
DeHumanized is a Roguelite sidescroller action shooter inspired by Metroid and Binding of Isaac.The world runs on physical rules with elements interacted subtly with each other. To survive you have to take strength from beasts, and learn rules how the world works.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 14 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Dehumanized is a side-scrolling action roguelite developed by BurningDust Games and published on Steam by SakuraGame. Blending procedural generation, physics-driven combat, and RPG-style progression, the game sets out to deliver a fast-paced survival experience in a world ravaged by catastrophe. Its premise revolves around a devastated Earth transformed by alien meteorites and plague, where mutated creatures roam freely and humanity struggles to endure. This grim backdrop frames the journey of a lone protagonist searching for hope amid biological horror and societal collapse. At its core, Dehumanized embraces roguelite principles. Each run takes players through procedurally generated side-scrolling environments filled with hostile enemies, environmental hazards, and hidden rooms. The randomized layout ensures that no two attempts are exactly the same, encouraging adaptability rather than rote memorization. Movement mechanics are responsive, emphasizing agility through jumping, dodging, and rapid directional shooting. Combat relies on a combination of firearms and interactive environmental elements, with physics playing a noticeable role. Objects can be picked up and thrown, flammable gases can be ignited, and water can become a conduit for electrical damage. These systems create dynamic encounters that reward experimentation and situational awareness. The progression system adds an RPG-inspired layer to the formula. Defeating enemies strengthens the protagonist and unlocks additional abilities or items that alter subsequent runs. This sense of incremental growth provides motivation to push forward despite frequent deaths. Unlike purely skill-based arcade experiences, Dehumanized offers a blend of player mastery and character enhancement, giving newcomers a gradual path toward improvement. Boss encounters punctuate progression and demand sharper reflexes, pattern recognition, and strategic use of acquired tools. These confrontations often represent the most intense moments of the experience, reinforcing the survival theme with dramatic spikes in difficulty. Narratively, the game adopts a minimalist approach. The story centers on Carol, a survivor seeking a cure for her brother after the alien-induced plague devastates humanity. While the plot provides emotional context and urgency, it remains secondary to gameplay. Environmental storytelling and scattered narrative hints build the world more through atmosphere than through lengthy exposition. This subtle narrative style can be effective for players who prefer to piece together the world themselves, though those seeking a deeply character-driven storyline may find it underdeveloped. Visually, Dehumanized employs a stylized 2D aesthetic that balances clarity with a sense of desolation. Mutated enemies are varied in design, ranging from grotesque beasts to eerie hybrids that reinforce the theme of biological corruption. Background environments shift between ruined urban spaces and industrial structures, contributing to the impression of a world in decay. The color palette leans toward muted tones punctuated by bursts of energy effects during combat, enhancing the chaotic feel of firefights. Sound design supports the action competently, with impactful weapon effects and ambient audio that underline the hostile atmosphere. However, the game’s ambition is occasionally hindered by technical roughness. Long periods in Early Access have resulted in a perception that development progress slowed over time. Some players report bugs, inconsistent difficulty balancing, and limited environmental variety. Tutorials can feel sparse, leaving newcomers to learn systems through trial and error. While this can foster a sense of discovery, it also contributes to a steep learning curve that may deter more casual players. The procedural generation, while effective in maintaining unpredictability, sometimes results in layouts that feel repetitive over extended sessions. Community reception has reflected this duality. Many players praise the game’s innovative use of physics in combat and its roguelite progression loop, highlighting moments when systems align to create exhilarating encounters. Others criticize the lack of polish and depth compared to more established titles in the genre. As a result, Dehumanized occupies a middle ground: admired for its creativity and experimental mechanics, yet scrutinized for its uneven execution. Ultimately, Dehumanized stands as an ambitious indie project that merges side-scrolling shooter mechanics with roguelite unpredictability and environmental interaction. When its systems click together, it delivers tense, satisfying gameplay that rewards both reflexes and improvisation. Although it may not reach the refinement of genre-defining roguelikes, it offers a distinct experience for players interested in physics-driven combat and survival themes wrapped in a bleak, alien-ravaged setting. Rating: 6/10
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Languages: English, Traditional Chinese
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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Players by region
Where this game's players are, estimated from review languages.
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