
Danger Gazers is a post-apocalyptic roguelite top-down shooter where you pave your own path. The choices you make will decide your fate, it will either turn you into the new ruler or... the ashes to be windswept away.
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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*, French, German, Russian, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 46 reviews with recorded playtime.
Reviews
Themes across 46 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
Dev shared a torrent of the game so those who can't buy the game for XY reason can play it. Instant purchase for me. As for the game, its fun from what I have played so far. Happy to support the studio.
The developer shared a torrent of the game so that those who can't buy the game can still play it. The game itself is not my cup of tea, but I'm happy to support the dev.
*EDITED 1/6/20* About five hours in as of writing this, and I'm very happy to see a good indie roguelike start off well in 2020. Danger Gazers has a lot going for it, as I'll (somewhat) briefly detail. It's addictive, has great replayability, and is a welcome addition to any roguelike fan's library. Quickly I'll just pay the "Game It's Like" toll - it's close to Nuclear Throne, with some twists. Also, gotta name-drop NL for giving this game a go and piquing my interest. The gameplay is responsive and controls well with KB/M. I don't play roguelikes like these with a controller, so I can't give you my input there (pun intended). The curve of starting out a new run and adding items/tarot cards to your character works beautifully. At first you start out slow in a small arena, gradually getting stronger as you progress through each location as you fight stronger and faster enemies. You'll find companions to help you along the way (think "followers" in Binding of Isaac or guon stones in Enter the Gungeon - ack! I paid the toll thrice!) and many of the items come with trade-offs. I'll talk a bit about the art. Personally, I'm not a fan of the CRT overlaid scanline aesthetic, so I changed it in the settings. The actual artwork is very interesting, as I'm not sure which art style they wanted to stick with. The playable characters look a like they're taken from a 2010-era Flash game. The monsters seem like quirky versions of Nuclear Throne enemies. The map seems like FTL and Slay the Spire had a baby. The Rotting Elder... I couldn't even begin to try to describe. To me, the different artistic styles amount to one of the things that definitely makes the game unique, and I kinda like that. Audio-wise, the music is great. I bought the Supporter's Edition and I'll be happy to listen to these tracks outside of Danger Gazers. The sound effects are good and fitting, thanks to a new update which added some feedback to when shots hit and enemies fire. Your weapons sound as they should, with the "beefier" weaponry yielding "beefier" effects. It is very early, and from what I've seen the developers are eager to address any issues the Danger Gazers playerbase with bugs, so I look forward to seeing what they're planning for the future of this nice little roguelike. If there is one detail I'd like to see added, it would be a proper stats screen - as it is, the pause menu shows the tarot cards and teeny-tiny items on the bottom, but I'm unsure of what they exactly affect, especially from character to character. It would be nice to see a bit more on character stats that update as each item is added. To conclude, I am having a great overall time with Danger Gazers with its unique art, great soundtrack, and fun gameplay. I look forward to getting my first of many run victories in the future (I keep dying in the first level of the fourth area, dang it!). I look forward to the future of this game and other titles from ShotX - I support indie devs!
When I read that this game was voluntarily released on Torrent, as well, I went ahead and purchased this game as fast as I could type my username and password for my PayPal account. We need more of this developer kind and we need to get rid of EA/Activision. Finally a developer that does not talk down to the people, that so-called "piracy" is "theft" or stupid stuff like that, but actually understands that not everyone can afford a game, yet. All pirates I personally know, have purchased all games they previously tried out and actually liked and even threw in an additional dime, by buying DLC as a further "Thank You" after trying out the games. This is one small step leading in the direction of a better society. How this one small step of a game developer already crushes the reality of capitalism so profoundly, is very entertaining.
As many guys here around their 40s, I was once a poor student in the 90s that used the desktop pc of the family for gaming. Downloaded a lot of games from the BBS´s and dial-up connections era through the begging of the internet and the torrents, and after I finished university and managed to get a job, first thing I did was to start buying all the games I love and were and are part of my history as a gamer and as a person. Today I have the means to buy games, but with all the bs the gaming industry has been throwing at us, I went back sailing again, as a way of "demoing" the games and see if I should buy them or not. If I like it, I come back here and purchase it. If not, I just delete it. So, what the dev did was a great move, and something that we should not only praise but support. The game is a regular action roguelike, like nuclear throne and many others, but his decision of uploading it to our most loved harbour was simply genious. Tbh, I´m gonna uninstall it and never play again, but he got my support (literally, since Ive bought the supporters edition) and I hope that he and devs like him keep not only making games, but try to change the industry from inside, with actions like the one he did. I happen to be a sociologist with some knowledge about videogames and the industry itself, and I can assure you that the pirating games help the this industry more than they want to acknowledge, and not only that, it is responsible in keeping the sharing nature of internet alive and kicking. Anyway, have a nice a career mr. Dev, and I hope to see more games from you here! Glad that I could help you!
