
Ants Took My Eyeball is a 2D action platformer roguelite. Descend into an ever-changing ant hill, fight your way through hordes of insects with a variety of weapons, face formidable bosses and ultimately find your stolen eyeball.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
I play this game with my GF a lot, we are both not fans of pixel games, but this game smashed it out of the park. A true testament that games that are good, don't need to look look. Iv'e beat the game solo, but we have yet to beat it together. The difficulty ramps up with multiple people. anyway, game is good. every play-through you earn better stuff which helps you progress further and further - which gives a great sense of accomplishment. 93 hours in (as of writing) and still lots to do. consistent updates as well. It's cheap so go buy it and get your damn eyeball back.
As a big Revita and Spelunky fan, this game has some, at least, of the best of both worlds. The full heal every level really lets you focus on constant aggression to a point where the gameplay feels hack-and-slashy, especially with the powerful platforming tools. I think the game's biggest strength is giving players a lot of agency in the progression of a run -- you select trinkets to start with, there's optional paths with items and temporary HP as rewards, and some pitstops let you get rid of unnecessary items to upgrade your favorites (and the upgrades are really tangible changes). I like many of the weapons, but I'm not totally sold on the builds. I've tried to make a bleed build, a crit build, an explosives build, an acid build, etc. but I haven't found any key synergy pieces that really hyperscale my damage numbers or twist the gameplay. It seems like ATME is more about upgrading a couple key weapons and gathering random small bonuses, so Hades and Revita lovers may be underwhelmed. But like those games, enemies feel more like bodies to smack around than hazards to respect, so ATME might be ideal for you if you're frustrated by the punishing emergent challenge of Dead Cells or Spelunky or Vagante, but you enjoy that incremental item-finding gameplay they all kind of share. For me? Overall it's pretty fun. The vibes are great. I've reached the third major boss and now I consistently get to the fourth level. But my tastes in roguelikes are usually at the extremes, so I'd like it better if either there were some synergy hyperscaling to mess around with, or if there were an enemy revamp to make them feel more interesting to interact with. Regardless, it's definitely worth the time I've put in.
Extremely good game, perfectly balanced and progression is spot on. If it had New Game + and New Game ++ I'd have 5x the playtime. Such a shame. Regardless, top tier game. Controls are amazing.
What a beautiful action Roguelike/lite whatever you want to call it. I have to admit I have not played many Platformer Roguelikes so my frame of reference may be small but i firmly believe that this is atleast in the top 10 of those. "Ants took my eyball" is an incredibly charming game with satisfying melee combat and twin stick shooter action. There are quite a lot of different weapons, melee and ranged, which keep the runs different and interesting with lots of items which open up enough build variety for it to not get too samey between each run. Theres also some decent mystery which has you puzzling what it could be for the first few runs until you find yourself not simply pressing onwards to the next area but looking left and right to find that one item which makes it go "click" in the brain. I'd say the game difficulty is medium to hard. Yes you will die a couple of times before finishing that first run and surely, kinda typical even, RNG can absolutely bless or curse a run, but if you learn enemy beahviour and properly make use of all the options the game gives you, switching through your weapons mid combat for different purposes, actively using your active items etc. You will get that first win in only a couple hours. The Roguelite elements also do a decent job of getting a run started, altough I have to admit some of the upgrades can get very op which makes me even gladder that you can outright refuse to pick them up at the beginning of a run for more of a challenge. Speaking of challenge, as you slowly unlock some kinda secrets you will also unlock different modifiers to your run to impact how you would go about playing a run. As of writing this I have about 7h of playtime and I just got my first win. As far as I know there is only one last kinda secret (not really) boss I can fight along with one last door I have yet to open until I can say "i've seen it all". I have to admit I would've hoped for a secret floor or two and there were a few moments were the game did give me a false hope for that but if the game ends up surprising me, which can happen obvi, then I will edit this right here. [Space for Edit] Now would I recommed it? Right now I can see myself having fun with this game for 25 - 30h. I dont think I would play it much longer nor do I believe I would ever need that long to unearth every secret. Maybe a bit more to 100% it since some of the steam achievements look like pain but thats about it. If you think the current price is worth this amount of playtime and the game has caught your interest in any way, then by all means buy it and if you are unsure then you can always refund it if you stay below 2h.
Ants Took My Eyeball is a silly game, but damn fun to play! Look, the name attracted us all to the Steam page, and rightfully so. I want to give you my pros and cons to give you a better idea of why you should buy this & support the developer. Pros: -The minimal pixel art style conveys so much detail while feeling so small, which is always impressive -The use of color really makes everything pop & stand out, almost like a comic book -Game play is fast, tight, and fun to go wild with -Numerous weapons & gadgets to use which are randomized each run -Biomes are also unique form each other, and the layout is randomized every run -Loads of secrets to discover in each area -Music is fun & really conveys the mood of each area -Meta-progression is well implemented to truly make you feel like each run is worth it. Gotta set yourself up for success, am I right? Cons: -The art style might throw some of you off, but if you like it, then definitely support it! If this review wasn't enough to convince you to try out Ants Took My Eyeball, then definitely check out my gameplay & review below! https://youtu.be/FcKCE8BMHDo?si=IvbB9aF3lK0uf1zL
Excellent experience, pretty unique mix of melee and ranged and platforming all packed into a tough rougelite experience. 10/10 would recommend
This is Spelunky meets Scourebringer!!! And in a nice, ironic, pixel-perfect style. Very fun and engaging. Feels unreasonably difficult at first, but it's a rougelike, so it gets permanently easier as you grind and learn approaches.
