270+) which I consider the main unlockable, with plenty more to also unlock for achievements, character cosmetics, and base enhancements. Revita scratches an itch that I've been longing for since I last played Hades and will become a game I constantly revisit until another game hits the same spot. In my opinion Revita is only marred by a slow start with boring relics and weapons compared to what can be unlocked as you go further. Anyone who enjoys the genre and has played and enjoyed similar games such as Hades, Binding of Isaac, or Enter the Gungeon will likely get similar enjoyment from Revita.

I wish I liked this game more than I do. I wish it was better and more finished. There is something here, that something that makes you stop and notice that this game has the potential to be something special, but there's just so much of it that doesn't work out for me.

The special part is that this game clearly has heart, soul and an obtuse message the developer wants to convey. Since you ride a metro into the dungeon and fight bosses named things like "Depression", I'm guessing the story is an autobiographical one of being stuck in a routine they're not happy with, but I haven't seen a single in-game story note aside from the one in my home base in 10 gameplay hours.

And that's my first major complaint. This game is in the Undermine and Hades school of roguelites, where you have to unlock literally the entire game, and it's a very slow dripfeed. You don't even get any first-run freebies to give you a taste of how unlocking works and what's to come. It takes hours until you've gotten access to a few weapon choices, but about half of them are so locked that the game won't even tell me how to unlock them. There are 193 items to unlock and after playing for ten hours, I have 28 and I still don't know exactly how to get more. I can see that they're tied to the secrets system, and that you can talk to the gardener to see your secrets list (which is very nice), but I don't really know how to speed things up and I still don't know if all of these amazing items that really change up the game and allow for crazy builds are super rare or if I need to spend another 30 hours unlocking things before I gain access to them, but I've developed such a low tolerance for these "unlock the entire game" roguelites that I really struggle to stay inerested. You know what one of the most brilliant details of The Binding of Isaac is? The fact that while the game also has several hundred items to unlock, far more than Revita, you can still find Brimstone and Tammy's Head on the very first floor of your very first run. In fact, Brimstone is a lot easier to find until you dilute the pool with mediocre unlocks. You have to give me a taste of what can happen in this game without demanding a 20-hour entrance fee if you want me to like your game.

At first, I really enjoyed the HP system, since this game asks you to sacrifice HP to do more or less everything (pick up items, upgrade items, etc), while also affording you a combo system (which you also have to unlock, by the way) that gives you a resource that fills a bar and not only allows you to heal back HP you've lost through combat or obtaining items, but also lets you create new HP slots if your HP is full when you heal. This seemed, at first and on a surface level, to be a very interesting mechanic, especially for me since I get really hooked on mechanics or challenges that require you to focus up and not take a single hit ever. Reminds me of my shmup days and trying to beat entire games on one life (which I rarely even attempt anymore). However, this system doesn't quite work out to be enjoyable for me, simply because the game isn't generous enough with HP and the resource used for healing. If you take every item you can find, which is the fun part of a roguey game, you will find yourself losing more HP than you can gain, but I never feel like I find anything awesome except for the spinning bolt (which is my favorite since it does big damage and is easy to use) and the +50% crit chance one. Oh, and the explosive shots one but I was really disappointed that it has friendly fire and that it's too easy to hurt yourself with it. I guess, as I wrote above, I have to unlock the cool stuff and I really don't have the patience. In 10 hours of play, I should've found at least one really cool thing that was more exciting than +50% crit. While that extra damage is awesome and my best run ever was +100% crit with some extra bonuses, +crit, +dmg and +hp are kind of boring things to find in a roguelite even if they can be vital. Where's the run-changing items I've been told so much about? Yeah, so, I have to spend 30 more hours unlocking them and I don't want to do that. I guess that's what I keep coming back to and why I have to give up on this game.

It doesn't help that I think the game generates rooms that are either pretty boring, or sometimes, on rare occasions, create downright unfair and annoying scenarios, like how the game somtimes loves to put the little ranged enemy that backs up when you get close beyond a spike trap with no platform for you to land on, meaning you have to dash over the spikes to get close enough to the monster (if you love using the shotgun like I do, anyway) and hope that it doesn't decide to back up as you fly over it so you have a safe pixel to land on. Another thing that doesn't improve the experience is that it's the same bosses every time with no variations.

I do have to throw in a special commendation to the simply fantastic music that fits the visuals and the personal style. It's a varied soundtrack, but the most noticeable and memorable are the french cafe in an old movie type accordion songs and the synth banger in the first area that very much reminds me of parts of the VVVVVV soundtrack.

It's sad and disappointing. This game is special and it could've been a classic if the developer hadn't given up on it. There was going to be a huge overhaul patch and the most exciting part of it for me was going to be improved room generation, which might have made all of the difference and kept me playing, but there was some kind of conflict with the publisher or something like that, and the lone developer gave up on the game. As it stands and for me, I can't keep spending time on this game since it hasn't allowed me that kind of run that gets you hooked to see it happen again, and because the unlocks take far too long to present themselves, so it is with regret that I'll have to be moving on to something else.

I was really surprised of how good this game is, I´ve never seen anyone talk about it but is a really really good roguelike. The health based gameplay is nice and unique, the items are really fun and they actually alter the gameplay quite a lot and the amount of content the game has it´s unbelieveable.

It saddens me a lot seeing people that only played 1-2 runs and left it there, the game has so much content to offer than even after 20 runs you keep seeing new stuff never seen before.

And the creator seems really nice and keeps updating the game and listening to their community.

