
Grab a rusty sword, gain some momentum, and send everyone flying in this aggressive joust. Sweep your foes away like a hurricane and cross bottomless chasms with giant leaps.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
It's a different game for sure. I AM SPEED
This game is based on an interesting idea, but it's much more a tech demo than a fully fledged game, so it's definitely overpriced compared to its length and unpolishness. However it has it's charm, so I recommend it to buy when it's on sale.
Daemonic Runner is certainly unique. Takes a bit of getting used to, but the running and stabbing gameplay style can be fun. It can be annoying though when you don't have enough momentum or go flying down a chasm.
I wanna start off by giving props to the developer. The game runs on a proprietary engine he coded himself and is quite smooth gameplay-wise. It’s got a great visual style, and the sound design is pretty solid, albeit imperfect. That said, this game has many flaws. Movement is fun in open spaces, although limited by an ominous fog which I assume is there to save on rendering power, but every other level is indoors with staircases that destroy your momentum by flinging you into walls, and you lose momentum between levels while you wait for the door to open. Turning your camera too fast also seems to reduce momentum, which I think could easily be fixed by implementing a sideshift mechanic similar to the one in Mirror’s Edge Catalyst, and would also add an extra step to the mastery of movement in this otherwise quite simple game. On a base level, the sword is fine. The faster you are, the more damage it does, and it’s always active assuming you’re in mid-air. The power attack, on the other hand, is problematic. It’s meant to be used as a last resort if you’re out of shotgun ammo and don’t have any momentum, but it is by far the slowest attack in the game, the animation taking almost two full seconds to complete. You’ll rarely have an opportunity where you need to use it, and when you do, it likely won’t come in handy. Instead of a power attack, a limited-use boost ability, maybe one which recharges over time, might suit the game better. It would serve the same purpose combat-wise (I.e. attacking without momentum) and would also add another movement mechanic for the players to master. Another weapon-based issue is that the shotgun doesn’t feel powerful at all. It can one-shot unarmored enemies without needing any momentum, but it does very little to armored enemies unless you fire multiple shots. The issue here is that unarmored enemies don’t really pose a challenge when you have no momentum. You can run down a hallway, turn back, and you’ll already have enough momentum to finish them off with the sword. It can be useful for killing ranged enemies, but one of the two ranged enemies the game has to offer is armored, so once again, you’ll be using multiple shots to finish them off. Lastly, shotgun jumping isn’t a thing in this game, which is both disappointing and unexpected given that the game is so strongly built around momentum. My opinion? Buff the shotgun so that it one-shots all enemies, make it require a large amount of kills to recharge so you only get a few uses of it per-game, and implement shotgun jumping as a traversal mechanic. Overall, I didn’t find the combat very satisfying. Your reward for killing an enemy is a blood splatter and maybe an item of some sort, and hitting them without getting a kill just nudges them a little. Pair that with enemies who seem to aggro at random, confusing map layouts with many overlapping layers, and handful of keycard-holding enemies with no distinguishing features that you need to kill in order to progress, and you get this game. One thing it does succeed in is making me want an an HROT-style King’s Field game set in an alien megastructure. It took about half an hour to complete, the other twelve minutes of gameplay spent stuck on the surprisingly long loading screens, and the world record speedrun is just over four minutes, of which you could probably shave off about fifteen seconds by taking an alternate route on map four. I’d say buy it for a dollar, but it’s never been that cheap, so you might be waiting awhile.
Its an interesting little game, you have to be moving fast to attack and you gotta find keycards to get to the next level and stuff, not much to it. Its a bit short, only took me about 40 mins to beat, the last level is annoying and for a game that looks like Quake 1 the loading screens are a bit too long. Its also locked at 60fps it seems which is a shame but otherwise its decent, probably shouldn't buy it unless its on sale as it is very short, more of a concept or a demo than a full game really. 6/10
Map 6 is so ♥♥♥♥♥♥♥ stupid, I can't even hit the ♥♥♥♥♥♥♥ enemies with my sword or shotgun, they just shoot me in the air and won't let me hit em.
Well, I really like the concept and the graphics but the execution is a bit off. No music, movement's a bit wack, some things have weird collisions, story is non-existent and also is quite hard at certain places, especially if you try to clear each stage, but that might be a feature depending on who you ask. Overall, as the current WR holder, I'd recommend it, especially on a sale. (even though I got stuck at the tutorial and had to find a walkthrough, yes I'm that guy).
A unique momentum-based first-person hack-n-slash. The mechanics can be somewhat hard to grasp, but nothing beats flying through a hallway and stabbing five people at once. Game is pretty short though; I finished my first playthrough in less than an hour. Still, the unique combat gives a fair amount of replayability, so the sale price is worth it in my opinion.
game appears to be unplayable. there's an uncrossable gap at the start of the game.
I've continuously put this game off- off and on for lack of better word but this game isn't good enough at holding my attention beyond the few moments it had, the gimmick of using speed to do damage to your enemies is a fun one but due to the corridor/maze-like maps between a few open and very perilous catwalks, it just doesn't do much. The load times for a game like this are far too ridiculous for a game that's graphics and modeling shouldn't need to deal with this much.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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