I have had my first glance on the game and will continue to update the review as I progress. So far with less than an hour in a game - I love the style. Style of everything: environment and enemy visuals (with tons of their variety), game progression on the campaign map, looting system, art of special characters' "rooms". And the audio - pure awesomness. Everyone's comparing this game to some other games that I haven't yet played, but I personally find it a bit simillar to Edmund McMillen's classic - Binding of Isaac. Maybe the color scheme of the graphics and randomly generated levels does the trick, but I love the similar feeling these two share. The only negative aspect that I have encountered so far is the performance issue, which will most likely be resolved by the next patch. [b]>>>>>UPDATE<<<<<[/b] I like this little stylistic game more and more. Each time I die it's because of my fault only, never once blamed the game design for my misfortunes (well... sometimes it's about luck too, but that's the fun part!). And during my playthrough I never lost my desire to get back to the game. It kept me engaged, wondering how good my luck was going to turn this time, and how far I could go with my next random adventure. [b]After 16+ hours I beat the game. [/b] 16 hours full of fun, and I'm not even done yet. I plan to unlock all the achievements and hope for the release of DLCs, because apparently [b]I can't get enough of this game.[/b]
I gave this game the benefit of the doubt. But the negative reviews are right (fps, menus, controller issues etc). There is now no doubt and a refund has been requested. Dang.
A weak effort in a genre with a lot of good games, Danger Gazers is just not really worth the time it takes to play. Menus and controller controls work poorly and weirdly, play is sluggish and not interesting, and enemies are simply boring. The looks are ok. Pass, regardless of price. There are better things to play.
Pretty bad game. All the positiv reviews are free keys.... [h1]Pros:[/h1] + I honestly couldnt think of one thing that would make me come back [h1]Cons:[/h1] - the music is bland/generic - controller auto aim is awful, you cant miss, its literally auto aiming everything in sight, just press shoot - random generation is meaningless, having a rock formation in an L shape or next level in an M shape doesnt do anything to change it up - a lot of guns feel the same - it got boring after the first 5min as enemies feel so much alike and dont offer much variety I simply wont boot this up anymore. Why should I play Danger Gazers, when I could spend time in Enter the Gundgeon or all the other great roguelikes.
This game has everything going for it. Local co-op and remote-play, good graphics, awesome relics, unlockables, and all of the other things you would expect from a top tier rogue-lite. However, it suffers quite a few flaws, especially in the balancing and UI departments. As for balancing, the enemies need to be a little slower, or the character needs to be a little faster. Even if a roll mechanic was implemented and all of the rest was left alone, i wouldn't complain about balance. Most of the enemies are very quick, have attacks that hurt on contact and have a lasting ground and puddle type splash effect. All of the enemies take too many hits to kill with your wildly inaccurate shots. Some of the enemies are fast enough to hit you before you can move out of the way because they start their aggro mechanics before you have seen them, especially in multiplayer. Speaking of multiplayer, i understand the concept of sacrificing health for a revive. I have seen it many times and it can work. It just doesnt work here, especially when you start the game with 3-5 hearts, have to sacrifice health of both players for at least 1/3 of the items i have seen, and only gain 1 additional from the first relic. Instead of encouraging care and accuracy, it discourages multiplayer play. Again, balance. If the player had any one of the following three, (moves faster, had a few more health ticks, or had a roll mechanic) the sacrifice would work well, but as it stands it is a complete detriment. I get why the UI is set up the way it is, it totally makes Remote Play Together easier. You can set the Remote player to those Keyboard controls or to a controller and still maintain control on the owners end. I love that buttons can be rebound, because the default layout is not ideal for many. And herein lies the Ui Problem. There is a typical industry standard for things. A or X is typically confirm for example. A and X does nothing. Nor does the typical pause/confirm button, Y, or B. I went to move my XBone sticks to navigate the menu. Nothing! It turns out RT is confirm and the sticks arent bound at all in the menu and can't be. Only the D-pad and RT work. But the madness doesn't stop there. The D-pad is bound so that Ld and Rd move you up and down through the main screen and Ud and Dd move you to the social media tabs. Utter madness. DLC is apparently being worked on with all of these things still needing adjusted. I played 6 MP runs in 30 minutes. I think i my first run in ETG was just shy of that total before i died, and I have rarely not survived that long in BoI. And while it isnt fair to compare this to the supposed kings of the genre, it kind of is. They are the kings for a reason. I pointed out every flaw I encountered in 30 minutes because they are glaring, they are hurting this game, and they are easy fixes. I want to love this game. I can see this game being up there with the big boys.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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