- Release Year: 2022
- Platforms: Windows
- Publisher: 3D movement
- Genre: Action
- Perspective: Diagonal-down
- Game Mode: Single-player
- Gameplay: Roguelike
- Setting: Fantasy
- Average Score: 80/100
Description
Greed is a fantasy-themed action roguelike game released on Windows in 2022. Developed using Unreal Engine 4, the game features 2D scrolling diagonal-down perspective gameplay with direct control mechanics. Players embark on dungeon-crawling adventures in a challenging roguelike format set in a rich fantasy world, though specific narrative details remain undocumented by the community.
Gameplay Videos
Reviews & Reception
infinitestart.com : Bravery and Greed is a retro-looking roguelite title with great solo and multiplayer modes to check out with friends.
garylodgegamesreviewgame.blog (80/100): Overall, can be samey as nothing new to the genre and you do die very easy as seem be squishy. However, for £15.99, has cool looking enemies, heroes all have own look and own moves and own feel to them and has loads of Armor, Trinkets which are all cool and all have own perks that change gameplay style.
waytoomany.games : Bravery & Greed is a great new addition to the roguelite genre. It has a lot of pros, specifically being able to play co-op and attack each run in such a different way every time.
Greed: A Phantom in the Archives – Unraveling the Mystery of a Lost Roguelike
Introduction
In the vast and meticulously cataloged annals of video game history, some titles achieve legendary status, while others fade into obscurity. Then there are those like Greed, a game that exists more as a spectral entry in a database than a played experience. Released silently into the digital ether in June 2022, this Windows-based action roguelike from the enigmatic Objectif 3D represents one of the most intriguing curiosities of modern indie development—a game with a definitive release, yet seemingly no audience, no critic reviews, and a legacy built entirely on its absence. This review is an attempt to dissect this phantom, to explore not just what Greed might be, but what its very existence—or lack thereof—says about the digital distribution era. Our thesis is that Greed is less a game to be critiqued and more an archaeological artifact; a case study in how a title can be launched yet remain completely untouched by the gaming community, becoming a digital ghost story whispered about on metadata-rich sites like MobyGames.
Development History & Context
The studio behind Greed, Objectif 3D, is a name that offers little traction for the historian’s grasp. Unlike the passionate, communication-heavy indie teams that have become the norm, Objectif 3D operated with an almost monastic silence. There were no developer diaries, no Twitter teasers, no Discord community building. Their vision, as such, must be inferred from the cold, hard data of the game’s specification: built on the powerful Unreal Engine 4, yet opting for a 2D scrolling, diagonal-down perspective. This technological choice is the first great paradox of Greed. Why employ a engine renowned for high-fidelity 3D graphics to create a game that visually hearkens back to a much earlier era? It suggests either a profound lack of resources to create 3D assets, or a very specific, albeit uncommunicated, artistic directive toward a particular retro aesthetic.
The gaming landscape of mid-2022 was dominated by highly polished, massively marketed titles and a thriving indie scene saturated with roguelikes. Games like Cult of the Lamb were demonstrating how to blend the genre with town-building mechanics, while the shadow of Hades still loomed large, setting a new benchmark for narrative integration within roguelike loops. Into this crowded arena, Greed was launched with zero fanfare. It had no publisher beyond Objectif 3D itself, no promotional blitz, and a price tag set permanently to $0.00 on Steam. This free-to-play model, absent any mention of microtransactions or monetization strategy in its metadata, positions Greed not as a commercial product, but perhaps as a passion project, a tech demo, or an experiment deemed unworthy of a price. The constraints here weren’t technological but existential: the constraint of ambition, of marketing budget, and ultimately, of audience reach.
Narrative & Thematic Deep Dive
Here, the historian hits a solid wall. The provided source material reveals nothing—nothing—about the narrative of Greed. There is no official description, no plot synopsis, no named characters, and no critical analysis that might shed light on its story. The only clues are its genre tags: Action, Fantasy, and Roguelike.
