Aeterna Noctis

Aeterna Noctis is a challenging metroidvania that majestically combines action, exploration and adventure. With 2 game modes and difficulty based on action or the exclusive Noctis mode where a level of difficulty is added in precision platforming never seen in the metroidvania genre.

Aeterna Noctis is a metroidvania, platformer and difficult game developed and published by Aeternum Game Studios S.L.
Released on December 14th 2021 is available only on Windows in 8 languages: English, French, German, Spanish - Spain, Japanese, Russian, Simplified Chinese and Portuguese - Brazil.

It has received 1,626 reviews of which 1,255 were positive and 371 were negative resulting in a rating of 7.4 out of 10. 😊

The game is currently priced at 5.99€ on Steam and has a 80% discount.


The Steam community has classified Aeterna Noctis into these genres:

Media & Screenshots

Get an in-depth look at Aeterna Noctis through various videos and screenshots.

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: Intel i5-8400 | AMD Ryzen 5 1500X
  • Memory: 8 GB RAM
  • Graphics: Nvidia GTX 970 | AMD RX 570
  • DirectX: Version 11
  • Storage: 20 GB available space

Reviews

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

Oct. 2024
Good Game. If you liked Celeste, or thought the White Palace or Path of Pain in Hollow Knight was a good start, you will love this game.
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Sept. 2024
I recommend it, but only for both metroidvania fans and hard platforming fans. The game is a flawed gem, with a lot of aspects which are great: Platforming, level design (but not world design), respawn places, combat, bosses, lot of content including optional content, difficulty slider which changes the level design (first game that does this maybe?) Some which are ok: Story, art And some which are a bit bad for the metroidvania standard: Quests design which are sometimes grindy and obscure. It would have been better to describe things acurately in the journal for starters, or some kind of clue of where to look. The game forces you to double check everything which is tedious in a big, not connected metroidvania as this one. That is another key point, the game is more a hub of worlds than an interconnected metroidvania. It has top notch levels such as Cosmos, the Palace... some not great ones, but they are not connected at all. You will find no shortcuts unblocked by abilities here, only shortcuts in the same "level". At least twice I had to do a difficult platforming challenge only to find out I needed another ability to get the item at the end of the path. So I had to backtrack and come back later, wasting much time. The map does not fill properly, stores are weirdly implemented, some platforming challenges feel more random than challenging, backtracking is tedious specially at end game. I do not want to end in a sour note, this is a hard game. Despite everything I listed it has very memorable bosses and you feel acomplished after beating most of the platforming challenges. Maybe they should have just made an action game with more packed level design, shorter. But there are plenty of reasons why this game is recommended so much by metroidvania fans.
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May 2024
Wow, what a game. This is the biggest metroidvania I have ever played at around 80 hours of length and a top 5 metroidvania for sure. Much of that time was spent trying to conquer platforming challenges. I beat it on the original noctis difficulty (which is how this game should be played). I previously though that GRIME was the best effort so far to make the next best metroidvania but it was actually this game. Unfortunately, the game stuck too close to its hollow knight inspirations and copied two things from hollow knight that have absolutely no business being in a precision platformer focused metroidvania. Those two things are the cornifer map mechanic and the corpse run. People have been complaining about the platforming being too hard or the game being too hostile towards players but the truth is they wouldn't be doing so if it weren't for these two things in the game. There are other issues as well unrelated to hollow knight that prevent this from taking the #1 spot: - There is a rare bug that can permanently prevent you from getting 100% completion by failing to register when a quest or part of a quest was completed. For me this occurred when I played the adventurers musical note, permanently blocking me from completing the associated quest. - In dream kingdom, the combination of puzzles, both in navigating the biome and solving its puzzles was simply too much, this is easily one of the worst biomes I have ever played in a metroidvania which is sad because its also one of the most beautiful biomes I've ever seen. - The game has extremely poor breadcrumbing in the cosmos biome. Due to the location of cornifer the player is breadcrumbed into first taking the hardest mini-biome of the 4 mini biomes in the cosmos biome. This has caused the entire to get criticized heavily for its design by other players. However, if you ignore the breadcrumbing and take on the other 3 challenges first, the last one becomes much more manageable and the biome much more enjoyable overall. - Aeterna mode is marked as normal while noctis is marked as hard with a skull next to it. However, this is highly misleading. Noctis is the original game and contains the platforming challenges that make this game so great while aeterna mode replaces most of it with more combat even though the combat isn't very enjoyable to begin with. P.S: ignore any person telling you to avoid the triple jump gem in the game. These people are elitists who are upset that the devs updated the game to be hard but fair instead of being a kaizo mario. They suffered through the game as it was on release and they want you to feel their pain, they do not have your best interests in mind, this is all about protecting their ego. Play the game as it is.
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April 2024
