
Black Future ’88 is a Synth-Punk roguelike 2D action Shooter. Vertically climb an always evolving procedural tower to reach the top and kill its insane owner…before your heart explodes. Shoot, slash, dash and upgrade yourself to survive the endless waves of Homicidal AI, Traps & Colossal Wardens.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.25/day in the week to Aug 3 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Sums Steam only; GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 751reviews | 72% | — | $290.6K |
| $1.99−90% | 37ratings | 68% | — | not modelled | |
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
crazy hidden gem. the aesthetic is absolutely slick, the music bangs, the combat is extremely fluid. the game is hard - no doubt about that - but the amount of unlocks is crazy, and the unlocks add a ton of variety to the game. If I absolutely had to find a complaint is that the game could have used a bit more variation in the bossfights - either more bosses or some other mechanic to switch up how they play out. But really it's a minor complaint. really fantastic job to the devs to make such a stand-out game in a crowded genre.
感觉在玩电焊
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Russian, Simplified Chinese*languages with full audio support
| $19.99 |
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| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
连续打了两个小时吧,虽然打起来演出效果非常华丽但是现在眼睛好疼..........我这个说法算是对游戏画面的一种赞赏吧 我最初的想法是这游戏和死亡细胞差不多,然后打算出了就直接一口气买下来了,我也的确买下来了。然后不得不说是一款优秀的游戏,只不过还有一些小问题,不知道是其他玩家都有这种想法还是就我一个这样觉得。 以下是遇到的一些问题和小建议 *游戏开始的时候节奏太快了 又是倒计时又是一群敌人,刚刚开始打得我非常懵逼和紧张 *然后是这游戏的操作,2D横版加上双摇杆操作我一开始是拒绝的,直到我发现我鼠标瞄准在那种打斗下根本没法瞄准...于是我又把*手柄拿起来了,然后现在打了两个小时,推荐各位使用手柄进行游戏。 *操作方式不能自定义挺难受的,我关键时刻老是容易串到别的游戏上,然后暴毙。 *游戏的跳跃和冲刺感觉有些的僵硬......习惯之后会稍微好一点。 *画面如果不调低亮度的话实在容易太乱 看不起敌人和自己还有子弹的位置(而且对眼睛伤害蛮大的)。 *有个很重要的一点就是...如果资源掉进深渊里头我是要跟着跳下去嘛,一大波资源掉下去之后天噬的经验暴涨 *往boss所在方向的提示实在是太远(在画面边缘)了,建议往屏幕中间移一点。 *遇到的bug:打倒雪崩博士之后 有可能会留下一个无实体的分身继续对玩家扫射 *疑问:第三个角色应该是猎手对吧,如果没错的话第一次死于死亡锁定就能解锁这个角色,但是我之前解锁之后之后游戏在读取界面崩溃了(这也是游戏的一个毛病),重开游戏时发现我并没有解锁猎手这个角色,再次死于死亡锁定也不能解锁了(前提是的确是这样解锁的话),如果可以的话哪个好哥哥帮我看看是啥情况,或者帮我翻译一下反馈给开发者 非常感谢 至于我的体验如何我就不知道咋说了,好的地方非常非常多,至少比我遇到的问题多 推荐购买这个游戏 相信在之后的更新中这个游戏会非常成功。
I really wanted to like this game, but it is SO CLUNKY, GLITCHY and constantly feels like you are ice skating especially when you jump... such a shame...
This game is really fun at times, and although there are some super clear upgrades to pick everytime, theres just barely anything in here. The upgrades and variation in characters dont hold up at all to some similar games like enter the gungeon (foreverglaze) and voidigo. Weapons are super casino monkey activation clapping but in a good way, definitely my fav part of the game. The whole vibe and setup is so cool, I just wish there was more content and enemy variation. Still a fun short game tho drippin with style. 7/10
I have a death inside my body, and it will outlive me. But the future will always belong to those who take it.
Ну скорее нет. Это довольно динамичный экшен платформер, но завернутый в рогалик с малым количеством контента. 90% врагов и локаций можно увидеть уже примерно за 1 час игры. Дальше уже пойдет перепрохождение раз за разом 4 последовательных уровней с чередующимися 3 боссами, а по мере смертей будут открываться только новые виды оружия, баффов и дебаффов, но половина из этого кажется вообще мусор, либо очень специфического назначения. Еще не понравилось как здесь не всегда очевидно проходит урон, несколько раз вообще не понял от чего умер, иногда наемники спавнятся прям возле входного телепорта и моментально наносят урон, не давая шанса увернуться, и какой-то тут не очень удобный деш. Порекомендовать можно наверное только по скидочке хардкорным любителям подобных 2д экшенов, добраться до финала тут не тривиальная задача, ну и не боящимся монотонных забегов.
