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Possessor(s)

Possessor(s) combines a compelling narrative, solid understanding of Metroid-like design and genuinely fun combat for an experience that is intensely captivating.
Possessor(s) Game Cover
77%Game Brain Score
story, gameplay
grinding, optimization
83% User Score Based on 294 reviews
Critic Score 70%Based on 9 reviews

Platforms

PCPlaystation 5WindowsPlayStation
Possessor(s) Game Cover

About

Possessor(s) is a single player platformer game. It was developed by Heart Machine and was released on November 11, 2025. It received mostly positive reviews from critics and positive reviews from players.

Possessor(s) is a fast-paced action side scroller with combat inspired by platform fighters, a story told through dangerous characters, set in a deep interconnected world ready for exploration.

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83%
Audience ScoreBased on 294 reviews
story74 positive mentions
grinding14 negative mentions

  • Gorgeous art style, stylish visuals, and impressive character design create a unique and immersive atmosphere.
  • Engaging and deep combat system with satisfying combos, parrying, and juggling mechanics inspired by platform fighters.
  • Compelling and emotional narrative exploring complex relationships and toxic dynamics with well-developed characters.
  • Exploration and map design are confusing and lack sufficient guidance, causing frustrating backtracking and navigation issues.
  • Combat occasionally suffers from stunlocks, lack of invincibility frames, and uneven enemy variety, making some encounters tedious or unfair.
  • The game feels unfinished and buggy in parts, with clunky animations, technical issues, and poorly implemented quality-of-life features.
  • story
    227 mentions Positive Neutral Negative

    The story in Possessor(s) is widely praised for its emotional depth, compelling character development, and exploration of complex themes like toxic relationships and survival, with the bond between the protagonists Luca and Rhem being a standout element. Though some find the narrative pacing uneven and the writing occasionally heavy-handed or teen-angsty, the atmospheric storytelling and world-building effectively engage many players. However, critiques note that player choices have limited impact, some plot threads feel underdeveloped, and the non-linear structure can lead to confusion, yet overall the story remains the game's strongest and most memorable aspect.

    • “Possessor(s)' strongest aspect is its story; Luca and Rhem's bond throughout the story was masterfully written, and by its ending, I was an emotional wreck. I was always looking forward to hearing more conversations between these two.”
    • “An excellent metroidvania with a touching story of two unlikely foes having to work together to figure out what's going on and stop the villain, with their friendship slowly growing.”
    • “The story and characters felt lifelike (as much as they could given the plot), the environments fit the story, and you can tell how much heart went into making this game.”
    • “The story is extremely mediocre despite an interesting premise, and the writing is the weakest part of the story unfortunately.”
    • “By far the biggest blunder that this story makes is that it fails to truly rope Luca into the story, especially the final battle with Dessa.”
    • “I'd have much rathered a more linear structure overall, so that the story could be told in a more straightforward way with consistent story beats interspersed with gameplay, rather than the long periods of narrative-free gameplay that the game has.”
  • gameplay
    103 mentions Positive Neutral Negative

    The gameplay of Possessor(s) offers a generally satisfying and fun experience with fluid movement, solid combat mechanics, and rewarding exploration, though it sometimes feels basic, rough around the edges, or clunky compared to deeper metroidvanias. While combat integrates some Souls-like elements and innovative mechanics, it can lack fluidity and polish, and certain mechanics or progression systems are poorly explained, impacting player flow. Despite these shortcomings, the gameplay is engaging enough for fans of atmospheric side-scrolling action, especially when combined with the game's strong art and narrative.

    • “The gameplay is quite satisfying, with a well-thought out parry mechanic (when you parry once, you can hold parry if the enemy spams attacks).”
    • “The combat is very challenging, but it’s great fun because the gameplay is extremely smooth.”
    • “Early areas introduce the basic mechanics of movement and combat, while later sections become increasingly complex, requiring players to combine multiple traversal skills in order to reach hidden paths and secret locations.”
    • “You will be seeing the words 'decent' and 'bare minimum' a lot here, because the gameplay walks on that 'bare minimum' line.”
    • “Core gameplay mechanics such as breaking walls with your whip or needing to hit tree-branches with a certain ability to progress are simply never explained. The map and levels feel as though they were made to be isolated areas rather than well-woven together, leaving much of the exploration feeling a bit empty. A large portion of the game's bosses are re-skinned versions of previous ones, making unique encounters feel hard to come by and shorter than expected.”
    • “The gameplay and story seemed fine, but what really got me hooked was the art style. However, the core gameplay feels incomplete.”
  • graphics
    91 mentions Positive Neutral Negative

    The game's graphics receive widespread praise for their unique, stylized, and atmospheric art style, blending hand-drawn and 3D elements to create a visually stunning experience with expressive character designs and detailed environments. While some note minor issues like limited animation frames or drab 3D backgrounds, the overall consensus highlights the visuals as a standout feature that greatly enhances the mood and immersion. Players consistently find the graphics both beautiful and integral to the game's emotional storytelling and captivating world.