This game is really good, at first. The platforming is hard but still doable, and the combat is fun. Your basic attack is a little bit shorter range than in most metroidvanias, but it's not by much, and I got used to it quickly, and most enemies have attack patterns where the shorter range is fine. Then, about 8-9 hours into the game, I unlocked the teleport arrow, where you fire an arrow and can then teleport to it. And the game started to focus on it. Heavily. The problem is that the controls for it are absolutely terrible. You have to aim it at very specific angles that aren't even increments of 45 degrees, while in midair and falling. It slows time while you're aiming, but not by much, and the arrow will instantly fire after a few seconds of aiming. There's upgrades you can take that make it slow time more, but it requires investing almost all your skill points into a side of the tree that focuses on arrows in general for combat, and I already hate using the bow, so spending my points to make them take over even more of the game is not an appealing prospect. At time of writing, I'm about 12 hours in. I'm still enjoying some parts of the game, but I'm reaching the point where about three quarters of my playtime is spent on extremely precise platforming puzzles with the teleport arrow where I have to fire off multiple ones at incredibly unforgiving angles within the space of a couple of seconds, and if I mess up at any point in this 15-second sequence of these teleports, I have to start over. It sucks. And it's frustrating, because until the developers decided to focus so heavily on that mechanic, I was thinking this might be one of my favorite games of all time. But the further I press on, the more and more this stupid teleport arrow is taking over the game, and I hate it. But I got the game on sale for like 15 bucks, and I got 8-10 hours of very high quality fun out of it, and most games don't come close to that, so I still recommend it. But just be aware that the game may wear out its welcome for you. EDIT: I stuck it out and got through the arrow area. The next area didn't rely on it so heavily, but it introduced an even worse mechanic: invisible walls, invisible enemies, invisible ceilings, and invisible spikes that are only visible while an arrow is near them, coupled with doors that aren't linked and teleport you to different areas. The map is completely useless, and you essentially have to memorize each room's layout via trial and error unless you want to move at a snail's pace as you unveil three steps ahead of you with each arrow. I think I'm done with the game. It was great at first, but after a while it just started to come up with the worst possible ideas that removed the fun.
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Jan. 2024
I wish there was a "neutral" option, because this game is both great and terrible. It will test your abilities as a gamer and then some. Aside from the sheer difficulty of it, part of me is asking if they playtested this before putting it out. As good as the game is, it is equally flawed. The hitboxes are jank, which may sound like 1 singular issue, but it resonates throughout the game. For one, your sword will connect maybe 92% of the time, but that 8%, it's not quite 10%, where I think it would be a noticeable problem verging on bug status, and it's not nothing; you'll miss enemies and get hit, or you'll miss jumps trying to pogo, it really wears on you. You're the "King of Darkness," yet there are times when you swing you're sword, you're not sure if it's actually going to hit or not. In that regard, they really were going for a more "Dark Souls" type feel, but that's not my cup of tea. Still though, there are enough power-ups and abilities to offset your dinky sword, you can boost your damage and use other weapons that will be your main damage dealers, while your sword will just cut down any riffraff. You'll catch yourself on edges and corners when trying to dash underneath a hanging ceiling, or you'll still "touch" spikes or other hazards even though you really shouldn't have; basically the dash doesn't slim your profile all that much, you have to account for space above and below you, despite the appearance of a shorter hitbox. This is also to say that you have somewhat of an "aura" of a hitbox around you, whereas in many games, the hitbox is actually pulled in a couple pixels - how many times have you lived because Mario's "hat" was hit by the Bullet Bill? No so here. Here if you so much as get your shoelace caught on a spike, you're hit. It sucks. My almost-last complaint about the game, as others have said, the visual language of the game is broken. Platforms can be difficult to see, while background terrain and details pop into the foreground. At times you won't be sure what you can interact with, or is just part of the background. This goes for enemies too, that will have similar shapes and colors as surrounding objects, which is particularly an issue in the Energy Crystal. It goes past "being difficult" into "bad design" territory. You may not necessarily need to have platforms stick out, but don't also have brightened elements in the background that segue into my final complaint. The game is over-designed to its detriment. There are areas where performance plummets to 20ish FPS or less, all because of background elements and details. To knock on the Energy Crystal area again, why is the background occasionally pulsing in a similar (but non-damaging) manner to the Light area? It slows down performance, and intermittently causes a stutter, for no reason other than "immersion," but it really breaks immersion. It doesn't matter. I don't care if it's part of the story and I eventually stop it from doing that, it's bad design. I shouldn't have to play several hours to get better performance out of a game, that's dumb. Positive things: Music is great, but at least 1 song legit ripped off Hollow Knight's Greenpath I believe. Gameplay is still decent despite the janky hitboxes. The dash cooldown is annoying at first, but you are able to reduce it pretty quickly with Skill Points, rather than consuming a gem slot like in Hollow Knight. This game has gems too, and the effects you get from them compliment the other systems well, and have their own little progression system built into them, though perhaps are a bit less impactful with a few of them being simple percentage boosts. People say it's bugged to shit, that may be true for console, but I've only encountered 2 bugs: once I died and just had to reload because it wouldn't respawn, just a black screen, and the other time, which was way worse, was I killed the Phoenix boss pretty early, like before we even made it to the first platform from the bottom, the music stopped, and out of the corner of my eye I saw the achievement pop up, but he kept attacking and going through his attack routines, which really sucked because it was a tough fight with little time to heal, so I had hoped if I survived long enough, it would end the fight, but it didn't, and I died. The next time it did the same thing, but he did give his little death speech after my final attack hit him, which was nice, and that was that. Overall the game is decent. I haven't beaten it yet, but I'm deep enough to where I could make a judgment call on it. It's definitely the hardest Metroidvania, if not the hardest game, I've ever played. And I played and beat all the classics, Castlevania, MegaMan, Battletoads, Ninja Gaiden, through DMC, Bayonetta, Noih, all that sh!t tough guy. Anyway, don't pay full price for this game, get it on a sale, it's worth it then.
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Last Updates

Steam data 21 November 2024 05:02
SteamSpy data 21 December 2024 15:26
Steam price 23 December 2024 12:35
Steam reviews 22 December 2024 07:57
Aeterna Noctis
7.4
1,255
371
Online players
23
Developer
Aeternum Game Studios S.L
Publisher
Aeternum Game Studios S.L
Release 14 Dec 2021
Platforms
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