Black Future ’88, developed by SUPERSCARYSNAKES and published by Good Shepherd Entertainment and Surefire.Games, is a roguelike action-platformer that thrives on pressure, speed, and repetition, wrapping its entire design philosophy around urgency and decay. Set in a dystopian, synth-soaked alternate 1988 where time has effectively stalled after a catastrophic event, the game drops you into a crumbling tower with one clear objective: climb, survive, and reach the top before your own failing heart gives out. This ticking-clock premise is not just thematic flavor—it is the central force shaping every aspect of the experience. The most defining mechanic is the strict time limit imposed on every run. From the moment you begin, you are working against an inevitable end, which transforms the usual roguelike rhythm into something far more aggressive. There is no room for slow, methodical exploration; every second matters, and hesitation can cost you the entire run. This creates a constant tension between risk and efficiency. Do you push forward with minimal upgrades and hope to outpace the clock, or do you take detours for better gear at the expense of precious time? That balancing act becomes the core of the gameplay loop, and it gives each run a sense of urgency that rarely lets up. Mechanically, the game blends tight platforming with twin-stick shooting, resulting in a combat system that is fast, fluid, and heavily reliant on player reflexes. Movement feels responsive, allowing for quick dashes, jumps, and precise positioning, while combat demands constant awareness of enemy patterns and environmental hazards. When everything clicks, the experience becomes almost rhythmic, with movement and shooting flowing together in a way that feels instinctive. Encounters are often chaotic, but they rarely feel unfair, as success depends more on mastering the game’s systems than on luck. Progression follows a familiar roguelike structure, with each run offering randomized layouts, weapons, and upgrades. The tower is divided into interconnected rooms filled with enemies, traps, and occasional shops, with boss encounters acting as major milestones along the way. Over time, new characters and abilities are unlocked, adding variety to subsequent attempts. However, the game introduces an additional layer of complexity through its upgrade system, where many enhancements come with drawbacks. Powerful abilities might reduce your health or introduce other penalties, forcing players to constantly weigh short-term gains against long-term survival. This reinforces the game’s central theme of instability—nothing is purely beneficial, and every advantage carries a cost. Visually, Black Future ’88 stands out with its dense pixel art and strong synth-punk aesthetic. The environments are saturated with neon colors and layered details, creating a world that feels both chaotic and cohesive. This visual identity is complemented by a driving synthwave soundtrack that reinforces the game’s pace and intensity. Together, the art and audio create an atmosphere that is both immersive and distinctive, helping the game maintain its identity even as its core loop repeats. Despite its strengths, the game’s focus on speed and repetition can become a double-edged sword. While the procedural generation keeps individual runs from feeling identical, the overall structure remains largely unchanged. Players will spend most of their time moving through similar room types, fighting waves of enemies, and climbing upward, which can lead to a sense of familiarity that borders on monotony over extended play sessions. The narrative, while intriguing in concept, remains underdeveloped, serving more as a backdrop than a fully explored element. The difficulty level is another defining aspect, and it can be divisive. Black Future ’88 is intentionally unforgiving, often ending runs abruptly and requiring players to learn through repeated failure. Progress is incremental, and success depends on both skill and persistence. For players who enjoy mastering systems through repetition, this design is rewarding. For others, it may feel punishing, especially given the limited sense of long-term progression between runs. The inclusion of cooperative play adds a welcome layer of variety, allowing two players to tackle the tower together. This introduces new dynamics, as coordination and shared responsibility can make runs feel more manageable and engaging. While it does not fundamentally alter the game’s structure, it provides an alternative way to experience its systems and can help mitigate some of the repetition. Ultimately, Black Future ’88 is a game that fully commits to its vision. It strips down the roguelike formula and rebuilds it around urgency and intensity, creating an experience that is both focused and demanding. Its strengths lie in its tight controls, distinctive presentation, and the constant pressure that drives its gameplay. Its weaknesses stem from that same focus, as the repetition and limited narrative depth can make the experience feel narrow over time. In the end, it stands as a stylish and uncompromising take on the roguelike genre, offering a high-energy experience that rewards skill, persistence, and quick decision-making. It may not appeal to everyone, but for those willing to embrace its pace and difficulty, it delivers a satisfying and memorable challenge. Rating: 7/10
想闪瞎谁的眼😓
Viciante. Simplesmente!
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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