
Desecrators is a retro six-degrees-of-freedom shooter set in a 41st-century galaxy where outlaw hovercraft pilots plunder deep-space installations. Loot destructive weapons and powerful upgrades to take on the ultimate heist: the legendary vaults of the Galactic Treasury.
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About
The year is 4096. The Milky Way is dotted with massive installations owned by humanity's warring factions and empires. Ranging from deep space refineries to orbital temples, they have one thing in common: they are filled to the brim with technology, weapons, and riches.
You, a notorious desecrator, roam the galaxy aboard your FTL cruiser Nightingale, raiding targets of opportunity. Plunder your way to weapons and technology powerful enough to take on the ultimate heist: The legendary vaults of the Galactic Treasury.
But watch your six. Rival desecrators want the same prize. And bigger threats lurk in the dark...
Total freedom of movement. Roll, strafe, climb, dive. Fight in full 3D space with no up or down, weaving through particle fire and swarms of homing missiles.
Arsenal of mass destruction. Blast through enemies with a roster of over 25 guns, missiles and mines. Disintegrate enemies up close with the plasma thrower, or use a high explosive railgun to pick off targets from afar.
Different run every time. Choose your path through a randomized campaign. Explore sprawling procedural levels filled with enemies, traps and secrets.
Lethal opposition. Battle hordes ranging from swarming drones to elite war machines that communicate and coordinate to bring you down.
Three-way warfare. Fend off incursions from squads of deadly rival desecrators. Installation defenses target both you and your rivals with uniform hatred.
Anomaly detected. Rumors speak of massive experimental combat craft - so-called "Anomalies" - hidden in the depths of military and corporate bases. Save a nuke just in case...
Co-op or solo. Play through the campaign solo or in online co-op with up to 4 players.
VR support. Play the full campaign in VR, solo or in co-op.
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, Russian
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Once you've made it to level 9, you've pretty much experienced the game. The weapons feel very unbalanced and the levels are absolute mazes. You *need* to acquire every single secret in every level or you will never have a chance at the last level, which leads to a lot of "dud" runs where you make it to the end only to realize you just don't have the upgrades you needed. Upgrades are random, such as getting 4 pyro upgrades but never receiving a pyro the entire time. All this is to say the game is based too much on randomness for my taste. It may be what others are looking for, but I found this game to be really frustrating when you've invested so much time in a run and then die to a one-shot from around a corner, etc. At least I got it for sale I guess, but I doubt I'll play it again. I also really wish you could disable rivals or at least turn down how twitchy they are.
Brainless fun and endlessly replayable: Man I love this game. I don't want a story, I just wanna blow up robots and explore. I usually play on Hazard 3 but sometimes I just want a more Power Fantasy experience. I'm an old school Descent fan and while this has more of a Forsaken look to it with all the colored lighting, it really is it's own thing, and I think it belongs right up there with all the other great 6-DOF games that have come out over the years... not that there are that many. Monster (robot) variety is great and they are all a little different, not just in how they look and sound but how they behave and attack. The new biohazard critters are downright terrifying, especially on Hazard 3 and above. Weapons: Huge variety here, some are much more common to come across than others, and all of them have strengths and weaknesses and I think everyone will have their preferred loadout of primary/secondary and mines! Also if you are having trouble, USE YOUR MINES! They are soooo handy and getting good at placing them and learning how different mines work can make or break a run! Levels: Randomly generated and endlessly replayable. As such the layout of the levels honestly kinda makes no sense from a usability stand point. Like no one would want to work or operate and even though they are called "Abandon tomb" or "Derelict Ship" the name of the map doesn't seem to have much effect to what what the level looks like, with the exception of the Prison Lab as those will have these bio-creatures in them and they are MEAN! I dunno maybe I'm missing something. All that said, I don't care! They are fun to explore, and every time I find a secret I get that dopamine hit! Difficulty: For me Hazard 2 is only mildly challenging. Hazard 3 makes me earn it and hazard 4... Never finished a run. I used to not be able to beat Hazard 3 at all, but now I can. Part of it is just being really careful, think ahead, always check your rear view and backtrack often to make sure you're not being followed. The game messes with you and tries to surprise you! Never ever let your guard down. Also explore, and pay super close attention to the walls, lighting, little sparks and buttons. I flipping love this game. It's a nice escape and just brainless fun. It also has relatively low system requirements but not quite as low as you would think based on the graphics. It also has co-op and that's a blast with higher difficulty and voice comms of some kind. I wish it also did LAN PvP "deathmatch". I also wish the dev would add maybe like a big heavy slow moving ship with lots of shields and armor and a light fast ship with low armor/shields for a more twitchy play style but those are far from "missing features". I can't believe how many hours I've managed to put into this game that has basically zero story. For me.. It's just THAT replayable. Big thanks to the Dev! I love this game!
