
20 Minutes Till Dawn is a survival roguelite where endless hordes of creatures lurk from the dark. Craft an array of overpowering builds and eradicate waves of Lovecraftian nightmares. Will you be able to survive the night?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Portuguese - Brazil, French, Italian, German, Spanish - Spain, Polish, Russian, Spanish - Latin America, Traditional Chinese +3 more
Engagement
Hours played at review time, across 67 reviews with recorded playtime.
Reviews
Themes across 65 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Shovelware
Говно ♥♥♥♥♥♥
在你开始玩这款游戏之前我不会透露任何消息((
Bom para passar às horas.
fun
I recommend buying this game, just not on desktop, but on mobile. Not only desktop has a bit less content, but there also seem to be some differences that make desktop more frustrating than mobile, from my experience on both. First, I noticed enemies on desktop have more HP, as they take longer to kill than on mobile, with similar builds. The one that stands out the most is the 5-minutes-left boss. On mobile, it seems to die roughly as quickly as every other boss does when you encounter them, but here it feels nigh invincible. I once had a Raven + Salvo Knife run where that boss died when I had roughly 30 seconds left. Even the 4-minutes-left boss died before this one did, despite spawning later. Then, the exp gain appears reduced ( may or may not be connected to enemies having more HP, can't confirm ). On desktop I usually end runs within the level 38 - level 43 range whereas on mobile I comfortably reach lv45+, assuming difficulty 11+ and no Shana and the exp gain rune at 5/5. As for the game itself, the gameplay is really solid. Everything synergizes with lots of other things, making experimentation fun. For example, [spoiler] combining Grenade Launcher and bullet speed upgrades makes explosives travel longer before detonating, letting you kill enemies before they even get the chance to show up on your screen [/spoiler]. It's easy to make a strong build out of everything if you know which upgrades to pick, though some upgrades are also inevitably stronger than others due to the nature of the game. If we ignore the luck involved to get the upgrades you want/need, this game almost plays like a sandbox where the goal is to build a new kind of WMD in each run. Upgrades scale really well into endgame. Something interesting about this game is also how its trichromatic graphics help with visibility. VSlike games tend to get cluttered to the point where it's hard to tell the visual differences between your character, your summons, your projectiles, the enemies and the enemy projectiles. But that problem is minimal here thanks to the limited and predictable color coding.
I play a run of this game maybe once a week and I think getting a solid 20-30 hours of playtime out of it before exploring everything there is to be had is a fair expectation; and if you get it on sale for $2.50 it should be a purchase you're very happy to have made. The pixel art is amazing an increadibly readable despite, or perhaps because of the visual uniformity of each individual part. The way sprites are animated is used quite well to orient the peripheral vision to where it needs to be, and not to where it doesn't, leaving you fully conscious of each move you make and the ones that follow, something I find games like brotato have not done nearly as well. The music is decent, entirely one note, could easily be replace but suits the mood of the game and in no way detracts. The character designs are all fairly tame, but in a good way. No one excessivly stands out, but all carry an unique charm so that even in their low res playing form their idenities remain distinct. I will mention for those upset about the mobile version, maybe I'm just a bit of an old head, but I honestly like that this game was "abandoned" because as it is, I think the game is in a pretty good state right now, and more "content" is not always better. Which is something I want to address, because with the mobile version, which is not very difficult to pirate btw, in my opinion has added many elements, especially in terms of sprites, that actually kinda ruined the gameplays experience by reducing the visual clarity of the playing field. It's kinda so bad that I actually downgraded the version I was running to be as close to the PC version as I could, because it's just better in my opinion. This is ultimately a subjective argument, but I do want to say if you believe that you shouldn't buy this game JUST because you think you're missing out on content from a different version I'd say it's $2.50-$5, steam has a pretty good return policy, and you'll know if you like it within the first 15 seconds of booting it up (if you've played literally any other area shooter rougelite that is, they're all the same.)
Игра детства)
Me gustó bastante, se siente muy bien de jugar y tiene muy genial estéticas animaciones y sonidos, pero no puedo recomendar esta versión siendo que está completamente abandonada en pos de la versión de móvil que es la que les deja mucho más dinero. Fue grato mientras duró, pero es triste ver un abandono tan descarado y tener un producto con tan nulo cuidado apenas pudieron.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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