
Bibots is a top-down shooter rogue lite set in a futuristic world. Play as Tayar, an explorer in control of a nervy robot and clear rooms filled with monsters, powers and secrets to unveil. Die, try and repeat until you face your world’s final threat.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Simplified Chinese, Traditional Chinese, Spanish - Spain, Japanese, Dutch
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
Bibots, developed by Square Squid and published by PID Games and Dear Villagers, is a top-down twin-stick shooter roguelite that blends bullet-hell intensity with character progression and build customization. Set in a vibrant sci-fi universe, the game follows Tayar, a young explorer who forms a bond with powerful ancient machines known as Bibots. Together, they venture into procedurally generated dungeons filled with hostile creatures, challenging bosses, and hidden secrets. The game positions itself within a crowded roguelite landscape but attempts to stand out through its energetic combat pacing and modular weapon system. At its core, Bibots revolves around fast-paced, room-by-room combat. Each run takes players through a sequence of interconnected arenas populated by waves of enemies that fire dense projectile patterns. Success depends on quick reflexes, precise movement, and intelligent positioning. The twin-stick controls are responsive and intuitive, allowing players to move and shoot independently, which is essential when dodging intricate bullet patterns. The combat design encourages constant motion, rewarding players who remain aggressive while carefully navigating hazards. Procedural generation plays a significant role in maintaining variety. While individual rooms are handcrafted, their arrangement, enemy compositions, and loot drops change with each run. This structure ensures that no two playthroughs feel identical, though experienced players may begin to recognize room templates over time. Randomized item drops introduce an element of unpredictability, pushing players to adapt their strategy based on the resources they acquire rather than relying on a single dominant approach. One of the game’s defining features is its weapon customization system. During exploration, players collect chips that can modify weapon properties, such as altering projectile behavior, adding elemental effects, or increasing fire rate. These chips can be combined in various ways to create distinct builds, allowing experimentation across runs. Some combinations emphasize raw damage output, while others focus on survivability or crowd control. This modular design provides depth without overwhelming the player with excessive complexity, striking a balance between accessibility and strategic nuance. The Bibots themselves add another layer of tactical decision-making. These powerful companions can be summoned temporarily once enough energy is gathered during combat. Each Bibot has unique abilities and attack patterns, functioning almost like an ultimate ability that can shift the momentum of difficult encounters. Over time, synergy between Tayar and specific Bibots improves, unlocking enhanced abilities and encouraging players to specialize in certain pairings. Choosing when to deploy a Bibot becomes a crucial strategic choice, especially during boss battles or overwhelming enemy waves. Progression extends beyond individual runs through a system of permanent upgrades. Experience earned during gameplay can be invested into skill trees that enhance Tayar’s attributes, unlocking passive bonuses and new capabilities. This meta-progression helps soften the inherent difficulty of roguelites, giving players a sense of long-term advancement even after failure. However, opinions on this system may vary, as some players prefer a purer skill-based approach without extensive stat scaling. Visually, Bibots is colorful and energetic. The art style embraces bold designs, with bright environments and fluid animations that contrast sharply with the intensity of combat. Enemy designs are distinct, making it easier to read attack patterns amid the chaos. Particle effects during firefights create a spectacle of color and motion, though at times the screen can become visually busy. The soundtrack complements the action with upbeat, electronic-infused tracks that maintain adrenaline and momentum throughout runs. Despite its strengths, Bibots is not without shortcomings. Some players may find that the difficulty balance fluctuates, with certain runs feeling comparatively easy while others spike in challenge unexpectedly. While the customization system offers variety, weapon types may occasionally feel similar in function, reducing the impact of new discoveries. Additionally, the overall progression loop may feel limited for those seeking extensive long-term content, as runs can be completed relatively quickly once mechanics are mastered. Overall, Bibots delivers a lively and fast-paced roguelite experience built around reflex-driven combat and flexible build creation. Its combination of twin-stick shooting, bullet-hell design, and modular customization provides satisfying gameplay for fans of the genre. While it may not revolutionize roguelite mechanics, it offers a polished and energetic take that rewards experimentation and skillful play. For players who enjoy weaving through dense projectile patterns while crafting creative weapon builds, Bibots stands as a vibrant and engaging entry in the indie action landscape. Rating: 6/10
Couldn't play for more than an hour. Looked really promising but quite disappointed. You can't even change settings during a run, map menu is clunky, weapons generally feel the same and the progression feels really slow. I guess if you've really run out of action-bullet hell RPGs u can play this but not really a great worth of time 4/10.
You can change the style of your bullets : size, speed, path, etc. I like it! This game is fun.
Je modifie mon évaluation qui était en négative au départ. Les devs ont sorti un patch en 2 jours pour équilibrer et répondre aux retours des joueurs, bien joué! Le jeu est devenu plus sympa, on peut utiliser plus souvent le bibots et l'augmentation du prix du bouclier est une bonne chose ! Pensez vous ajouter un mode infini ? Je trouve sympa l'idée de faire des runs longues ! Merci à vous et bon courage pour la suite !
Too easy, beat the whole thing in 1h. There are no harder difficulty.
