Yes. Co-founder Mattias Ottvall called the Metroidvania label "fitting": End of Abyss is a top-down twin-stick shooter built on an interconnected facility where keycards, explosives, a grappling hook and other tools open sealed paths. It adds survival-horror tension and some Souls-like rules, and uses a Scanner to make backtracking easier to follow.
What the developer says
Asked by VDGMS whether calling End of Abyss a Metroidvania was reductive, Mattias Ottvall said he thinks it is fitting. He added that the team plays with the concept and might not be exactly what everyone considers a Metroidvania. Backtracking and upgrading your gear to find a new path forward are central to the design.
Speaking to Shacknews, he described it as having horror elements but being mainly a Metroidvania where exploration matters and the world is full of secrets. Xbox Wire used the same label, describing classic Metroidvania design with locked doors, keys, backtracking and shortcuts.
An interconnected facility
The game takes place in one sprawling underground compound with branching paths and multiple floors. Game Informer's previewer looked at the map and said it was like a Metroid map. Areas connect through ladders, stairs, elevators and shortcuts.
The store text promises that pathways open as you grow stronger, letting you return to forgotten corridors and sealed secrets. See the map guide for how the facility is structured.
Tool and ability gating
Progress is gated by tools rather than levels. Previews and developer videos confirm these blockers:
| Blocker | Tool that opens it |
|---|---|
| Security doors | Keycards |
| Weak walls | Explosives, including a C4-like charge |
| Anchor points and distant levers | Grappling hook |
| A raised ladder | A tool obtained later |
| A flooded pool | Draining the water later |
Switches, buttons and levers add smaller puzzles along the way. Level designer Robin Jonsson said some levers are pulled with the grappling hook to open passages that were closed before.
Backtracking with the Scanner
Mattias Ottvall said the team found Metroidvanias can be confusing or overwhelming. Their fix was the Scanner. Scanning a door or blocker records what it needs on your map, and when you pick up the matching keycard or tool, the map shows where it belongs.
The map also doesn't fill itself in. The developers call it the opposite philosophy to most games: you complete it by scanning. The Scanner guide covers the details.
Upgrades instead of experience points
Character growth comes from gear. Fragments collected from enemies and chests are spent at workbenches on ammo, equipment and permanent upgrades, and the pistol and shotgun were upgradeable in demos. The developers said they find this more rewarding than grinding for experience points.
Mattias Ottvall also said a tough enemy might be overcome by learning its pattern, finding a way around it, or finding equipment or an upgrade. That mix is typical of the genre. See best upgrades.
Hidden areas by design
Robin Jonsson said a Metroidvania needs plenty of hidden nooks and crannies, and that's where he hides the secrets. Weak walls conceal passages and caches, and dark basement levels hold both danger and rewards. The all secrets page explains how to find them.
How it differs from 2D Metroidvanias
End of Abyss is 3D and viewed from above, not a side-scrolling platformer. You aim with a twin stick instead of jumping between platforms. The level designers deliberately never fade out walls or objects around you, to keep spaces claustrophobic.
It also borrows from other genres. Save points refill healing but respawn enemies, like Souls-likes, and ammo for stronger weapons is scarce, like survival horror. Death keeps your items and unlocked doors, so progress is never lost.
Inspirations the developers name
The developers cite the original Metroid and The Legend of Zelda on the NES as the main influences, for worlds that don't hold your hand. Metroid Prime is the reference for scanning, per previewers. Films such as Alien and The Thing shaped the creatures. Full list: games like End of Abyss.
Save points and shortcuts
Save points are part of the Metroidvania loop. Level designers place them at the start or end of loops, as rewards for unlocking shortcuts, at the end of long paths and near bosses. Resting refills health and healing but respawns most enemies.
Shortcuts that loop back to a known save point shorten return trips. Combined with the Scanner's map tags, they keep backtracking from turning into long, empty walks.
Frequently asked questions
Is End of Abyss a roguelike?
No. Nothing about it has been described as a roguelike. Death keeps your items, documents and unlocked doors, and you continue from your last save point.
Is there a lot of backtracking?
Yes, backtracking is part of the design. The Scanner and shortcuts are meant to make it easier to follow.
Is it open world?
No. It is one interconnected facility with branching paths, gated by tools, rather than an open world.
This page only uses details from official store pages, developer statements and hands-on press previews. Anything unconfirmed before the October 1, 2026 launch is left out and will be added once verified. Last research pass: September 28, 2026.
Sources
References and further reading for this article.