
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.
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About
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
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Viciante. Simplesmente!
Психоделический пенсионерский рейв и эпилепсия с первых секунд. На геймпаде ты не выцелишь всех врагов, с геймпадом он будет целиться не туда,куда следовало бы(привет, контейнеры с таймером). Очень полезные и своевременные всплывающие окна с текстом [spoiler](словно открыл браузер на устройстве пожилого пользователя, в рпг и новеллах меньше текста, я проклинаю их)[/spoiler], где последний босс обещает грозно провозглашает твою грядущую участь. Если уменьшить размер интерфейса, то текст разглядеть сможешь лишь находясь за_лупой.Так же это уменьшит плашки с названием оружия. Дизайнерские решения с кустами, за которыми не видно врага, летящим в экран мусором,появлением различного рода смертников сразу в дверях уровня повысят температуру даже самым термоусидчивым игрокам.
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
I've enjoyed certain roguelikes in the past, but this one just didn't grab me early enough to want to keep banging my head against the wall
Muito Dahora! Me sentí jogando Enter the Gungeon em um cenário Cyberpunk! E a trilha sonora é massa demais! Só sentí falta de uma legenda traduzida
This game is just rubbish from the very start, totally buggy and frustrating to play, don't bother wasting your time or $ on it.
Если у вас не было эпилепсии то после этой игры появится, игра идёт слишком быстро и ничего не понятно, оптимизация я вообще молчу, игра по скидке большой пойдёт, а вот за фулл стоимость крайне не советую, столько она не стоит
Good but on a massive discount, at least 80% is fair imho. After 10 hours I've beaten it multiple times and open almost all unlockables. No replayability value, but it is somewhat fun. Fast paced, flashy, simple run and gun, even simpler with gamepad cause of autoaim. Has even simpler "Assist mode", dunno for what purpose =) 5 bosses, repetitive level generation, few weapon/perk combos that doesnt really matter. Somewhat buggy: softlocked after killing bosses couple of times (including final one, lol); sprites of killed enemies dont disappear, menu points disappear instead =) Achievements are horrible, "10000 dashes" is sooooooo dumb, worse than that HM2 one, doubt that I'll grind it anytime soon.
Крайне годно стилистически выверенный ситипанк платформер, двухмерная пиксельная графика приправлена обилием световых эффектов, неоновых бликов и "отражений", создающих плотную атмосферу живого мегаполиса, где каждый угол будто дышит электричеством. Да, это опять е6учий rogue-like, но в таком сеттинге оно выглядит как неотъемлемый элемент, как в Hades и Dead Cells, так что это совершенно не раздражает. Да, контента здесь маловато, тот редкий случай, когда хотелось бы побольше, но это во первых сложнее грамотно реализовать (неудачных примеров хватает), а во вторых игра на скидке стоит копейки и за несколько проведенных в ней вечеров совершенно не успевает зае5... ну вы поняли. Если кого то отпугивают аниме иллюстрации в трейлерах, странная ИИ рисовка на баннерах и обложках - не обращайте внимания, внутри самой игры визуального конфликта, да и в целом этих двух хер пойми зачем использованных приёмов нет от слова совсем. Ну и самое главное - ШИКАРНЕЙШИЙ индастриал синтвейв саундтрек, теперь я понимаю почему они анонсили предзаказ на оригинальную LP. Как по мне, дарк-синт - вообще лучшее, что можно использовать в постапокалиптичных киберпанк проектах вне зависимости от игрового жанра, не считая классики. Короче крайне рекомендую к ознакомлению. (оформление игры в библиотеке стим - отвратный ии-кал. разработчики, сделайте редизайн в стиле оформления саундтрека плз)
keine Speichermöglichkeit, keine Speicherpunkte - traurig
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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