Speedy platformer Remnants of Naezith swings onto Steam

Remnants of Naezith

From our 82st floor window at RPS Towers (actually it’s more of a palace, but we don’t like to brag), we like to keep an eye on what the smaller developers are up to. We’d previously caught sight of Remnants of Naezith, and our Brendan Caldwell had a few positive things to say about it, mixed in with some trepidation that the game would put him through the wringer.

Landing on the release date promised, lone developer Tolga Ay has now launched his blazingly fast grappling-hook platformer onto Steam, challenging all to swing their way to fame, glory and a place on the global high score board worth bragging about.

From the looks of the release trailer above, there’s a solid slab of content here, with full online leaderboards and all the split-tracking goodness you need in a game built around being replayed for speed, along with a level editor that (with decent sharing support) should keep the game growing for some time. My only reservation is with the theming of it all – ancient dragons, magical possession and ANGRY RAGEFACES seem strangely out of place in a game about using a piece of glowing rope to launch yourself through the air at a hundred miles an hour. Even the casually cruel wasteland of The End Is Nigh put a smiley face on your depressed blob-monster protagonist.

The core grappling movement fills me with fond memories of Rocketcat’s excellent Hook Worlds, an early iOS platformer with a surprising amount of depth despite its simplistic control scheme. There’s a surprising amount you can do with a length of virtual rope, a weighted protagonist and a world designed for you to fling yourself around like a self-possessed and suicidal conker, and it looks like the 80 levels at launch are designed with enough savvy to capitalize on that.

Remnants of Naezith is out now on Steam for £7.10/$9, before the now-standard 10% launch discount.


  1. Catterbatter says:

    This seems designed for a tiny niche, and yet I can see it catching on and being a huge hit. It has tiny niches you have to catch on to avoid hitting a huge saw.

  2. M0dusPwnens says:

    I’ve just played it for about two hours.

    The basic concept is great. The grapple feels good (if a little short sometimes), the way the boost is implemented adds all sorts of tricks, the “pull” ability on the grapple is a great addition, and the little things like skimming on water look and feel very cool.

    But it needs more levels, at least early on. I’ve played a lot of SpeedRunners, and there’s a lot of transferable skill, but even then it moves way, way too fast. I scored in the top 10% for some of the levels (though there aren’t many people in the rankings yet obviously), and it still felt like it skimped on teaching, that it increased its demands far too fast. The game is just profoundly unfriendly to new players, and while that’s an (unfortunate) aesthetic that some games aim for, I don’t think this is one of them, at least not for the initial levels. It just feels unfinished, like a rough draft sketching out the beginning.

    It teaches you a concept on one screen and then, without any further practice, demands substantial mastery of it two levels later.

    It hurts the best levels too. The “Self Control” level in the first set is a particularly ugly difficulty wall, demanding a mastery of distance, momentum, boost, and timing that far outpaces any of the levels just before it, which is a shame because it’s probably the most interesting level I saw.

    The game is in desperate need of more levels to teach things more gradually, to give a chance to get a feel for how long the hook is, for timing of the swing to get different altitudes and speeds, etc. It seems like the expectation is that you’ll replay the levels over and over trying to get faster times, but that should not be the expectation at the very start, that should not be how you expect players to build basic competency. A few more levels would also be nice to give players a taste of what competency even feels like – as it stands, the dynamic tends to be one of failing a new challenge over and over until you just barely make it, and then moving onto the next only to repeat the process.

    The helpful ghosts are also implemented in a mind-bogglingly unhelpful way where you don’t see them if you die and respawn at a checkpoint – so the ghost that shows you a suggested route through the level is only visible if you’re not struggling, and disappears as soon as you make a single mistake.

    This feels like a game made for people who somehow already know how to play it. I’m sure many people will love it, will push through, slamming their head against the wall until they master it. I may very well end up as one of them, since the promise of mastery is definitely tantalizing. But the teaching in this game is much too sparse for a system that demands such mastery. The game will inevitably be compared to other “tough-as-nails” platformers like, say, Super Meat Boy, and the mechanics are solid, probably even more interesting than most of those games, but the overall design is not at that level. 1001 Spikes this is not.

    • Sin Vega says:

      This feels like a game made for people who somehow already know how to play it.

      From what I can gather, there’s something of a subculture of people really into, ahem, swinging games, so this might be exactly what’s happened.

      Personally I still wish for another one like Spiderman 2 on the funsquare.

    • Kyle700 says:

      I totally disagree with everything here. I find the “extra” features to be implemented flawlessly, and the difficulty curve is really fun. I feel like you are just bad at these kinds of games. Checkpoints are really only so you can finish the level, not the main point of the game, which is making it through the levels fast and fluidly. play without checkpoints on.

  3. zeep says:

    Flappy bird 2