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A genre of 2D action-adventure games built around interconnected maps where progression is gated by abilities your character has not yet acquired. You explore freely until you hit a barrier — a high ledge, a locked door, a water section — that requires a specific power-up or ability to pass. Once gained, that ability unlocks not just the new area but also rewards hidden earlier in the game, encouraging backtracking across a richly layered world. The name is a portmanteau of Metroid (Nintendo, 1986) and Castlevania: Symphony of the Night (Konami, 1997), the two series that codified the formula. The genre's structure creates a satisfying sense of mounting mastery: the same world that was intimidating at the start feels familiar and navigable once you're fully powered up. Modern genre-defining examples include Hollow Knight, Ori and the Blind Forest, Blasphemous, Axiom Verge, and Dread Templar. Many Metroidvanias are indie titles because the interconnected map design suits smaller development teams. A common misconception is that any 2D game with exploration qualifies — true Metroidvanias require hard ability gating and intentional backtracking design, not just open levels.
For new players
In a Metroidvania, you'll reach impassable barriers early on — don't worry, that's intentional. Come back after gaining new abilities and you'll be able to get through.