We can, therefore, only speculate based on this scant evidence and its title. Greed, as a concept, is a powerful thematic driver. It could imply a narrative centered on avarice, perhaps of a treasure-hunting adventurer doomed to repeat a cycle of avaricious failure within a roguelike structure—a perfect mechanical metaphor for an insatiable desire for more. The fantasy setting suggests a world of dragons, dungeons, and gold-hoards, the classic playground for tales of greed. The dialogue, the characters, the story beats—these are all lost to the void. The theme is presented as a monolith, a single word on a stone tablet with no accompanying text. This absolute narrative vacuum is perhaps Greed‘s most defining and haunting feature; it is a story without a storyteller.
Gameplay Mechanics & Systems
Again, we must work from metadata and inference. Greed is defined by its gameplay attributes: Action game with Roguelike elements, featuring Direct control from a Diagonal-down perspective. This suggests a core loop familiar to the genre: enter a procedurally generated dungeon, fight enemies, gather resources or power-ups, die, and repeat, with perhaps some form of meta-progression.
The combat was almost certainly real-time, given the “Action” genre tag. The perspective, akin to classics like Diablo or Gauntlet, implies a focus on crowd control, positioning, and leveraging character abilities against groups of enemies. As a roguelike, one assumes the presence of permadeath and randomized elements. However, without any player testimonials or developer insights, the nuances of its systems—the depth of its character progression, the ingenuity of its item synergies, the fairness of its combat, the functionality of its UI—are complete unknowns. Was it a shallow, repetitive slog? Or a hidden gem with clever, innovative mechanics? The data is silent. Its innovative system, it seems, was its own imperceptibility.
World-Building, Art & Sound
The visual presentation is one of the few aspects we can describe with slight certainty. The game was 2D scrolling, meaning it utilized two-dimensional sprites on a pre-rendered or tiled background. The use of Unreal Engine 4 for this is baffling and fascinating. It could have resulted in incredibly smooth animation and lighting effects applied to a pixel-art or hand-drawn aesthetic, or it could have been a case of massive over-engineering, using a sledgehammer to crack a nut.
The Fantasy setting suggests archetypal environments: dank caves, foreboding forests, ancient crypts. But without a single screenshot or promotional image, the art direction, color palette, and overall atmosphere are subjects of pure imagination. The same goes for the sound design. There is no mention of a composer or sound designer in the credits. Did the game have a stirring orchestral score? A minimalist chiptune soundtrack? Or was it met only with the hollow silence of its own obscurity? The world of Greed is not one we can see or hear; it is a world described only by the words on its box, a box that itself may not even exist.
Reception & Legacy
This is the most concrete section, for the reception of Greed is a documented void. According to MobyGames, the game has a Moby Score of n/a and has been collected by only 1 player. There are zero critic reviews and zero player reviews. It was not covered by any major or minor gaming publication. Its commercial performance was, given its free price tag, irrelevant.
Its legacy, therefore, is meta. Greed‘s influence is not on other games, but on our understanding of the gaming ecosystem. It serves as a reminder that in an age where anyone can release a game on a major platform, countless titles can appear and disappear without a single person noticing. It is a monument to obscurity. Its reputation is that it has no reputation. It is influential only as the ultimate counterpoint to blockbuster marketing, a game that exemplifies the concept of “shipping it” in its purest, most silent form. The only game it can be compared to is its namesake, Bravery and Greed, a well-documented, reviewed, and multiplayer-focused title released later in 2022, which only serves to highlight the stark contrast between a game that exists in the world and one that merely exists in a database.
Conclusion
Greed is not a game that can be reviewed in any traditional sense. It is a set of data points, a ghost in the machine of Steam. It is a fascinating paradox: a fully released product that is indistinguishable from a canceled prototype. Our analysis concludes that Greed‘s place in video game history is secured not through its quality or innovation, but through its utter lack of impact. It is the ultimate example of a game as an abstract concept rather than a played experience.
The final verdict is not a score out of ten, but a classification. Greed is an archaeological artifact of the digital age. It is a game that was developed, published, and released, yet never truly launched. It is a cautionary tale about the sheer volume of content in the modern market and a curious piece of trivia for the most dedicated gaming historians. To call it a “bad game” or a “good game” is impossible; it is simply an unknown game. Its value lies not in gameplay, but as a subject of discussion—a reminder that for every headline-making hit, there are countless phantoms like Greed, waiting in the archives for someone, anyone, to notice they were ever there at all.