Mouse input does not work correctly. When using the mouse it is not possible to reach the full turn speed you can achieve with a controller. Increasing sensitivity makes it twitchier at low speed but does not increase maximum speed. I posted a discussion thread about this and they told me to try the beta branch then deleted my thread so I can't reply. So I guess I'll just post here that the beta branch is different but still does not work correctly. The graphics are a bit too N64 for my taste, The projectiles are nice but the world is chunky with mostly brown blurry textures, often stretched out. There are cheap details like the doors that squish open rather than animate. There's a random offset applied to each vertex so the whole level looks like a grade school arts and crafts project that someone sat on. The underwater sections look nice. Randomly assembled levels are hard to navigate and have weird spikes in difficulty. You can go into a tunnel, push a button, and a dozen damage sponge enemies will spawn behind you. Levels have no design sense due to being random, so the handle to open a forcefield can be on the other side of the planet. There's no logic to the texturing, random walls will look like door or secrets but they're just randomly assigned different textures. You constantly have to consult the map because the level design is random. All of the enemy ships are better than mine, in terms of damage output, durability, and manueverability. I have to plink at them from a distance and avoid engaging more than one at a time. I find weapons but can't collect them because I have no slots. It takes 3+ missions worth of points to buy a mediocre upgrade.
This gets the confusion, claustrophobia and dark sci-fi feeling of Descent and Forsaken perfectly, but unlike Overload, it's also more or less infinitely replayable and the procedural generation actually works REALLY well with highly abstract level design like this. I have not had this much fun with this type of game since the original Descent.
A spiritual successor to Descent and Forsaken. A fun roguelite ship-based exploration shooter where we collect artifacts and desecrate abandoned places while listening to Fear Factory in the background. You are Dan "Desecrator" Wade and you won't stop at nothing to get those treasures even if you'll have to fight the god himself (Andy Samberg). Fantastic gameplay loop, excellent graphics, cool electronic music and one of a kind atmosphere. This one is underrated a lot and I hope the devs will get enough funds to give us a sequel or work on another project. Songs to listen to while playing the game: Fear Factory - Descent Head Phones President - Desecrate Orbital - Shadows Decrepit Birth - Dimensions Intertwine The Prodigy - Jericho (Genaside II Remix) Rings Of Saturn - Gidim Man With No Name - Teleport Celldweller - Descent Fear Factory - Desecrate
Desecrators, developed by Woodhound and published by Perp Games, is a modern revival of the classic six-degrees-of-freedom shooter formula, blending retro-inspired space combat with procedural design and cooperative multiplayer. Set in a distant future where factions battle across star systems for relics and technological supremacy, the game casts players as elite raiders known as Desecrators—pilots who infiltrate heavily guarded space installations to loot advanced weaponry and rare resources. The premise is simple but effective, serving as a framework for high-speed, multidirectional combat that emphasizes mobility and spatial awareness above all else. What immediately defines Desecrators is its commitment to true 6DOF movement. Players can thrust, strafe, roll, ascend, and descend freely in fully three-dimensional environments, recreating the vertigo-inducing freedom of classic space shooters while refining the controls for modern audiences. This unrestricted mobility transforms combat into a dance of momentum and precision. Engagements are rarely fought on a single plane; enemies attack from above, below, and behind, forcing constant movement and spatial recalibration. Mastery of rotation and positioning becomes just as important as aim, and the learning curve rewards players who embrace the full range of motion rather than relying on conventional FPS habits. The arsenal is robust and varied, featuring an array of futuristic weaponry designed to complement different combat styles. Rapid-fire plasma cannons excel at sustained pressure, heavy railguns deliver punishing bursts of damage, and missile systems provide explosive crowd control. Deployable mines and specialized tools further expand tactical options, encouraging experimentation with loadouts depending on mission parameters. Switching between weapons fluidly during firefights is essential, as enemy types vary in durability, movement patterns, and attack strategies. The satisfaction of landing a well-timed explosive shot or clearing a tight corridor with precise firepower reinforces the game’s kinetic energy. Procedural generation plays a significant role in shaping replayability. Missions unfold within dynamically arranged space stations, industrial facilities, and orbital complexes, each filled with branching corridors, vertical chambers, traps, and hidden caches. While the visual themes remain consistent with the game’s industrial sci-fi aesthetic, layout variation ensures that no two raids feel identical. Randomized objectives and enemy placements further enhance unpredictability, encouraging adaptive strategies rather than memorized routes. This