We Played Tails of Fate at PAX East — Here’s What We Thought

# Tails of Fate Standout at PAX East Blends Pixel Art with Metroidvania Mechanics

PAX East hits you with a wall of noise. Hundreds of games competing for attention, demo stations blaring, people everywhere. But every year, a few titles just… stop you in your tracks. This year, **Tails of Fate** was one of those games for me. I was walking by and the pixel art caught my eye—it’s got this look that somehow feels retro and fresh at the same time.

The visuals pull you in, but they’re not the whole story. After I sat down with the team and watched their latest trailer, I walked away thinking there’s real depth here beyond the pretty sprites.

## A Fresh Take on a Crowded Genre
Let’s be honest—the **Metroidvania** space is packed right now. Really packed. After *Hollow Knight: Silksong* basically took over gaming culture in 2025, and then *MIO: Memories in Orbit* blew critics away last year, players have more quality options than they know what to do with.

So how do you stand out? That’s the question every developer in this genre has to answer. From what I played and saw of Tails of Fate, they’re trying something different. The demo had the exploration and ability-gating you’d expect, sure. But the developers teased some mechanics I haven’t seen done quite this way before.

## Why It Caught Our Eye
Look, I’ll admit it—the art is what first grabbed me. The pixel work is crisp and colorful, and you can tell actual human hands crafted these sprites. But talking with the devs, I got the sense this isn’t just another indie trying to ride the genre’s coattails. There’s a clear vision here.

If you’re into exploration-heavy platformers, keep Tails of Fate on your wishlist. It’s blending old-school looks with some genuinely modern ideas, and honestly? I think it might be one to watch.

*You can check out the Steam page for Tails of Fate here.*