
Day of the Shell is a “one-click, one-turn” tactical rogue-lite. In a shattered and flooded world, travel from island to island with only hope and a revolver, challenging and appeasing the gods.
Modeled estimate, not a reported figure. How we estimate →
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About
Day of the Shell is a fast-paced tactical roguelite, where each turn is played in a single click.
The gods have brought down their wrath on humanity, and only a few remote islands remain. A lonely monster huntress has risen to challenge and appease the gods, traveling through what's left of the world.
One Click, One Turn: Tactical choices are made with a single click, making gameplay simple and dynamic while maintaining strategic depth.
Explore the Islands: Survive against monsters and collect treasures on each island to open its portal. Will you be able to reach the heart of the Islands and destroy the Shell?
Shape Your Destiny: Combine the powers of the many Warden's blessings to fight your enemies. Different variations and combinations will allow you to create a unique playstyle for each game.
Death is Part of the Adventure: With each death, you return to your home island, where you can permanently upgrade or consider your strategy for the next day.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Polish, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
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
There's very little depth, strategy, or fun in this game. It bills itself as a roguelite, but doesn't offer most of the bells and whistles you'd expect of the genre. You only have a handful of weapon selections, most of which feel identical. You only have a handful of relic upgrades that you can choose in any given run, and most of them range from useless to boring. If you're playing with a throwing knife, lightning-based relics are the only viable way forward; if you're playing with any other weapon, you want flat damage and precision. Beyond this, there's very little depth and customization in the game. Most runs feel the exact same because of this. Most runs also feel the exact same because of the game's extremely limited enemy selection and map selection. I've probably started less than a dozen runs, and I'm already seeing the exact same map layouts with the exact same enemy layouts as I did earlier. If this game uses procedural generation, then I haven't seen any evidence of such. I understand that the developers wanted to streamline and simplify the game's systems by making the game revolve around only 1 character, but the game becomes unbearably simple and inflexible as a result. Every turn feels stultifying. I just don't have many options on the battlefield, and what's the fun in that? Even a game like Inkbound, which also offers only 1 playable character, affords the player so many more options. Overall, Day of the Shell is way too restrictive, repetitive, and simplistic. There are many enjoyable turn-based strategy roguelites out there, and this one sadly isn't one of them.
I really wanted to like this game but I can't. Even on 50% sale which is when I picked it up, I would NOT recommend it. It has a nice look to it and fun theme but the overall gameplay is just a series of massive failures. It feels like the game devs played x-com 2 and wanted to do rogue-lite on that combat. And during their discussions they brought every bad aspect of x-com2 combat, while bringing in none of the fun stuff, nor any of the improvements other games have innovated since. Seriously, x-com2 has been out for over a decade and yet these devs couldn't find a way to make the combat special. All they had to do was steal ideas from Mario and Rabids or Chimera Squad to help liven it up. Rant start:: Problems that are insufferable and just unacceptable at this point: 1) Enemies with no cover more then two tiles away are still only like 66% chance to hit. 2) No guaranteed damage ability. 3) Only option on a turn is move or shoot. So, you feel extremely limited in choices because truly you are. At least x-com2 had special unit abilities or items like grenades that you could use. 4) Special items and powerups don't feel original or fresh 5) Best strategy is kiting backwards to start of map. (not very fun to play but the only consistent successful strat) 6)Movement amount is SUPER low. 3 base movement is turtle speed, made even worse with "mud" which slows you more. Makes the core concept of "getting to cover" feel useless since it takes two turns to get there, just for enemies to instantly destroy it. 7) Enemies are generally two shot to kill at least, and later levels enemies are practically bullet sponges. 8) Enemy AI doesn't try to flank you. They generally just take cover and fire until they blow up your cover. This makes enemies feel stupid. 9) Percentage chance to hit is probably accurate, so 80% hit chance is actually 80% hit chance. But anyone who has studied these kinds of games know developers should lower the hit chance visually; so if it is true 80% hit chance, show the player 70%. It makes the player feel "lucky" more often and happier as they play it. And when a player misses it, it doesn't feel as much as bad luck. :: Rant Complete
Enjoy playing but seems like I'm just hoping to get a good ability that actually helps me kill things faster or randomly do damage to them and if I don't I'm just stuck running from the enemies to not constantly be taking damage most of time and then die in the first area. If you happen to get a good ability and you slam through everything, then a couple hours later with a bunch of meta progression your still just dieing in the first area praying to get something that actually helps same as before.
I really like this but I think it needs more sauce, like active abilities or more things to do on your turn
This is a good game in concept and execution. I had fun, it scratches a particular itch. But a lot of player agency is trapped in meta-progression. You'll find yourself thinking "I died and there was nothing I could do" at the beginning, and then you unlock things and the game starts being good.
This game sucks... Don't buy it Every time I die, I go back to the base and my character won't move... Have to restart the game or hope for the bug to stop which happens sometimes... Not fun and not worth 17$
oh boy this ones a doozey. I like the style and the music, but wow I started playing this game I found it impossible. I spent a whole year not playing it and came back. It was better then because i had almost gotten over the initial resource starved beginning portion of the game. Final boss takes forever to get to fortunatley you can reset the level to not lose progress befor dieing. Thank you devs for including this mechanic, it saved me so much time. (Insentivising trying new weapons is very good and fullfilling) Game was buggy for me when not in full screen, and finishing a run would lead my mouse/keyboard to not register inputs. Because this game values my time after a short time to warm up i give it a 8.7/10. Ending is a little meh, but would love to see if there is more beyond the initial run through. Definitley still interested in playing it even past the initial full run, and I am optamistic.
Was unsure about the "1 action per turn" but it has a very good flow
if you liked Xcom or Final Fantasy Tactics u will like this.
并非战棋
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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