structure makes the core loop—enter, loot, survive, extract—engaging across repeated sessions. One of the standout features is cooperative multiplayer, supporting up to four players online. Co-op fundamentally transforms the experience, shifting combat from solitary survival to coordinated assault. Teams can split responsibilities, covering different angles, focusing fire on priority targets, or navigating complex interiors more efficiently. Communication becomes key when waves intensify or rival raiders appear, and shared victories amplify the thrill of successful extractions. The synergy between procedural design and cooperative play gives Desecrators longevity beyond its solo mode, as coordinated runs often unfold in unpredictable and memorable ways. Visually, the game favors clarity and atmosphere over photorealism. Industrial corridors glow with neon accents, energy shields pulse across hangar bays, and distant starfields shimmer beyond reinforced windows. Lighting effects and particle systems accentuate explosions and weapon impacts without overwhelming visibility. The clean, readable aesthetic ensures that even in the heat of chaotic firefights, spatial orientation remains manageable. Complementing the visuals is a driving electronic soundtrack that underscores the intensity of combat, punctuated by ambient mechanical hums and explosive audio cues that enhance immersion. Despite its strengths, Desecrators is unapologetically niche. The six-degrees-of-freedom movement system can be disorienting for players unfamiliar with the format, and mastering full spatial control requires practice and patience. While procedural environments extend replay value, some structural similarities may emerge over extended play sessions. The narrative remains largely contextual rather than deeply developed, serving as atmospheric scaffolding rather than a story-driven campaign. Ultimately, Desecrators succeeds by confidently embracing its retro lineage while integrating modern design sensibilities. It delivers fast-paced, skill-based space combat that rewards mastery, experimentation, and teamwork. For players who appreciate multidirectional shooters and crave the freedom of full three-dimensional maneuverability, it offers an exhilarating and thoughtfully constructed experience. By combining procedural variety, a diverse arsenal, and cooperative depth, the game stands as a compelling contemporary evolution of a classic genre rarely explored with this level of care and intensity. Rating: 9/10
aiiii mãe que bolo gostoso
Modern Descent/Forsaken. Procedural generation works well here for replayability - superior to Overload. However, maps are a bit of a samey maze.
Desecrators is a game that just throws you right into it. Drop into a randomly generated rat’s nest of a space station, grab the goods, find a secret or two or twelve, and leave. The rinkydink starting weapon won’t cut it on its own, so find some power upgrades or other tools of the trade. Mines, missiles, and exopods come in handy because the opposition doesn’t play nice. Neither do you. You are going to get ♥♥♥♥♥♥♥ jumped. Around every corner there are threats waiting to send you back to the game over screen at blinding speeds. Turrets, automated drones, and tanks will make sure you sorely regret every overambitious push. A mixture of good movement, situational awareness, and the devil’s luck are all part and parcel of a winning strategy. Make sure to check your six; there’s a rearview mirror for a reason. Desecrators has that 6th generation gaming ambience dialed in. Cold, ominous, eerie corridors. The dull, thrumming echo of miscellaneous sci-fi tech. A flare sent deep into a cavernous chamber. Chunky textures and thumpy visual effects. Soft beeps and blips that remind me of submarines. The same disquieting vibe that lures players back to Metroid Prime, System Shock 2, and Halo CE over and over again. In later dives, enemy NPC’s with player loadouts will invade your run. Every fight with another Desecrator is scrappy and desperate. Missiles flying every which way, LMG rounds tracing wide arcs, mines drifting in zero-G. It’s like two wasps fighting inside an empty coke can. Between each dive, passives, weapon upgrades, and item slots are available for purchase. The randomized nature of the passives undercuts some of the strategy here–hard to build towards a certain playstyle in a run if RNG isn’t kind. Increasing my flamethrower ammo capacity doesn’t help me if I don’t have a flamethrower. The utility of some of the passives is also dubious at best. I don’t see the purpose of being able to turn 20% faster, especially not for that price. Nitpicks aside, Desecrators is a great time. It’s got that shooter game feel pizazz that pulls me back for another attempt. Turning drones into drifting scrap and charred metal is what it’s all about. The feeling of power when your fire rate jumps is immense–it’s hard to overstate how dramatic the jump from power level 1 to 3 is. It’s a leaky faucet to a fire house. Taking it piece by piece, Desecrators is made up of solid components. Addicting core loop with some progression quibbles. Solid secret hunting and boss encounters. Pants-♥♥♥♥♥♥♥♥♥♥ scary NPC invasions. Surprisingly easy to navigate. Great with a friend or three. And, of course, those vibes. Don’t forget your flares. Watch your back.
Fun
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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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