{RECOMMANDE SEULEMENT EN CAS DE PATCH, sinon en solde à 3€ max} Jeu bien fun avec du potentiel mais très incomplet, sentiment d'amateurisme global. [b]POINTS POSITIFS :[/b] Graphismes nickel. Gameplay intéressant avec combos armes / modules qui rendent les run cool. Boss uniques, bon patterns. [b]POINTS NEGATIFS :[/b] L'OST BEAUCOUP TROP amateur: -La musique d'intro: MAO basique. -La musique de décès est une honte et nous sort du jeu. -La musique du premier niveau moyenne. Les autres sont pas mal. PLUSIEURS BUGS: -VS le premier Boss, je suis sorti de la map. -Avec certaines interactions avec les objets du décor, un mob est devenu invincible, heureusement c'était un coffre timé sinon impossible de finir la salle. -Après avoir ressuscité un ennemi à ma cause, il est devenu invincible, impossible de finir la salle, obligé de quitter la run. -Après avoir interagit avec un item qui se téléporte dans une autre capsule, j'ai perdu la faculté de voir les descriptions objets ainsi que de les ramasser. Run foutue. -Path finding des ennemis parfois foireux Défaut d'affichage: -"continuer" et "recommencer" tout deux sélectionnés -La perte visuelle de la sélection manette, confondue avec la souris invisible. -Quand on revient au menu, c'est instantané, sans fade transition. Le code n'est clairement pas structuré rigoureusement. La description de l'arme ne correspond pas. Je recycle donc un pistolet légendaire qui tirait un seul projectil au lieu de trois prévu dans la description. Descriptions pas explicite: Qu'est qui est considéré comme affliction ? Une petite liste n'est pas de refus. [b]SUGGESTIONS:[/b] Investissez chez un compositeur, beaucoup de talents font des OST de fou pour pas si cher. Rajoutez de la cosmétique d'animation pour les menus, avec des bruitages sympas, le départ du perso au prochain niveau etc... Vous avez déjà une bonne base de beauté visuelle, rajoutez de quoi en jeter dans la rétine partout, que ce soit agréable tout le temps. Corrigez les bugs et restructurez le code pour qu'il soit bien compartimenté en pensant à toute les dingueries possibles. Rien de plus frustrant que de devoir quitter une partie bien commencée. Revisitez l'ergonomie de vos menus: Choisir un perso et devoir parcourir tout les powerup encore bloqués du perso pour aller sur Start, c'est moyen moyen. Mettez un délai lors des level up, j'ai plusieurs fois cliqué sur la voie du soldat avant que la fenêtre s'affiche parce que j'étais en train de ramasser un coeur et appuyé sur A au début de la frame d'affichage. Le Dash est trop grand, il faut réduire sa distance d'1/6ème pour qu'il soit plus agréable à jouer. Je le recommande car tout est du détail, l'essentiel est là, on s'amuse, le gameplay tient la route, les boss sont chauds et originaux, c'est beau mais gâché par un amateurisme ci et là qui peut irriter. De nouvelles OST, des corrections de bugs et d'ergonomie, du rajout de d'animation bien dosées qui envois plein les yeux et on tiendra le bon bout, le gros du taf est déjà fait.
Twin-stick Roguelites for $10-15 are a dollar a dozen; and I'll play most anything. There is no significant meta-progression. There are balancing issues; everything feels very under-powered. After a couple dozen fruitless runs, I manage a "game-breaking" build which led me through the end-game bosses in "Less than 30 Minutes" (ie Lightning Achievement). 5 hours of playtime. Not bad for the (sale) price; but more difficult than enjoyable.
I'd like to give a mixed review, as it's clear there is something good here, hiding underneath a few poor design decisions. But seeing as I didn't really enjoy the first 15-20 minutes of playing the game at all, I'll go with a negative review for now, until things are hopefully patched and improved. Some things the game needs to improve on: - Huge difficulty spike after the tutorial ends. The first room of your first run after the tutorial will almost 100% kill you, as the change in difficulty is so unexpected and unfair - Weapons are boring and same-ish. They're usually just variations on firing speed and amount of bullets, and not even visualized much differently from each other. It's never really fun to find a new gun - Too many weapon and grenade drops. It feels like there are like 5x too many weapons and grenades to choose from. You end up recycling everything, as there's no point in switching from one weak gun to another - Bibot is super overpowered, but can almost never be used - ><><**WAY TOO MUCH SCREEN SHAKE**><>< Please add an option to reduce it or even turn it off - Text animations are annoyingly slow. The effect is nice, but I really just want to read the text. The animation for text appearing could easily be 2x or 3x faster - Less enemy waves, especially in early rooms. Having 2-3 enemy waves in *every* room just gets tiresome fast. You need better pacing, so the action can build up properly - I'm playing on 1920x1080, and the text is way too small. Should be like 1.5 or 2x bigger. I have good eyes and can read everything, but it's a chore I hope the game keeps getting updates, because I can see it turning into something good one day. If it was Early Access, I would have high hopes. For now, and in its current state, this will be a hard pass for me though.
很好玩 每天都要玩一玩 虽然是个半成品 希望多更新点关卡 不然我都不知道玩什么游戏了 拜托
Un jeu de tir indé qui propose un vrai défi ! Le gameplay est nerveux, et met les réflexes du joueur à rude épreuve. Le jeu devient vite addictif compte tenu des milliers de combinaisons possibles "armes + puces + pouvoirs secondaires". La direction artistique du jeu est vraiment très agréable : c'est beau, les animations sont fluides et les maps bourrées de détails visuels. Les développeurs sont à l'écoute de la communauté et proposent rapidement des patchs de mises à jour.
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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