If you want to play a roguelike similar to Gungeon, this one will greatly surprise you, it´s really good looking with awesome music and a really good overall gameplay filled with a looooooott of content. Even if I have already seen the credits there is a lot of stuff still to do so I will keep playing and enjoying it, go play it yourself.

Short game, but lots of fun. Please buy it

After 44 hrs, I decided to stop playing. I completed the main bosses but didn't get to the true ending and defeating mother.

prou interessant. m'esperaré a seguir jugant-lo en el futur, que han anunciat que al cap i a la fi si treuràn la versió 2.0 :D

The sweat and tears exerted by the single individual development team can be felt throughout the experience that gets much more mileage than meets the eye. The fast paced twin-stick platformer doesn’t reinvent the wheel when it comes to roguelikes but it’s a game that will definitely appeal to fans of the genre.
https://thethirstymage.com/2022/04/19/revita-on-nintendo-switch-review/

Rogue like donde te mueves entre pantallas cortas (si bien la run puede hacerse pesada) matando lo que se mueva con un puñado de armas bastante parecidas entre si. Hay pistola, escopeta, francotirador.... Pero una vez desbloqueado este último, no le veo sentido a seguir con el resto, pues la distancia marca clarisimamente una ventaja en este juego.

Con respecto a la acción es más interesante entre niveles porque como te toquen un puñado de enemigos concretos juntos se complica la cosa, que en los bosses. Son siempre los mismos, muy poco complicados (excepto un ataque del cuarto que no se como esquivar), y casi de relleno. Por suerte pasarte el juego 1 vez es fácil, con 5 runs o así ya deberías hacerlo, porque esa es otra, todos los objetos que desbloqueas son muy muy accesorios.

No hay nada que yo haya visto que te cambie el disparo, así que siempre interactúas con los enemigos de la misma forma. Son simplemente un 5% más de daño, un orbital que dispara random... y luego uno muy bueno que si te cambia la movilidad, pero que te hace absurdamente superior a cualquier enemigo al poder, literalmente, volar.

El mapeo de botones también es realmente extraño, saltando con L1 y esquivando con L2, mientras que usas R1 para atacar. No me he acabado de acostumbrar en ningún momento, me dedicaba a esquivar y apenas saltaba. Gráficamente y sonoramente está bien, aunque han cogido 1:1 muchos sonidos de NPCs de hollow Knight, tanto que el poco tiempo jugado los llamaba por quien tiene esas voces en Hollow Knight o unas tremendamente parecidas.

Lo que si está "bien" es el gimmick. Como en tantos otros juegos de este tipo hay tienda, lugar donde probar suerte, sala del cofre.... PERO aparte de una llave para entrar, gastas corazones. ¿Quieres obtener el objeto del cofre de este nivel? Paga con 1 corazón. ¿Quieres comprar algo? Paga con corazones. ¿Quieres mejorar ligeramente u objeto que no es tremendamente irrelevante? No solo me pagas con corazones, si no con el espacio de los mismos. Y es que como siempre, si golpeas ganas almas, con las que concentrándote te curas medio corazón. Si mantienes el combo consigues hasta x2 de almas, lo que significa que cada tres salas o así podrías curarte medio corazón de 3 que tienes. Si te sobra, puedes dedicar 4 de estas cargas (lo que viene siendo casi 1 piso entero), para ganar otro espacio de corazón. Espacio que se va si quieres pasar de tener un objeto con un +5% de daño, a que te de un +10% de daño. Casi nunca lo usaba, la vida era bastante más valiosa. Veo la idea, y me parece cojonuda, pero no creo que esté para nada bien equilibrada.

Insisto, un par de horas entretiene, pero con más pulimiento, menos objetos inútiles y alguno que te modifique el arma, no ser tan careros con todo.... podría ser un juego mucho mucho mejor.

I would like to say I just went back to this to the beat true final boss. But really I had just beat Hades and I was feeling and itch to return to Revita. Coming back, I had an absolute blast and I absolutely fell in love with this game. Part of my new enjoyment with the game should also be of course attributed all the new relics I now had access to. But mostly the game came together for me in much tighter focus to me. While the player moveset might be simple, the game gains so much depth from its health system. Every choice you make to skip the chance for an item instantly carries so much meaning. Performing well in an area is instantly gratifying because

Stacking on top of the health system, the various different secret choices add so much more flavor to the progression of a run. Instead of simple binary choices like in Isaac, the health system is folded into how you can achieve the different optional routes and colors so much the narrative of a run.

Extraordinary this isn't even the full (2.0.0) release of the game.

It's ok, nothing special. Didn't want to go for the true ending after beating it once.

Love the concept of using health as currency for everything. But when health as value, it's even more important that damage is fair and avoidable. Unfortunately this isn't the case with some level lay-outs. E.g. an enemy spawn on a disappearing platform on top of you.

On that note, while you can at least pick an item knowing you'll get a curse cough isaac cough, some curses are just unfun like in isaac, most notable the darkness curse. Most of the curses are actually fine add some spice to game.

The relatively long load-times in this game has gotten me to appreciate One Step from Eden, where everything loads instantly.

Finally, and my bigggest problem with the game, is that most of the relics end up being useless. Too many relics don't have any impact on your build. Too many relics are only viable if you can hold onto them for a long time, like relics that increase your chance, so getting these relics late-game is useless. This hurts this game even more than something like isaac since you're health instead of keys to get these relics.

I wasn't expecting much when I got this, but its polished to a fine sheen. This game is both tiny and has everyhting you could want.