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Gemini X lets you take its bosses in any order, and each one arms you

4 min read

Most Metroidvanias decide which ability you get next. Gemini X hands that choice over: take the Heretechs in any order, take their powers, and let the station open in whatever shape your choices made.

Dash, jump, shoot, and pick the order

Gemini X is a 2.5D Metroidvania set aboard Z.C.N. 02, a human space colony seized by the Heretechs — a rogue faction of robotic freedom fighters holding the crew hostage. You play Rook, a newly minted C.A.S.T.L.E. security officer who was ambushed and left for dead in the first minutes of the attack. The verbs are the old ones: dash, jump, shoot. What you do with your hands is run-and-gun platforming with a 32-bit accent, and the developer is open about the reference — PS1-era DNA, a synth-and-hard-rock soundtrack, and a stylized look that is going for deliberate rather than merely nostalgic.

The part that is not standard is the order. You take on bosses in whatever sequence you like, and every Heretech you beat hands over its unique power, which is also a new way to move through the colony. That is the Metroidvania contract with the sequence given back to the player: the ability you pick up third decides which of the remaining fights you can even reach, so the shape of the station is partly your own doing rather than a route the designer walked you down.

Then there is a second layer sitting on top of each fight. There are secret ways to alter a boss encounter, and if you make the right moves you can force the Heretech to go ALL-OUT — escalating the fight rather than shortening it. That is an unusual thing to reward. Most optional discoveries in this genre buy you an easier fight or let you skip one; this one buys you a bigger fight, which means the discovery has to be worth making for its own sake.

Around the fights is the quieter half. You can sneak through Gemini station, unravel the plot, sow dissent among the Heretechs and drive them mad, and the fate of the characters you meet is shaped by what you do. The world changes based on what you learn, what you choose, and how far you are willing to go — so knowledge is a currency here alongside firepower.

Order, escalation, and what counts as a key

Why you probably didn’t get lost in Metroid Dread is the essay to read against this one. It argues that Dread reads like a huge, open Metroidvania while its level design quietly keeps steering you back onto the critical path. Gemini X is promising close to the opposite deal, and that is the harder problem: every piece of invisible steering you hand back to the player has to be replaced by something else that keeps a stuck player moving.

Sequence breaking with Toki Tori 2 is about a game that gates its world with knowledge instead of keys, items or new abilities, which turns skipping ahead into a legitimate way to explore rather than a bug. Gemini X says its world changes based on what you learn, and that is the same idea wearing armour. If learning a thing genuinely opens a door, then the secret routes and the forced ALL-OUT fights stop being bonus content and become the second lock on everything.

How Cuphead’s bosses (try to) kill you covers the other half of the promise. Every Cuphead attack exists to make you move, and each phase stacks a new layer on a rule you have already been taught. A boss you can deliberately push into an all-out state only pays off if it is built the same way — readable tells, rules that still hold, a new layer instead of a longer health bar. Get that wrong and the reward for your cleverness is just more of the fight you had already won.

What you actually get

Gemini X is by [Komi Games Inc.](https://www.geminixgame.com), who are publishing it themselves, coming to Windows, listed under Action and Adventure. It is single-player, with Steam achievements, full controller support and adjustable difficulty. The store page has it as coming soon, with 2028 against it, which is a long runway and reads as a statement about how much of that station they intend to build.

The accessibility list is more considered than most pages carry at this stage: adjustable difficulty, a keyboard-only option, and the note that it is playable without timed input. In a run-and-gun that last one is a real commitment, because timed input is most of what the genre is made of.

If ability-gated exploration is the appeal, Project Ants is the other one on this list running the same contract — a kingdom you open a limb at a time, where the new ability is the map key. Gemini X does it with stolen robot powers and, unusually, lets you choose which key you go and take first.