
Screenshots

Watch trailer on Steam ↗Palladium
Must.iolo · Published by Must.iolo
Content notice: The game features high quantity of blood and giblets. The objects of such violence are a non-realistic representation of humans or monsters.
Positive — 88% positive (17 reviews)
Last updated 27 Sept 2026
A classical FPS based on movement filled with metroidvania elements and power ups to find by exploring the interconnected levels.
£8.50
Lowest price we've ever recorded
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Price history
Action, Indie, Early Access · 2023 · More £5 - £15 games
Explore and conquer in Palladium, a dynamic early access shooter from Must.iolo that combines classical first-person tactics with the exploration fun of metroidvania. Discover power-ups as you navigate through interconnected levels.
About this game
The most prominent features of Palladium are:
- 10 interconnected levels plus the tutorial one for about 4 and a half hours of gameplay.
- 12 different enemies in the current early access content.
- 6 different weapon variants in early access content: 2 variants of pistols, 2 of shotguns, an SMG and a grenade launcher.
- Frantic action and fights: both in terms of "ordinary" fights while exploring the levels and in confined arenas that pose an higher challenge to the player
- No hitscans: the game is all about movement, dodging and evading threats and bullets
- Exploration and secret hunting: secrets are not hidden in a random wall that you have to click. Their presence is hinted by visual and audio clues. Some secrets require a specific weapon to unlock or to beat a (simple) platforming section or hunt for switches (that are well visible but placed out of sight).
- Power ups and weapon variants: each weapon has power ups and variants that can be found and unlocked
- Interconnected levels: the player will need to traverse parts of explored levels to progress through the game. Once a level has been cleared, enemies will appear in limited numbers but it won't be a walk simulation
- 3D level map and global map to not get lost in the abovementioned interconnected levels.
- A lot of gibbing!: total and partial gibbing effects for each enemy.
- Autosaves, bunny hopping and key rebind (no controller support right now)
Power ups are acquirable by exploring different paths or paying attention to the surroundings, graphical clues will give away the presence of a secret in the area and most of the time the player must solve a light platforming section, a quick switch-hunt or a short maze to reach the power up. Such power ups are used to modify the behaviour of the weapons and enhance the player movement capabilities.
The player is free to move back and forth between levels and areas as s/he will often find a closed path that requires a key, a tool or a powerup in order to be unlocked.
The action takes place in a dystopian world inspired by 1984 and Fahrenheit 451 and the narrative of the levels is expanded by tomes of lore scattered through the levels.
The whole experience is framed by a magnificent soundtrack composed specifically for each level, that dynamically changes in the most tense situations. The soundtrack was composed by Giordano Aisa, who joined the development of Palladium with his music and his passion for boomer shooters.
Last but not least, if anyone did not notice from the screenshots, the whole point of the game is to simply paint the level red.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10
- Processor: Dual Core 2.8 Ghz
- Memory: 8 GB RAM
- Graphics: 1050M (laptop graphics card)
- DirectX: Version 10
- Storage: 3 GB available space
- VR Support: No
- Additional Notes: Mouse, keyboard are strongly recommended for the intended experience. Headphones are advised. As levels are added to the game, disk space requirements will change. It will almost surely remain under 10 GB.
Supported Languages
Latest news
Patch NotesOfficial
Update is live!
Hello! The announced update has been released and it affects both the full game and the demo. Much of the geometry of the existing levels has been altered and a lot of details were added. As anticipated, this is the last scheduled update for the current content. For now on I’ll focus my efforts to create new levels and to fix bugs. {STEAM_CLAN_IMAGE}/44097962/f8575e625c9db29a298c4090134b6cb20f1b0cbc.jpg {STEAM_CLAN_IMAGE}/44097962/dac60e04b2923cc38b1b64daa150d2e3137d9500.jpg {STEAM_CLAN_IMAGE}/44097962/3f168cbce1560f84be443197df38ffbffb1fe587.jpg {STEAM_CLAN_IMAGE}/44097962/e8f61dbad872337d3c2c8b54b1c5311241899e71.jpg {STEAM_CLAN_IMAGE}/44097962/1d63972ec6cef569702be32fb3f4c81a7c66b0e0.jpg {STEAM_CLAN_IMAGE}/44097962/a0504612982498431142e6b2d5b4ac8d6797701f.jpg {STEAM_CLAN_IMAGE}/44097962/16d70930d39650ddbb3a58d5198f9853fd857c5f.jpg {STEAM_CLAN_IMAGE}/44097962/425a77ccf1530d3629599de5f9fdb714cdca4121.jpg {STEAM_CLAN_IMAGE}/44097962/5fa4534b2b7a1ad0ce6007608fa44836115aafc1.jpgRead full article on Community Announcements (Odisseo)Patch NotesOfficial
Weekly update.
