Two years after launching on Steam to an 86 on OpenCritic and a wall of overwhelmingly positive Steam reviews, Minishoot' Adventures is finally pocketable. SoulGame Studio and IndieArk have announced that the two-person French team's twin-stick Metroidvania will land on iOS and Android on May 21, 2026, with a one-time $5.99 price tag and - crucially - no microtransactions, no energy gates, and no chopped-down content compared to the PC version.
That's a noticeably small mobile entry price for an indie of this pedigree. Minishoot' Adventures currently sells for $14.99 on Steam, and the phone port comes in at less than half of that. SoulGame has positioned the cut as a deliberate accessibility move rather than a smaller-game-deserves-smaller-price calculation - the team has been clear that everything in the PC game ships in the phone build, including the late-game upgrade tree, the boss roster, and the optional secret bosses that the PC community spent its first six months unraveling.
Bullet hell wearing a Metroidvania's coat
If you missed it on Steam, the elevator pitch for Minishoot' Adventures is "what if a twin-stick shooter inherited the structure of a Metroidvania." You pilot a tiny spaceship through interconnected biomes, you unlock new abilities that gate areas you'd previously bounced off of, and you fight bullet-hell bosses that are tuned with a tighter difficulty curve than most of the genre. The art style is intentionally cute - the ship's pilot is a smiling polygonal blob, the bullets are pastel, the bosses make exaggerated sad faces when you damage them - which masks how aggressive the late-game bullet patterns get.
The world is open in the structural sense - pretty much from the first hour you can pick from multiple directions to wander - but progression locks behind specific upgrades the way Hollow Knight or Metroid Prime handles it. There's a dash, there's a shield bash, there's a homing missile module, and the order in which you collect them genuinely changes how easy or hard the mid-game feels.
How twin-stick works without two thumbsticks
This is the question that's been live on Discord since the announcement: how does a twin-stick game work without two physical sticks? SoulGame's answer is two virtual stick zones - the left half of the screen handles movement, the right half handles aim - with auto-aim assist as a toggle for players who want it. The team has been showing footage of all three control modes on the IndieArk channel: pure virtual stick, virtual stick with assist, and a one-thumb auto-aim mode that lets you play the whole game with your dominant hand while you're standing on a train.
Controller support is in from day one. The team confirmed that any iOS- or Android-compatible Bluetooth controller - Backbone, Razer Kishi, an Xbox Wireless or DualSense paired by Bluetooth - will get the full twin-stick experience and disable the on-screen UI. iCloud and Google Play Games save sync is supported, but cross-save with the PC version is not - your phone run is its own save file.
No microtransactions, no energy, no ads
This is the part of the announcement that has the phone gaming community most fired up. The phone version is a premium one-time purchase. No energy bars. No timers. No ads. No second currency. No cosmetic store. The $5.99 you pay is the game, and SoulGame has stated outright that future content updates - if they happen - will be free for owners or paid expansions, never microtransactions. That's increasingly rare on the App Store, where even premium indie ports often have a Pro upgrade or some skin economy bolted on.
That stance is being noticed. Several phone-only outlets have already flagged it as the cleanest premium phone port in months. The bar for indie game phone port without strings sits low enough that even meeting it gets you press coverage.
Pre-registration is live, and a Steam discount is keyed to launch day
Pre-registration is live on both the App Store and Google Play. SoulGame is running a parallel Steam discount on launch day - the PC version is going on sale to coincide with the phone push, in part to convert curious phone buyers into the PC build and in part to backfill some of the audience the team felt got priced out at $14.99.
The whole thing is a useful contrast to how AAA phone ports tend to land. There's no NetEase-licensed engine swap, no team you've never heard of doing the port, no premium-tier subscription that unlocks later content. SoulGame did the conversion in-house with engineering support from IndieArk, and the team has been on its YouTube channel showing the work iteratively for the last six months. May 21 is the payoff.





