
Fight off swarms of monsters, fill your backpack with various weapons and items and battle your way through powerful bosses! Each run is different as you level up your character and unlock new weapons, items and relics. Improve your strength by using a powerful talent tree or change your subclass.
Modeled estimate, not a reported figure. How we estimate →
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About

Backpack Survivors is an action roguelike that pits you against hordes of enemies.
Fill your backpack with weapons and items to become stronger and push further into the adventure.
Become more powerful after each run and customize your character to fit your playstyle.

Destroy hordes of enemies with many incredible weapons and items

Customize your build by buying weapons and items and placing them in your backpack

Unlock a gigantic talent tree customizing your adventures to your playstyle

Unlock new characters, weapons, playmodes and more.

Join the Discord to discuss builds, report bugs and give us feedback !
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Portuguese - Portugal, Simplified Chinese
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
Fantastic game, bringing so much different and interesting mechanics together. I just hope this game will develop with creativity and good balance all the aspect that are already mixed so well.
Well... I'd say Backpack Survivors is a solid Vampire Survivors-style game with responsive controls and a lot of theorycrafting potential thanks to its PoE-lite skill tree and blacksmith loadouts. I really liked the first few hours while learning the items and all the merges you can make, so I’d say it was worth what I paid. The problem is that the backpack part is tied to a shopping phase that slows the pacing down too much and it gives the player so much control that most runs start feeling samey, similar to endless-mode Brotato once you've bought out everything meaningful in the shop. Also because small items are far more slot-efficient, I rarely found myself pivoting builds or getting excited over epic/legendary items since most of them honestly aren’t even good. Most runs eventually end with the same setup: hit weapon capacity, then fill the backpack with rings and belts. That said, I still think the game is satisfying early on and during gimmick runs like one-weapon or thorns-only. I’ll probably wait for a major item rebalance before grinding more milestone progression, since the game becomes very repetitive long before the progression system ends.
solid foundation, definitely, needs a lot of polishing
Gameplay Mechanics The game features a compelling blend of inventory management (backpack tetris) and bullet hell elements. While the core gameplay is solid and aligns well with current market trends, it suffers from a reverse difficulty curve. As players become more proficient with gear upgrades, the game actually becomes easier the further you progress. To address this, the developers should consider: Rebalancing the difficulty scaling for the late game. Implementing custom difficulty settings or a "Hard Mode." Introducing various gameplay modifiers to keep the experience fresh and challenging. Items and Equipment While the current item pool is decent, it lacks true variety, especially in the Endgame (Legendary/Orange tier). To improve the user experience, I recommend adding an in-game recipe overlay that shows potential merge paths when hovering over an item, eliminating the need for external guides. Furthermore, the itemization system needs more depth: Debuff Mechanics: Introduce more effects like "Curses" that shred magic resistance or armor. Poison Build Viability: Currently, poison-based items are scarce and lack the scaling necessary for endgame content. Unique Items: Add "Unique" tier gear with game-changing abilities such as Resurrection or Stealth/Invisibility. Relics and Shop Progression Relic Locking: A "Lock" or "Freeze" feature should be added to the Relic shop to allow for better strategic planning during rerolls. Shop Upgrades: Players should be able to spend Gold to upgrade the Shop level, increasing the drop rate for Epic (Purple) and Legendary (Orange) items.
Even for an early access game, this game is riddle with game breaking bugs. I would not recommend the game at this stage. The game have a good concept but to much bug to even play the game properly.
Hopefully the devs are still into this game. Played over 70 hours in the demo and had a blast. So decided to purchase this game. But they nerf a ton in the game and the progression is so slow and painful now
Quite a fun take on survivorlike bullet heaven. I cannot wait for them to flesh out the rest of the itemization. As it stands, it's very diverse in terms of useability and utility - some weapons swing, some float around you, some shoot, some cast a ranged aoe, etc. Lots of build diversity already, and there's just so much space for more as they add more synergy for things like poison, and 'exotic' weapons' (I absolutely love the nunchaku - but they lack any kind of synergizing atm) Lots of character metaprogression, from a talent tree, to a preloadout that you earn pieces by winning higher tier rounds. Also, there's currently I think 3 sets of like 5 stages each, giving you a lot of diversity in environment - I just wish there were more interactive things happening on the board, like adding a questgiver randomly would be fun, or mini-bosses you can encounter (or just rare spawn elites that drop unique-to-them items?) All in all, I'm enjoying it a lot, and hope they add a ton more to the game, it could have some very good longevity for me if they do. 8.5/10
Progressão é lenta, muitas coisinhas pra comprar com cristais verdes, muito caro os upgrades da loja, a bolsa deveria vir no nivel maximo pra gameplay ficar mais divertida desde o inicio, alem disso o nivel do personagem que voce começa não compartilha com outra classe, fazendo o jogo ficar ainda mais lento e repetitivo, ferreiro deveria ser aberto desde o inicio com mais variações de opções sem ter que gastar cristais verdes, um guia com combinações de armas tambem ajudaria muito em montar builds insanas, o tempo medio de cada run é de 1h a 1h:30(perdendo muito tempo lendo os itens da loja) se voce quiser as melhores combinações e dano alto, tambem não gostei de não ter um save no meio da run (podendo continuar em outro momento ou dispositivo). no geral gostei do jogo mas esta muito repetitivo, as runs demoram muito, os itens mais raros deveriam aparecer com uma quantidade de sorte menor, não tem nivel compartilhado entre classes (afinal foi o jogador que upou o personagem dele então deveria contar para todos ate porque é um jogo single player) recompensas pouco satisfatorias terminando cada nivel de fase, combinações deveriam ser mais claras(talvez sugerir uma build recomendada pra cada nivel). arvore de talentos tem bastante opções porem se voce não pega roubo de vida, fica impossivel de jogar as runs ate o final. tambem mostrar todos os possiveis "reliquias" para mais clareza das possibilidades. por enquanto é isso.
not right now. still crashes every run for one reason or another
Just the bare bones of this game, I have 70 hrs plus and nowhere near 100 percent completion. I say at the current trajectory this is going to be a solid rogue lite with some new mechanics sprinkled in. I'm looking forward to the 1.0 release! Early access 9/10 best 12 bucks I spent in a while, hell a hamburger costs that much now!
Related
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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