This week was partially spent polishing various aspects of the game but most prominently was used to prepare the tools used for the creation of the levels for the last scheduled update of the current content. Following the feedback received from the players, I decided to enhance the number of details and specificity of each area of the current levels. This won’t be fast as the 12 levels of the game are… quite big and updating each level is quite a delicate and long task, but I’m almost halfway through it! Here are some screenshots to compare the work in progress with the actual content. Current: {STEAM_CLAN_IMAGE}/44097962/30051accdbc87eb69caf2737ee7c00db23ff3063.jpg WIP: {STEAM_CLAN_IMAGE}/44097962/6cda3725c9271fed26525769361397d06041c653.jpg Current: {STEAM_CLAN_IMAGE}/44097962/30051accdbc87eb69caf2737ee7c00db23ff3063.jpg WIP: {STEAM_CLAN_IMAGE}/44097962/68d5adf7c40d4635814e6f4216edd5b04806ba7e.jpg {STEAM_CLAN_IMAGE}/44097962/7f56929f400cfb708ee928275771a21d94ff6161.jpg {STEAM_CLAN_IMAGE}/44097962/cd709df5ab9442a9d4d9c444b4d763d63fce32cc.jpg {STEAM_CLAN_IMAGE}/44097962/d243d8fbc1930f5f9b1e7dc2f437ae7406e4c15e.jpg {STEAM_CLAN_IMAGE}/44097962/722174278e9b7b1afaaab66825adb317db072fa2.jpg {STEAM_CLAN_IMAGE}/44097962/4d0d753fcde741584c9aefe2ee5a6d73021d4628.jpgRead full article on Community Announcements (Odisseo)Patch NotesOfficial
Visual effect improvements, powerup balancing , autosave, UI bugfix map changes.
Bug Fixing: UI elements with wrong behaviour Modified behaviour of global and local map (minor change) A couple of invisible walls created to prevent the player from falling were not working as expected Rework of the UI of the load screen, to make it more responsive. Fixed scrolling issue in the codex section Balancing The SMG has been reworked to differentiate its use. It now longer shoots a perfect row of bullets but a little deviation is assigned to each bullet. Un-upgraded number of bullets has been increased to 3, lowering the damage of each bullet. The SMG now has a different powerup. The headshot multiplier was replaced by a powerup that makes the recoil predictable and compensable with mouse aim. Minor adjustment to enemies health. Map changes: A couple of locations were reworked to be more evocative. These changes will continue in future updates. {STEAM_CLAN_IMAGE}/44097962/44ff8061d0f23eaba862844d528ad9c2a73cb871.jpg {STEAM_CLAN_IMAGE}/44097962/dd4ec4cfa492343df9b191927ab705b43fd9860a.jpg {STEAM_CLAN_IMAGE}/44097962/9a7450ec903bca5d759fa9a8652a7fcfe8a13900.jpg Autosave: Autosave is now a thing in Palladium. Each save point will activate only once and will be easily spotted through all saved games. Visual improvements. Post processing and colour balancing has been completely reworked with this update. Lights were modified and recalculated in a few instances. Added visual effects for light elements. Enemies can now be gibbed only partially, leaving mutilated remains. Also all enemies have dedicated gibs and animations for various parts of the body. {STEAM_CLAN_IMAGE}/44097962/1fc48f455a534df0b0768c4cb37e3d934158696c.jpg {STEAM_CLAN_IMAGE}/44097962/42dac3a80a2e40e22900d98e8186f60adca0144d.png {STEAM_CLAN_IMAGE}/44097962/9e841af0e3bee48f86c3c90e22faf637f7b1473a.jpg Bunny hopping has been introduced to help traverse areas previously explored and to give a significant edge to the player over the enemies. Most of the messages in the tutorial level have been rephr...Read full article on Community Announcements (Odisseo)Patch NotesOfficial
Weekly update
Hello! This week I worked on new gibbing effects, new environmental effects and general balancing. All these features will now undergo a testing process, and you are more than welcome to try them through the beta (to get access to it dm me on the official discord)! Also a couple of locations have been reworked and I will continue this “architectural redesign” of some areas in the following week. {STEAM_CLAN_IMAGE}/44097962/14582b923d35f78be49749e540006584f264f791.png {STEAM_CLAN_IMAGE}/44097962/34a836f6dfdac1a239b5850eccdeb46c03a8debf.png Colours and general feeling of these zones. {STEAM_CLAN_IMAGE}/44097962/8e85736edbacfbb70675d58092f0249f09c7a608.png {STEAM_CLAN_IMAGE}/44097962/1fc48f455a534df0b0768c4cb37e3d934158696c.jpg Lower body gibbing {STEAM_CLAN_IMAGE}/44097962/588c5aa7b83a92971a3ebc3d0e93e694eac620db.jpg {STEAM_CLAN_IMAGE}/44097962/8eb09ca90cbd9ea972d4b004a50afa00985749cd.jpg Upper body gibbing I'm also experimenting with my level design techniques and workflow. Notice that the following image is just an experiment and won’t necessarily end up in the game (as is). {STEAM_CLAN_IMAGE}/44097962/ceb0aec58bf563a6086a40ad987ba567543433c6.png This week was also spent fixing UI and map geometry bugs. That’s all for this week! Cheers!Read full article on Community Announcements (Odisseo)AnnouncementsOfficial
Sharing some work in progress
This week was a crazy ride for sure. Next week will be more challenging!. In fact I'm gathering various feedback from the players and besides balancing and fixing various issues, I am planning to work on the graphical aspect and visuals of the game, before moving more consistently to the development of the next area (whose design is quite fixed by now). So I'm here to share some work in progress (you will not find this in the demo nor in the current build nor in the beta). I will be working on an early version of dismemberment system. I'm also working on the general atmosphere of Palladium. {STEAM_CLAN_IMAGE}/44097962/b1225b4c3a184f7cfa6ac21305894a01915b7653.png for reference, here is a screenshot of the current build. {STEAM_CLAN_IMAGE}/44097962/f8b6c68cb4ae5bcaa760a4a95969140370b3475b.jpg Let me know what you think, share your opinion with me through Discord, Steam or Twitter! Cheers!Read full article on Community Announcements (Odisseo)






