
DEATHTRIP is an ultra-violent max-difficulty 1 HP movement shooter with a competitive arcade scoring system.
Modeled estimate, not a reported figure. How we estimate →
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About
‼ WARNING: MAY CAUSE SEIZURES FOR INDIVIDUALS PHOTOSENSITIVE EPILEPSY ‼
DEATHTRIP is a web-comic movement shooter extravaganza set in a mystical dreamscape. The world is unpredictable and you die fast. All weapons and mechanics are intentionally overtuned. May cause anger, nausea and vomiting. Do not play this game if you have any of the following conditions:
Heart issues
Anger issues
Photosensitive epilepsy
Schizophrenia
Fainting goat syndrome
Parkinson's disease (or any other neurodegenerative disease (this game makes it worse))
This is medical advice.
*Developer note: DEATHTRIP is an ongoing project and is constantly being updated with new stages, weapons and content. Everything is subject to change and high-score strategies are always evolving.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
I'm recommending this for the absolute sickos who enjoy Devil Daggers, the sequel Hyper Demon, Death in Abyss, etc. DEATHTRIP also being a fast paced shooter dripping with style. There is currently only 1 stage, though the game promises more to come. Having levels to beat places it more akin to Death In Abyss and personally I do prefer this to Sorath's single level pure arcade action as it gives you a goal to meet outside personal achievement. If you do beat the stage, you get a cute little cut scene that has a style that reminds me of Home Stuck. I think the tutorial could use an over haul. Right now it's just a video tutorial telling you that you can bounce off walls. I think it should be a playable level that slowly introduces all the mechanics it wants you to know so when you start Stage 1 you're equipped to actually handle it. The dev made a note when sending me a copy that I would probably hate it due to its difficulty. I do dislike the difficulty, but I feel that difficulty stems from a lack of understanding to how the systems work rather than being mechanically challenging. I managed to beat the 1st stage and place 8th on the leaderboard with 1,019,800 points at time of writing, and I still don't really understand the game. I couldn't even tell you what triggers the titular DEATHTRIP. I had only just recently confirmed that the shadows are actually dangerous and worth taking out, even if they don't give you any points. Speaking of points, I spent half my 45 minutes of play not knowing what gave me points. Turns out its the skulls that chase you and maybe that's it? The screen is often so busy with explosions and particles you can't really tell what's happening. You're doing all you can just to survive. In spite my belly aching. I really do love the aesthetic of it, and the game play is engaging. Has a "one more run" quality to it. I wager this game could be elevated from solid to incredible if the game did a little more to onboard new comers and fills out the content with more stages to Master. I'll certainly come back when the last stage is added to see if that's true.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 25 reviews with recorded playtime.
I came for the chaos — I stayed because I accidentally became ranked #8 in the world. DeathTrip is what happens when you give a speedrunner a Uzi, lock them in a coffin-filled arena, and yell “good luck.” Every run is a sweaty blend of dodging bunnies, nuking skulls, and praying for an RPG drop like it’s your lifeline. It’s janky. It’s intense. It’s dumb in the best way. If you like dying fast, moving faster, and flexing your leaderboard ego — this one’s for you. 9/10. Would overdose on coffin pills again. https://youtu.be/nrIGsORz6E0
I used to suffer from epilepsy... this game cured me.
If I had to sum up the entire game I'd say it's just [b] every neurodiversity crammed into a wave-based FPS. [/b] Definitely my kind of ♥♥♥♥ to just play half consciously and turn off my brain completely, even if it looks like the complete opposite. If you're a fan of insanely fast gameplay and just constant stimulation this is a great experience. I've been playing on and off since v0.1 and the game's already evolving with new features every so often. Writing this at 4 other reviews right now, I really hope that number gets way up relatively soon.
Being able to play this as a time killer over the last month or so and seeing all the new stuff being added gives me a lot of hope for the future of this game, it's a blast to play <3 Love u guys!!
(Review for V0.3) EDIT: if your struggling to reach the end, prioritize the coffins. They're necessary for the level to progress and beat the level. If you're into games like hyper demon, devil daggers, post void, or maybe even super hot, get this game. If you like grunge, weirdcore, fast-paced kinda visuals that'll make your eyes bleed... get this game. It was rough at it's release but it's finally what I was hoping it would be. Playing this will prob get u an emo baddie too. 9.5/10 on visuals The game has a lot of unique features and controls that all feel good but can be hard to figure out. The weapons feel better than ever (esp w the love upgrade) and the bounce feature is one of it's core mechanics. I do wish there was a bit more information telling you how to properly use it though. If you're struggling to use it efficiently, I find it works to just keep holding down the bounce button while doing 360's in the air to gain crazy speed. 8/10 on cool mechanics If you want a competition, there's another reason to try this game out. The public leaderboard was only introduced yesterday and now's the time to play so u can get ur name up there fast. Right now I'm in 3rd place but haven't managed to beat the first level, not exactly sure what the requirements are to finish a level either. difficulty is prob a 9/10 The devs been paying a lot of attention to critiques and it shows, almost all my previous complaints about the game were addressed and fixed in basically less than a week every time. It's insane and idk any other dev w that level of dedication to making a game what the players want it to be. If you've got an issue w something in the game it's def worth letting the dev know. 10/10 dedication from the dev. A few problems I have w the game still: -The new love upgrade can be difficult to see, since it uses the same color palette as the environment and is blended in with lots of other effects. -The new time slowing eye is a really good idea but a lot of the time I end up killing it on accident when trying to stay near it. Might help to make it spawn higher off the ground or have more health. -Gun sfx tend to overpower all the other sounds. The game has great music and sound design, but I wish there was a separate slider for weapon sfx and enemy sfx, so that way I'd be able to hear everything going on without the guns clobbering my ear drums Overall i give the game 8.2/10