I can tell a lot of passion went into the creation of this game. Every time I turn it on thinking I will do just one run, it turns out to be like 10+ in a row. One of the main attractions of the game is the sheer amount of items... I am not sure how many there are but I feel like every run I play has something I never saw before. I'm not great at it yet, but this game definitely is based more on skill than on luck so in time, anyone who is persistent enough will make drastic progress. If you like the genre of action/platforming roguelikes, this is one to get immediately.
*Ants Took My Eyeball* is an unapologetically chaotic and wildly imaginative roguelite action-platformer that embraces its absurd premise with genuine confidence. Developed and published by Bosmic Forge, the game begins with a premise so bizarre it instantly defines its personality—your eyeball has been stolen by the ant queen, and the only way to reclaim it is to descend into a colossal ant hill packed with hostile insects, bioluminescent caverns, toxic burrows, and procedurally generated danger. From the opening moments, it becomes clear that the game thrives on excess: fast movement, frantic combat, unpredictable layouts, and a nonstop parade of twitch-based encounters. It is a title that understands exactly what it wants to be—loud, chaotic, comedic, and deeply replayable—and it commits to that idea with style. As a roguelite, the gameplay loop revolves around short, intense runs that blend platforming with twin-stick shooting and melee combat. Every descent into the ant hill forces you to react to new combinations of terrain, enemies, and loot. Weapons range from crude melee tools to eclectic firearms and experimental gadgets, and the sheer variety makes each run feel distinct. Equipment drops, item synergies, and trinkets can dramatically shift your playstyle, and the permanent progression system ensures that even failed attempts contribute to future successes. This progression feels meaningful—not overcomplicated, but rewarding enough to encourage experimentation. The movement and combat are fast and responsive, often pushing the player into a rhythm of dodging, jumping, smashing, and spraying bullets in all directions. It is a game designed to overwhelm the senses in the best possible way, and when everything clicks, the moment-to-moment action is exhilarating. The game’s presentation adds greatly to its charm. Its pixel-art style is bold, saturated with color, and bursting with personality. The underground environments are varied, ranging from pulsating insect tunnels to shimmering gem-lit chambers and crowded hive structures. Enemies swarm, dart, or lumber toward you in numbers large enough to feel threatening but not unfair—at least until the screen becomes so dense with effects that parsing danger becomes a challenge. That visual intensity is both a strength and a weakness: it creates kinetic spectacle but can sometimes blur important cues, making certain hazards difficult to read. Still, the art direction gives the game a distinctive identity, and the audio complements the action with energetic music, satisfying weapon sounds, and insectile screeches that punctuate every encounter. Structurally, the game is built for replayability. Multiple biomes, branching routes, boss fights, and an escalating difficulty curve provide constant variety. Co-op support for up to four players adds an entirely different dynamic—chaotic, comedic, and unpredictable in the best way. Between runs, you can unlock new gear, improve your arsenal, and tailor your loadout for the next attempt. This meta-progression softens the sting of death, encouraging “one more run” mentality. Still, the randomness that makes each run exciting can also introduce frustration. Unfavorable item drops can make certain attempts feel lopsided, and while skill certainly matters, the game does occasionally let luck take the wheel more than some players might prefer. These swings, however, are part of the roguelite DNA, and the game leans into them without apology. Where *Ants Took My Eyeball* succeeds most is in its ability to transform a simple, comedic premise into a genuinely engaging and addictive action experience. The humor and absurdity keep the tone light, but the gameplay itself offers surprising depth and challenge. It is not a finely tuned precision platformer, nor does it pretend to be. Instead, it celebrates chaotic fun, experimenting with weapons, discovering weird item synergies, and pushing deeper with every attempt. It is ideal for players who enjoy roguelites that emphasize speed, spectacle, and unpredictability, and who appreciate games that do not shy away from being strange or bombastic. In the end, *Ants Took My Eyeball* carves out its own space in the genre by blending humor, frenetic action, and stylized pixel-art energy into a thoroughly entertaining package. Its flaws—visual overload, difficulty spikes, and the occasional RNG-heavy run—are overshadowed by its personality and momentum. For fans of fast-paced roguelite platformers, it delivers a spirited, inventive, and endlessly replayable adventure through the belly of a bewildering ant-infested world. Rating: 8/10
Hmmm... you know, maybe I didn't play enough, but to be frank I really don't see anything special about this title. While weapons, gadgets and items are kind of fun to use, and it seems that different damage types do have difference in use later on - so far I didn't really find any difference in trying to be "smart" or just going head on and blasting things. For example, you can pick up bodies of your dead enemies, but I haven't really found anything useful to do with them. I tried triggering a trap and it won't trigger. i tried throwing it on the spikes, and it doesn't break them or stick to them. If I look at "Catacomb kids" on one side, "Vagante" in the center - then this one kind of sits on the opposite side, being nearly pure action and item RNG game. This isn't necessarily bad, but its not what I'm looking for. I'll leave TU for now, and try to play more but if it doesn't change in some time - I'm gonna switch this to TD.
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Audience
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