Steel Seed Review – The Ledges of Disappointment

Personally, I don’t think there are enough sci-fi games out there—at least not enough cool ones. When I say cool, I mean games like Mass Effect, Prey, or Borderlands 2 (yes, only 2). Games that feel like adventures in space. Most modern sci-fi leans on the same tired tropes: AI vs. humans, or “humans are the disease and must be purged.” I’ve seen this done to death.

Despite that, I approached Steel Seed with high hopes. Even though the “extinction of humanity” trope is overused, it can still be compelling when executed with nuance. I was hoping Steel Seed would be one of those cases.

Steel Seed

Platforms: PlayStation 5Nintendo SwitchMicrosoft WindowsXbox Series X and Series S
Developer: Storm in a Teacup
Genres: Adventure gamePlatform game
Publisher: ESDigital Games

Story & Characters

You play as Zoe, a cyborg girl searching for her father. She doesn’t remember much, but she does know she was once human and is now machine. Early on, she meets a drone named Koby who fills in some blanks—and delivers the bad news: humanity is extinct, and the world is now ruled by robots. Thankfully, an AI named S4VI, who worked with Zoe’s father, offers help. Apparently, pieces of her father’s consciousness are scattered throughout an underground facility. With S4VI’s assistance, you’ll retrieve those fragments and try to bring him back. On paper, that sounds intriguing. In practice, it’s another story.

Zoe is a dull protagonist. She’s essentially a vessel to get from point A to B. I get that she’s meant to be a blank slate, learning about the world alongside the player, but she’s so lacking in personality that even her attempts at wit are cringe-worthy. Conversations with Koby don’t help much either—he only communicates in beeps and boops, which might have worked if their dynamic had the charm of, say, C-3PO and R2-D2. But Zoe and Koby feel like wallpaper: there, but flat and forgettable.

My biggest issue is that the story clearly wants to be deep. It throws around ideas about purpose, free will, and existential meaning—but only at surface level. The game doesn’t explore these themes in a meaningful way. Characters don’t grow or come to any real revelations. Only one character experiences a “change,” and even then it’s more of an “oops, my bad” than any philosophical epiphany. There were fleeting moments of emotion or amusement, but nothing that lives up to the “deep and compelling narrative” the game seems to advertise.

Gameplay & Combat

If you like ledges, you’re in luck—because you’ll be climbing, shimmying, and jumping off them for most of the game. I thought it was just one level, but no. The entire game is obsessed with ledges. While some vertical movement options like zip-lining, wall-running, and sliding appear later, the core traversal remains painfully repetitive. It gets old fast.

Outside of platforming, stealth is the main gameplay loop. Head-on combat is a death sentence, so sneaking is encouraged. Luckily, stealth is absurdly easy. With help from “energy grass” and enemy AI that might as well be blindfolded, you can pick them off one by one without breaking a sweat. Koby can tag or even bomb enemies, making stealth even more of a breeze.

If you’re forced into combat, it’s…fine. You’ve got a light and heavy attack, and a dodge that rewards perfect timing with a brief slowdown. There’s no real depth or variety. Enemy types are limited to “shoot,” “rush,” or “rush with a shockwave.” Combat feels like a fallback mechanic—functional, but uninteresting. And if you ever get overwhelmed? Just hop onto a ledge or leave the arena. Enemies give up fast, letting you reset and return to stealth. It’s almost comical.

Audio & Visuals

Visually, the game shines. Some environments are genuinely gorgeous. A late-game area blending technology with nature—featuring trees with metal leaves—is particularly inspired. In fact, I’d argue more creativity went into the environments than anything else. That said, visibility is a problem. The game is often dark. That’s an issue in any game, but especially one so focused on platforming. It’s easy to misjudge jumps or leap toward what you think is a platform, only to fall and take damage—or die.

Character design is just okay. Zoe is probably the best-looking character, but even her initial design feels either overcomplicated or too bland—I can’t tell which. Some of her unlockable costumes offer more visual flair, but most characters fail to leave a lasting impression. It’s all serviceable, but nothing memorable.

The audio? A mixed bag. The soundtrack leans ambient, which is increasingly common these days. It’s not bad, just forgettable. I miss games with strong, thematic tracks that stick with you. Here, the music’s just… there.

Voice acting is uneven. Robots sound appropriately mechanical, which works. But Zoe’s performance swings between decent and laughably stiff. It doesn’t help that she repeats the same voice lines constantly. Loot a body? Same line. Hide in energy grass? Same line. After a while, I’d rather she stay silent. The real star of the audio experience is the sound design. From the satisfying clang of metal footsteps to the electric hum of Zoe’s sword, these details help bring the world to life. Combat might be uninspired, but at least it sounds cool.

Final Verdict

Steel Seed is just okay. Not bad, but not worth rushing out to play either. The story doesn’t deliver on its philosophical promise. The gameplay is repetitive. The platforming wears thin. And the ending—well, let’s just say it didn’t stick the landing. If you played the demo and liked it, maybe grab it on sale. But if you’re looking for the next great sci-fi adventure, this isn’t it. It’s not the worst thing out there. It’s just… another one for the pile.

About Author

Leave a Reply

Your email address will not be published. Required fields are marked *

WP2Social Auto Publish Powered By : XYZScripts.com