I was thinking about why so many in the radical left participate in "speedrunning" The reason is the left's lack of work ethic ('go fast' rather than 'do it right') and, in a Petersonian sense, to elevate alternative sexual archetypes in the marketplace ('fastest player') Obviously, there are exceptions to this and some people more in the center or right also "speedrun". However, they more than sufficient to prove the rule, rather than contrast it. Consider how woke speedrunning has been, almost since the very beginning. Your eyes will start to open. Returning to the topic of the work ethic... A "speedrunner" may well spend hours a day at their craft, but this is ultimately a meaningless exercise, since they will ultimately accomplish exactly that which is done in less collective time by a casual player. This is thus a waste of effort on the behalf of the "speedrunner". Put more simply, they are spending their work effort on something that someone else has already done (and done in a way deemed 'correct' by the creator of the artwork). Why do they do this? The answer is quite obvious if you think about it. The goal is the illusion of speed and the desire (SUBCONSCIOUS) to promote radical leftist, borderline Communist ideals of how easy work is. Everyone always says that "speedruns" look easy. That is part of the aesthetic. Think about the phrase "fully automated luxury Communism" in the context of "speedrunning" and I strongly suspect that things will start to 'click' in your mind. What happens to the individual in this? Individual accomplishment in "speedrunning" is simply waiting for another person to steal your techniques in order to defeat you. Where is something like "intellectual property" or "patent" in this necessarily communitarian process? Now, as to the sexual archetype model and 'speedrunning' generally... If you have any passing familiarity with Jordan Peterson's broader oeuvre and of Jungian psychology, you likely already know where I am going with this. However, I will say more for the uninitiated. Keep this passage from Maps of Meaning (91) in mind: "The Archetypal Son... continually reconstructs defined territory, as a consequence of the 'assimilation' of the unknown [as a consequence of 'incestuous' (that is, 'sexual' – read creative) union with the Great Mother]" In other words, there is a connection between 'sexuality' and creativity that we see throughout time (as Peterson points out with Tiamat and other examples). In the sexual marketplace, which archetypes are simultaneously deemed the most creative and valued the highest? The answer is obviously entrepreneurs like Elon Musk and others. Given that we evolved and each thing we do must have an evolutionary purpose (OR CAUSE), what archetype is the 'speedrunner' engaged in, who is accomplishing nothing new? They are aiming to make a new sexual archetype, based upon 'speed' rather than 'doing things right' and refuse ownership of what few innovations they can provide to their own scene, denying creativity within their very own sexual archetype. This is necessarily leftist. The obvious protest to this would be the 'glitchless 100% run', which in many ways does aim to play the game 'as intended' but seems to simply add the element of 'speed' to the equation. This objection is ultimately meaningless when one considers how long a game is intended to be played, in net, by the creators, even when under '100%' conditions. There is still time and effort wasted for no reason other than the ones I proposed above. By now, I am sure that I have bothered a number of you and rustled quite a few of your feathers. I am not saying that 'speedrunning' is bad, but rather that, thinking about the topic philosophically, there are dangerous elements within it. That is all.
I wanted to like it, but it's style over any sort of substance at a price tag that does not compete with the games that inspired it before it. If you're from Devil Daggers, Nix Umbra, Hyper Demon or even Ultrakill theres nothing in here for you except a strong aesthetic and music. You've effectively seen everything in this game, or 95% of it's contents after 2-3 minutes. The gameplay after 30 mins before I surrendered was - most of the game doesn't matter. You effectively just rush coffins, that if you kill drop pills. If you die and run into pills you're brought back to life invincible for 30 seconds. Repeat that for definitive immortality. Then you shoot skulls for scoring. Nothing grants points except one enemy type that spawns from coffins, so your loop for points is entirely these coffins as a whole. Movement is kind of fun alone, but not in practice if the game doesn't have good tells for anything - theres a million bullets flying around that will one shot you with no indication - fired as tiny dots from tiny shadows from every angle. Which again promotes just going immortal. The second you start firing the epilepsy warning becomes apparent as you have to deal with the worst weapon flash that feels custom designed to cause retina damage. But tldr ; aesthetic is fire. The game as a whole feels thin. Even at half price I'd say the other options outweigh it. It's "unreadable and whacky" for the sake of it.
This game is amazing. The gameplay is stimulating and satisfying, the movement is fun when I am able to use it well, and the deathtrip mechanic adds another level of "juice" to it all. On top of that, the design of it all is absolutely beautiful, and, even on my bad laptop which has a hard time running games, it runs basically perfectly, which is crazy optimisation. All-around, In fact, if I am to make reference to the other reviews, I would back-up all the positives they mention as well. if the game continues to be updated, i would recommend this to everyone who enjoys fast-paced shooters. Even with all these positives, though, I did have a couple of thoughts I'd like to raise (which may or may not be nitpick-y): -The rocket launcher takes up wayyyy too much of the screen, and such reduced visibility in a game like this is always a bit annoying. -A deathtrip feels like it lasts too long, and that makes it feel like its too overpowered--although it is a lot of fun. -The death screen is a little lackluster, and I feel like it would be way cooler + transition into a deathtrip better if the death screen was more colourful and trippier -I wish platforms didn't break as easily, so they could stay in the air for longer, which, for me, would make the game way more exciting and fun +++ incentivises getting better at bouncing All of these criticisms don't remove much from the game though, and, other than the vagueness of everything (which has already been mentioned by other reviewers), these were basically the only criticisms I had, which very much is a testament to how good it is. Money well spent, thank you smoked dev.
This game is really fun, it is quite confusing at times and some instructions or something would be good and there's only one level but otherwise the gunplay is fun and getting a high score on a level feels good.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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