    • “The visuals are incredible and extremely impressive, even the smallest details like the effects of your weapon changing if you have an effect that makes them do more damage, to the massive scope of the camera zooming out to show the background of a new area.”
    • “Visuals are stunning even on the low settings that my computer has to run them at (which is the mark of impeccable art direction), and the music really immerses you in the world.”
    • “Absolutely beautiful art style/direction.”
    • “In the end, I had to drop the resolution to 1440×900 (with all graphics settings maxed out), which helped a lot.”
    • “Fortunately, the graphics settings barely make a visible difference and the game retains its beauty even on low - but even on my desktop I was hoping to hit at least 120 fps and I can only stabilize at about 90.”
    • “So yeah, I want to love this game due to the graphics, the gameplay (which is kinda like Spiritfall in a way) and the music, but I'm not going to recommend it.”
  • music
    64 mentions Positive Neutral Negative

    The music in the game is widely praised for its atmospheric, moody, and immersive qualities, seamlessly blending electronic and ambient elements that enhance the cyberpunk setting and emotional tone. Many highlight the soundtrack’s unique vibe, from haunting opening themes to energetic combat music, often comparing it favorably to other acclaimed scores while noting occasional issues with sound presence or variety. Overall, the soundtrack is considered a standout aspect that deeply enriches the game’s art style and storytelling.

    • “The best way I could call this game's soundtrack would be 'dark, moody, yet hopeful lofi' and it fits like a glove with the corpomegacity hellscape that is Sanzu City, from the desolate skyscraper remnants to the jazzy abandoned mall, you will vibe to this soundtrack.”
    • “This is the only game I have ever listened to the entire soundtrack on its own and still continuously go back for regularly; my top tracks are Dessa and Embrace for atmosphere, and Document Eater for boss music.”
    • “The soundtrack combines electronic and ambient elements that reflect the cyberpunk-like setting while maintaining a melancholic tone.”
    • “Music is pretty bland considering I love the OST to Hyper Light Drifter and sound effects are barely there.”
    • “I'm not sure if that's intended or if I was experiencing a bug that prevented music from playing even in some boss fights.”
    • “I wish at times it was more present/loud, I edited my SFX to about 60 so I could hear the music better.”
  • atmosphere
    31 mentions Positive Neutral Negative

    The atmosphere is widely praised for its moody, melancholic, and immersive qualities, blending striking art direction, lighting, and music to create a compelling, often cozy yet eerie world. Players appreciate the game's strong vibe reminiscent of titles like Hollow Knight and Hyper Light Drifter, with a focus on style, exploration, and emotional storytelling. While some note minor issues or lack of depth, the overall atmospheric presentation remains a key highlight and major draw.

    • “I find the atmosphere to also be worth mentioning; it captures the gloom and tragedy of a ruined city really nicely.”
    • “The lighting design plays a major role in establishing the tone of the game, with heavy shadows, glowing neon lights, and supernatural visual effects giving the city an eerie and surreal atmosphere.”
    • “What stands out the most, though, is the atmosphere and presentation: the worldbuilding feels both melancholic and colorful, in that same way Hyper Light Drifter does.”
    • “There is almost no narrative, no atmosphere, and no meaningful worldbuilding.”
    • “Even for metroidvania fans, there are far better options that respect your time and offer actual depth, polish, and atmosphere.”
    • “Cozy dark atmosphere, stylish graphics, well tuned challenge, navigation can be a bit confusing.”
  • emotional
    27 mentions Positive Neutral Negative

    The emotional aspect of the game is widely praised for its sincere, resonant storytelling centered on complex relationships and themes like emotional abuse, which deeply engage players and evoke strong feelings, including sadness and catharsis. However, some find the narrative delivery disjointed or less impactful compared to similar titles, with a few noting that the emotional promise set by the art and trailers isn't fully realized. Overall, the heartfelt character dynamics and poignant moments are key strengths that leave a lasting emotional impression.

