$19.99Minoria Witch hunts in hand-painted gloom
A fast, punishing 2D action adventure where a Church missionary cuts down witches in a grim, story-driven world with two endings.
Is Minoria worth it?
Minoria is worth it if…
- you want a short, focused metroidvania with a solemn story and two endings
- you enjoy games where enemies hit hard and every fight rewards patience
- you like parry-and-dodge combat with spells layered on top
- you loved the Momodora games and want a new universe from the same studio
- you prefer hand-painted worlds with a gloomy, atmospheric mood
Screenshots
A witch hunt with doubts in it
The fourth Witch War is raging. The Sacred Office leads an Inquisition against heresy, and anyone conducting a ceremony the Church forbids is labeled a witch. You play Sister Semilla, sent out with Sister Fran to stop the witches' ceremony and protect the common folk. Simple orders. The trouble is what you find along the way: the story keeps insisting that not everything is as black and white as the Church preaches, and dialogue choices let you lean into your doubts or push them down. Two endings wait at the end, and which one you get depends on the choice you make. It is a solemn, grim tale inspired by medieval Europe, told through cutscenes and conversations as you explore.
Swordplay, spells and a well-timed parry
Combat is deliberate and responsive, with a stiffness that makes every swing feel weighty. On top of that sit incenses: limited-use abilities that heal you, damage enemies or buff your stats, and since only a few can be equipped at once, choosing which three to carry into a boss is a real decision. Spells and swordplay mix freely, so you can crush ordinary enemies with aggression and save your careful reads for the big fights. New movement skills like an air dash and extra jumps arrive as you go, changing both fights and platforming.
A grim world painted by hand
Minoria looks unlike most of its peers: hand-painted 2D backgrounds with cel-shaded characters moving across them, a look that feels closer to an animated film than a sprite game. The mood is dark and gloomy, with fog, dim lighting and scattered corpses selling the ruin of a kingdom at war with itself. Each area gets its own color of light, and a melancholy score carries the solemnity of the story. It is a world built for lingering: the atmosphere, the emptiness and the quiet dread between fights are very much the point.
Die, learn, return
This is a game that punishes carelessness. Ordinary enemies can kill you in about three hits, so you learn their attack patterns the hard way, by dying to them. There are no auto saves: death sends you back to your last manual save, which makes each push into new territory a real gamble. Leveling up mostly raises your offensive stats rather than healing you or padding your health, so grinding helps, but reading enemy moves and dodging or parrying properly is what the game actually wants from you. If that loop of cautious engagement, failure and hard-earned mastery is what you play for, Minoria delivers it in a compact, focused form.






















