What Is a Metroidvania? The Genre Explained by Developers Who Love It
What is a metroidvania โ the genre defined, its history explained, and the best examples ranked by developers who study the format.
Metroidvania is a genre named after the two games that defined it: Metroid (1986) and Castlevania: Symphony of the Night (1997). The name is awkward, the genre is brilliant, and if you've never played one, you're missing some of gaming's best experiences. Here's what the genre actually is, where it came from, and where to start.
The definition
A metroidvania is a 2D (sometimes 3D) action-exploration game with these core elements:
Interconnected world map. The entire game takes place in one large connected space โ not separate levels. Areas link together through doors, tunnels, elevators, and secret passages. The map folds back on itself with shortcuts connecting distant areas.
Ability-gated progression. Some areas are blocked until you acquire specific abilities. A ledge too high to reach until you get double jump. A wall you can't pass until you get a specific weapon. A room filled with water until you get the dive ability. The world doesn't change โ your ability to navigate it does.
Non-linear exploration. Multiple paths are available at any time. You choose where to go within the constraints of your current abilities. Getting lost is part of the experience. Discovering a new area by accident is one of the genre's greatest pleasures.
Combat and upgrades. You fight enemies, gain power (through items, abilities, or experience), and become stronger throughout the game. Backtracking to early areas with late-game power feels like a victory lap.
What it's NOT
Not a platformer. Platformers have discrete levels with a start and end (Mario). Metroidvanias have one continuous world.
Not a roguelike. Roguelikes have permadeath and procedural generation. Metroidvanias are handcrafted and persistent โ you save progress and the world stays the same.
Not an RPG (though some have RPG elements). The genre is defined by exploration structure, not stat systems.
Where it came from
Metroid (1986, NES) โ Samus explores an alien planet, acquires new weapons and abilities, and uses them to access previously unreachable areas. Nintendo invented the formula.
Super Metroid (1994, SNES) โ perfected the Metroid formula. Atmosphere, ability-gating, sequence breaking (reaching areas "early" through advanced techniques). Still considered one of the best games ever made.
Castlevania: Symphony of the Night (1997, PS1) โ Koji Igarashi took Metroid's exploration structure and added RPG elements: experience points, equipment drops, stat growth, and a massive castle to explore. SotN added the "vania" to metroidvania and created the template that most modern entries follow.
The modern golden age
The indie revolution brought a metroidvania renaissance. The best modern examples:
Hollow Knight (2017) โ arguably the best metroidvania since SotN. Massive world, precise combat, atmospheric storytelling, devastating boss fights. Team Cherry proved a three-person studio could compete with the genre's legends. The games like Hollow Knight post has more.
Hollow Knight: Silksong (2025) โ the sequel, with a new protagonist and faster combat. The silksong tips post has more.
Ori and the Will of the Wisps (2020) โ precision platforming with emotional storytelling. The movement system is the best in the genre.
Metroid Dread (2021) โ Nintendo's return to 2D Metroid after 19 years. Proved the formula still works perfectly.
Dead Cells (2018) โ metroidvania structure with roguelike runs. Procedural levels with permanent ability unlocks that open new routes. The games like Dead Cells post has more.
Axiom Verge (2015) โ one-person Metroid homage that's genuinely excellent, not just nostalgic.
Blasphemous (2019) โ Spanish religious horror metroidvania with detailed pixel art.
Animal Well (2024) โ puzzle-focused metroidvania with layers of secrets that took the community months to uncover.
Why the genre works
As game developers, we think the metroidvania format succeeds because of one principle: the world is the content.
In a linear game, the developers create content and the player consumes it in order. In a metroidvania, the developers create a space and the player discovers it at their own pace. The same room means something different when you first pass through it (can't reach the high ledge) versus when you return with double jump (now you can). The content doesn't change โ your relationship to it does.
This is incredibly efficient design. One room serves multiple purposes across the game. One shortcut that connects two distant areas retroactively makes both areas more meaningful. The world gets smaller as you get stronger, not because it shrinks but because you can traverse it faster.
Where to start
If you've never played one: Hollow Knight. It's $15, 30-50 hours of content, and widely available. The difficulty ramps gradually and the world is endlessly fascinating.
If you want something shorter: Ori and the Blind Forest (8-10 hours, emotional, accessible).
If you want the classics: Super Metroid (SNES, available on Switch Online) or Castlevania: Symphony of the Night.
If you want something harder: Dead Cells or Blasphemous.
What we make at Choost
Granny's Rampage isn't a metroidvania โ it's a bullet heaven. But we study metroidvania design because the principle of "one space, multiple meanings through player growth" applies to any game with progression. The way a Hollow Knight boss that terrified you at hour 3 becomes routine at hour 30 is the same power arc we build into our upgrade systems.
For more genre explainers and recommendations, the best metroidvania games, best side scroller games, and games like Hollow Knight posts have more.
The shortest version
A metroidvania is a 2D action-exploration game with one interconnected world, ability-gated progression, non-linear exploration, and combat upgrades. Named after Metroid + Castlevania: Symphony of the Night. Best modern example: Hollow Knight. The genre is thriving โ the indie scene produces several excellent metroidvanias every year.