- Release Year: 2019
- Platforms: Linux, Nintendo Switch, Windows
- Publisher: Corvostudio di Amadei Marco
- Developer: Corvostudio di Amadei Marco
- Genre: Action
- Perspective: Side view
- Game Mode: Online PVP, Single-player
- Gameplay: Fighting, Music, Platform, rhythm

Description
It’s Raining Fists and Metal is a chaotic action game blending fighting, rhythm, and platforming mechanics in a 2D side-scrolling format. Developed by Corvostudio di Amadei Marco, the game throws players into a frenetic world of combat set to intense beats, demanding precise timing and reflexes. Released initially for Windows in 2019 and later for Linux and Nintendo Switch, the game offers a unique fusion of metallic mayhem and rhythmic gameplay powered by the Unity engine.
Gameplay Videos
It’s Raining Fists and Metal: A Relentless Symphony of Steel
Introduction
In the saturated landscape of indie action-platformers, It’s Raining Fists and Metal lands like a Molotov cocktail tossed into a junkyard. Released in 2019 by the enigmatic Corvostudio di Amadei Marco, this genre-fusing experiment dares to meld the fury of side-scrolling brawlers with the precision of rhythm mechanics—all draped in a metallic aesthetic that oozes industrial rebellion. Yet does its bold vision translate into a cohesive experience, or does it buckle under the weight of its ambitions? This review dissects the game’s DNA, from its pulpy thematic core to its place within the indie pantheon.
Development History & Context
A Solitary Forge in the Indie Crucible
Corvostudio di Amadei Marco—likely a one-person team or micro-studio—crafted It’s Raining Fists and Metal against the backdrop of the late 2010s indie explosion. Built in Unity and released first for Windows (December 2019), followed by Linux and Nintendo Switch ports, the game emerged in an era defined by genre hybrids like Celeste and Dead Cells. Yet unlike those polished darlings, Fists and Metal bears the telltale signs of constrained development: a lean $3.99 price point, minimalist marketing, and zero critic reviews at launch. Its creator’s vision—implied by the title—seems rooted in a raw, almost punk-rock ethos, favoring intensity over finesse.
Technological Constraints as Artistic Fuel
The choice of 2D side-scrolling perspective and simplistic visual design suggests a deliberate embrace of retro limitations, yet the integration of rhythm-based combat hints at modern ambitions. The game’s engine (Unity) allowed for rapid iteration but may have capped innovation, resulting in a product that feels caught between eras—nostalgic yet straining toward something fresh.
Narrative & Thematic Deep Dive
A Pulp Apocalypse in Silence
No official plot synopsis exists, but the game’s iconography screams dystopian futurism. Players inhabit a mechanized underdog in a world where “fists” and “metal” clash as symbols of primal humanity versus cold automation. The absence of dialogue or text implies environmental storytelling: decaying factories, flickering neon, and enemy designs that evoke both retro robots and industrial waste. Themes of resistance bleed through every pixel, framing the protagonist’s journey as a visceral revolt against dehumanization.
Character as Avatar of Rage
The unnamed player character—a silhouette bristling with sharp angles and metallic augments—operates as a pure vessel of defiance. With no backstory, their identity emerges through movement: brutal melee combos synced to a relentless soundtrack. This minimalist approach risks emotional detachment but amplifies the game’s thematic focus on instinct over intellect.
Gameplay Mechanics & Systems
Rhythm-Combat Fusion: A Janky Symphony
At its core, Fists and Metal is a marriage of Street Fighter’s chaos and Crypt of the NecroDancer’s rhythmic rigor. Attacks land with maximum impact when timed to the game’s pounding metal/electronica score, creating a feedback loop of aggression and auditory reward. Yet this system falters under inconsistent hit detection and input lag, undermining its dance-like precision.
Key Systems:
– Combat Loop: Chain punches, grapples, and dashes across side-scrolling arenas. “Metal” phases trigger environmental hazards (e.g., raining debris) that demand rhythmic evasion.
– Progression: Light RPG elements—unlockable combos and durability upgrades—feel underbaked, offering minimal incentive for replayability.
– UI/UX: A cluttered HUD disrupts immersion, with jarring health bars and combo counters clashing against the gritty art style.
Innovation vs. Frustration
The game’s boldest idea—a dynamic difficulty system where enemy aggression scales with tempo shifts in the soundtrack—shows flashes of brilliance but suffers from poor tuning. Late-game battles devolve into visual noise, with screen-shake effects and particle spam obscuring critical cues.
World-Building, Art & Sound
A Grimy Cathedral of Scrap and Sound
Fists and Metal’s 2D environments evoke a derelict cyberpunk cityscape: rusted girders, smog-choked skies, and flickering monitors broadcasting unintelligible propaganda. The visual style leans into high-contrast pixel art, with enemies rendered as jagged, collage-like abominations of flesh and steel. While technically rudimentary, this aesthetic radiates a oppressive, lived-in grime.
Sound Design: The Game’s Beating Heart
The soundtrack—a blend of thrash metal and glitchy synthwave—anchors the experience. Tracks like “Iron Monsoon” and “Circuit Breaker” escalate in tempo during boss fights, seamlessly syncing with gameplay peaks. Sadly, repetitive tracks and abrupt loops mar immersion, while sound effects (clanging fists, screeching metal) lack dynamic range.
Reception & Legacy
A Silent Revolution
Upon release, It’s Raining Fists and Metal garnered no critic reviews and minimal player engagement (only three MobyGames users logged it in their collections). Its commercial footprint was equally muted, with Steam metrics suggesting fewer than 1,000 copies sold. Yet within niche forums, it developed a cult reputation as a “guilty pleasure”—admired for its unapologetic intensity but dismissed as a flawed curio.
Echoes in the Indie Sphere
While not directly influential, Fists and Metal foreshadowed the rhythm-action renaissance of the early 2020s (BPM: Bullets Per Minute, Metal: Hellsinger). Its fusion of genre elements—flawed but fervent—reflects indie devs’ growing appetite for high-risk experimentation. Today, it stands as a relic of untapped potential: a proof-of-concept yearning for a remaster or spiritual successor.
Conclusion
It’s Raining Fists and Metal is neither a masterpiece nor a disaster—it’s a cacophonous labor of love, hammered together with equal parts ambition and naiveté. Its rhythmic combat and industrial aesthetic pulse with raw energy, yet technical shortcomings and half-baked systems prevent it from ascending beyond niche novelty. For historians, it remains a fascinating artifact of indie gaming’s DIY spirit; for players, a $3.99 adrenaline shot best enjoyed with tempered expectations. In the annals of video game history, it rains not as a deluge, but as a fleeting, fist-shaped drizzle.