Screenshots & trailers
Review sentiment over time
Weekly positive-review rate (green) and review volume (bars). Dashed lines mark significant patches; the amber line is the start of the current scoring window. Hover the dots to see what drove a dip or a jump.
How this score was computed
The VGC Score is a weighted blend on a press-comparable 0-100 quality scale. Steam approval rates are first calibrated (95% positive on Steam ≈ 89.5 quality, since Steam approval skews high). Press and tracked creator reviews each count ~2x a player review and share one cap against player evidence (creator buy/skip calls pool into an approval rate, calibrated like Steam approval); all-time sentiment is capped and halved (it's context, not verdict); reviews of the current build carry the most weight when a fresh patch anchors the window; and a 'typical game' prior keeps small samples from pegging the scale. Because press reviews and Metacritic user aggregates describe the launch build, their weight decays as the game ages (3-year half-life after a 1-year grace). That's how a game that launched rough can outgrow its old reception once updates win players over. Reviews under 2h playtime (the refund window), non-Steam activations, and free copies are downweighted.
| Component | Positive | Quality (0-100) | Weight (pseudo-reviews) |
|---|---|---|---|
| Press reviews (OpenCritic) | – | 51 | 4 |
| All-time Steam reviews | 51% | 53 | 36 |
| Metacritic user ratings | – | – | 0 |
| Post-patch Steam reviews (trust-weighted) | – | – | 0 |
| Calibration prior (typical game) | – | 72 | 50 |
Scoring window: last 30 days (no significant patch detected) · 0 reviews sampled · 0 total reviews in window · weighted 0 up / 0 down · computed 3h ago · full methodology →
Press & Creators reviews (14)
Individual verdicts from outlets we track: scored reviews first, most trusted outlets first among them. The small badge is each outlet's trust score: how well its scoring history aligns with players.
- 40
“It's tough to be so critical on a game that was obviously a labour of passion for someone, but the nitty gritty is Red Goddess: Inner World is just not very fun. The art isn't bad; in fact, the bright and colourful nature of the game mixed with its simplicity of design could lead to it being enjoyable for children, but beyond the first hour or so, there is simply nothing happening that offers any real surprise or intrigue.”
read full review ↗ - 45
“Red Goddess: Inner World is kind of a mess technically, and that just drags down the experience. I truly hope the developers get a working patch to sort out the issues, but as of now it is just too much to recommend. The ideas are sound, and the story is interesting, but too much holds it back. I feel like it should have waited for release, as once again this title will likely be forgotten long before it is fixed.”
read full review ↗ - 30
“Red Goddess is a frustrating, uninspired platformer that's neither fun nor fair.”
read full review ↗ - 40
“A good platformer puts together well constructed levels and a decent challenge, while a great platformer has levels that encourage you to take risks and move through as fast as possible while offering fun challenges to tackle. Sadly Red Goddess doesn't offer any of these. Instead it feels like you are fighting the game every step of the way, and this is frustrating because of how much promise there is underneath all the problems. Given more time I'm sure Yanim Studio could have nailed this on the first attempt, but instead Red Goddess: Inner World's bugs dominate against the gameplay.”
read full review ↗ - 40
“The jumping system is flawed, and considering you are required to jump throughout the game, it becomes difficult to truly enjoy it”
read full review ↗ - 40
“It would of done Red Goddess: Inner World a 'world' of good, to trim the fat and focus on just a few mechanics, instead it seemingly tries to throw everything into a melting pot with nothing coming out edible.”
read full review ↗ - 50
“While the concept and artwork could have made for an interesting title, the game itself becomes more frustrating than fun. The technical issues do not help, either.”
read full review ↗ - 50
“One of the first rules of game design, or design in general, is to establish function before working on the form of the piece. There is simply no point in having a game that is stunning to look at and listen to, when it just isn't fun to play.”
read full review ↗ - 49
“Red Goddess has beautiful visuals and an interesting rage and fear transformation system. It had potential, but sadly, a great game is buried under a pile of problems.”
read full review ↗ - 70
“Red Goddess a great experience. Utilising strong emotions such as joy, fear, and anger could have been done with far less elegance than this, and the act of using them all to investigate and recapture lost memories is a worthy, enjoyable experience.”
read full review ↗ - 80
“ If you're a fan of the genre, while you may not find anything truly innovative in the actual gameplay, the story and all-around design makes it more than worth a look. Challenging and rewarding, Red Goddess: Inner World is one that I think has slipped under the radar despite some excellent potential.”
read full review ↗ - 70
“Overall, if you like the Metroidvania style gameplay and concept you will very likely enjoy this game. Keeping in mind this is Yanim Studio's first attempt at a game I'm willing to forgive them some of the minor transgressions I came across. For what it's worth I think it's a strong debut featuring a fun concept and great visuals so I look forward to what else Yanim has on the horizon.”
read full review ↗
…and 2 more tracked reviews.
Patch history
No patch announcements found on Steam yet.