  • character development
    19 mentions Positive Neutral Negative

    Character development in the game is noted as engaging and well-structured, particularly highlighting the dynamic between key characters like Luca and Rhem. While some users express stronger enthusiasm for the exceptional character design and art style, the development of characters through story and dialogue is appreciated and adds depth to the experience. Overall, the combination of polished animations and thoughtful character growth contributes positively to the narrative.

    • “The story structure and character development are really interesting.”
    • “There is good character development between Luca and Rhem, and while I'm not presently driven by the story, I am certainly paying attention.”
    • “There's also a bit of character development, which is always nice to see.”
  • grinding
    15 mentions Positive Neutral Negative

    Grinding in the game is notably tedious and time-consuming, requiring prolonged farming of enemies to afford necessary items due to an unbalanced economy. Exploration and backtracking become increasingly slow and frustrating late-game, exacerbated by vague maps, locked progression points, and lack of fast travel options. Combat repetition and limited enemy variety further contribute to the overall grind feeling more like a chore than an engaging challenge.

    • “It would genuinely take hours and hours of grinding to be able to afford everything and that's the sign of an unbalanced game economy.”
    • “The last boss was interesting but not really hard; creating builds to combat the challenge would either be a tedious currency grind or frustration from bosses becoming damage sponges.”
    • “The economy is just generally atrocious; I had to do a huge chunk of grinding against the most profitable enemies to afford items, yet I didn't even get everything by the end.”
  • optimization
    12 mentions Positive Neutral Negative

    The game's optimization is inconsistent, with stable performance on some high-end PCs when using specific launch options, but it struggles on less powerful devices like the Steam Deck, causing high resource use and battery drain. Some larger, complex areas suffer from performance drops and occasional technical issues, indicating room for improvement. Overall, while it runs well in certain setups, optimization remains a notable concern.

    • “The performance was stable and there have been no crashes in my 20 hour-long playthrough.”
    • “Finally, performance-- ran like a dream for me.”
    • “In terms of performance, I added the -dx11 launch option, so whatever issues UE5 introduced, the DirectX version resolved most of them.”
    • “For the issues that this game has, from awkwardness in gameplay to performance issues in some of the larger and more complex rooms that they didn't have time to fix before the team was disbanded, this is a work of art.”
    • “One major issue I had was performance; my computer fan was spinning heavily playing this game, and if I even tried on Steam Deck it would drain the battery quickly.”
    • “Deck performance is not good.”
  • stability
    11 mentions Positive Neutral Negative

    The game experiences numerous stability issues, including frequent bugs, glitches, and occasional crashes that disrupt gameplay flow. Major boss fights are notably buggy and unpolished, with issues in enemy behavior, movement mechanics, and UI responsiveness further detracting from the experience. Overall, these stability problems contribute to a sense of frustration and a lack of refinement.

    • “The final three bosses were absolutely buggy untuned messes, and the last two very much seem like Lego-pieces of versioning the same fight, which does not have any kind of narrative connection.”
    • “In the short time I’ve played I’ve encountered multiple glitches (e.g. knocking an arena battle enemy out of bounds so the arena never opens), constant frustrations (like the aforementioned stun locks), and a general lack of refinement (like the whip's erratic inability to tell whether you want to grapple an enemy or engage a whip swing node).”
    • “Bugs and glitches: I was able to go out of bounds, some enemies (2D sprites) would go from Y axis into the X axis, some enemies would get stuck, some parried projectiles would act weirdly, floating in place; also game crashes if you hit an invincible enemy and many damageable ones at the same time.”
  • humor
    2 mentions Positive Neutral Negative

    The humor in the game is appreciated for its lighthearted moments, such as amusing animation quirks, but some dialogue-driven humor feels repetitive and is tied to lengthy quest progression, which can undercut the urgency of the story in a comedic way.

  • replayability
    1 mentions Positive Neutral Negative

    Users find that the game offers strong replayability, enhanced by smooth exploration mechanics that add lasting value to the experience.

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13h Median play time
13h Average play time
6-20h Spent by most gamers
*Based on 3 analyzed playthroughs
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Frequently Asked Questions

Possessor(s) is a platformer game.

Possessor(s) is available on PC, PlayStation 5, Windows and PlayStation.

On average players spend around 13 hours playing Possessor(s).

Possessor(s) was released on November 11, 2025.

Possessor(s) was developed by Heart Machine.

Possessor(s) has received mostly positive reviews from players and mostly positive reviews from critics. Most players liked Possessor(s) for its story but disliked it for its grinding.

Possessor(s) is a single player game.

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