
YOU are the DVD Survivor! Bounce off walls, collect bytes, stack weapons, evolve your build, close waves of pop-ups, destroy error windows, eliminate bosses (Slippy!), and destroy all the other digital threats! Short runs and ALL THE WEAPONS! This is the final CORNER SLAM!
Modeled estimate, not a reported figure. How we estimate →
Media

About
You're the bouncing DVD Survivor.
The one you've spent ages staring at in silence and hoping it would hit the corner.
Now, when it does... everything on the screen regrets it.
DVD Survivors is a bullet-heaven roguelike where you bounce off the edges of the screen, grab weapons, stack a build that probably shouldn't work, and obliterate waves of digital garbage like pop-up ads, error windows, crypto miners, cookie banners, Clippo, and a whole lot worse.
You don't have to worry about movement controls: the DVD Survivor goes where it wants.
The DVD Survivor bounces on its own. You build the run, trigger evolutions, stack synergies, exploit the corners, and use your attacks to survive 8 minutes of escalating screen-born nonsense.
The arena is the screen itself. The walls and corners matter but your choices matter more because you're not manually driving the survivor around.
Built for corner-chasers, build freaks, and second-monitor chaos, DVD Survivors turns the popular pastime into a real game faster than it has any right to.
The runs are only 8 minutes but the "just one more" loop is not.
NOTE! NEW: Duels are live: a focused 1v1 mode and the first public step in DVD Survivors’ multiplayer rollout. This is foundation work getting ready to integrate full Co-Op into the game, with a working framework for moving things, together, across the net!
Pick up weapons and pair them with passives to trigger evolutions, then pair passives with each other to unlock synergies. You'll go in thinking you're building around Pixel Bolts, pick up a Meme Cannon because nothing better showed up, accidentally trigger two synergies, and somehow end the run stronger than if you'd stuck to the plan.
Pixel Beam + HDMI Cable = Gigapixel Laser
Static Discharge + Overclocked = Thunderstorm.exe
Firewall Protection + Bandwidth = VPN
Open Source + Dark Mode = Nuclear Option
Corner Strike + Refresh Rate = Corner Singularity
Pop-up Ads. Crypto Miners. Cookie Banners. Trojan Horses. TickTheTock. ClippO's Revenge. Retro cartridges. Doge. Rickietyroll. Neon Cats. Ahhmungus.
There are over 35 bosses with unique mechanics and 18 elite modifiers that stack on top of each other. If you've hated something on a screen, it's probably in here and trying to kill you.
When you hit a corner, the game loses its mind so the Corner Bonus kicks in, the screen flashes, gems pour out everywhere, and you hit crazy high speeds!
FAST FORWARD. DISC ROT. BOOTLEG PRESSING. COMMENTARY TRACK.
The build variety already keeps runs from blurring together, but the run rules make even similar builds play differently.
62+ weapons across 8 upgrade levels each
32+ passives across 5 upgrade tiers
46+ evolutions (weapon + passive combos)
24+ synergies (passive + passive combos)
10+ active items
20+ meta upgrades (permanent progression)
20+ difficulty levels
8 chapters
100+ achievements with hidden challenges
Full codex tracking everything you've found
You sprint using stamina. Dashing through enemies does damage and sends out a shockwave. Sprint into a dash and you get a Mega Dash at ultra high speeds that are fast enough the hitboxes start to feel more like ancient suggestions.
The whole game is a malfunctioning DVD player hooked up to a TV that refuses to cooperate, so commercial breaks overlay your run, channel events change the rules mid-game, and broadcast objectives drop in out of nowhere.
The TV simply DOES NOT care about your build.
Your runs may be short but the loop sure isn't.
The DVD Survivor hit the corner and now it has a weapon build, and a grudge.
Duels are now live: a focused 1v1 mode built around weapon pressure, timing, corner mindgames, and fast reads.
This is the first public step in DVD Survivors’ multiplayer rollout. This is a tighter, simpler, more readable ruleset that helps lock in the online combat foundation while giving players a new way to throw hands.
Single-player chaos is still the heart of DVD Survivors. Duels are where that same combat gets sharpened, tested, and tuned in live matches. Jump in now, break it in interesting ways, and help shape what comes next.
This test is our playground for making sure the netcode is rock-solid in preparation for releasing full Co-Op support for the main game!
--
I'm one person making this game. There is no backing studio, publisher, or marketing team behind the game or its marketing. The only outside help comes from two specific people:
an incredible musician, gamer, streamer who has poured intense love into crafting and shaping music for this insane arcade game -> known as "AkaMikeB".
my brother-in-law providing hours upon hours of game-breaking testing, finding all the weak and terrible design issues or major flaws in the game
DVD Survivors started because I grew up on games like Robotron, Smash TV, Gauntlet, Asteroids... all games where you're dropped in, things come at you from everywhere, and you just survive. Geometry Wars and Nova Drift evolved the hell out of the genre and showed how much depth you could pack into that format without losing the awesome old-school arcade feel. The bullet-heaven genre cracked open a whole new version of that loop, and I wanted to build something in it that felt like those games I never stopped playing. Then, of course, the Survivors genre (also inspired by those same old games) blew up, adding amazing buildcrafting and loot and rewards that really rounded out the whole experience. I love all of these, and this game is a love letter, in its own way, to all of the above.
The DVD logo bit first started as a joke. When I built the prototype and it just worked (the bouncing, the corners, the way the screen becomes the arena)... it stopped being a joke pretty fast and I realized there was some real potential in this game design. I love navigating mazes, dungeons, forests, etc, but I found that taking away the player movement control and navigation actually really opened up some interesting design challenges on the rest of the combat, interactions, and methods of designing for player agency.
Everything in this game is stuff I actually want to play. What this means is that if something felt like filler, I immediately cut it. When a weapon wasn't fun to use, I reworked it or just blatantly threw it out. 62 weapons managed to survive that process, and the ones that didn't simply aren't in the game.
If you pick it up, please leave a review, and be as thorough (and even critical) as you can. It matters more than you'd think for a game this size. And if something's broken or feels off, please tell me!
I will be working on tweaking balancing, synergies, evolutions, optimizations, and more all centered around maximizing the heck out of the gameplay feel of this intense combat, so expect there to be cool updates!
Screen is way too busy and seems like I have minimum impact on the game progress.
Almost too much going on and could not control character like I wanted.
not what i thought it was
feels like the game plays itself
TBH, the flashing, and CRT effect is the reasons i can't play this. It made me very unwell within a few mins. It looks fun, but i simply can't play it. And i have a deep hate for the CRT effect, it jarring to look at for me, and i always turn it off in games that has it, but im unable to turn it off in this game sadly.
This game is gonna give me a seizure
Game was way too harsh on my eyes, so after just a few minutes of playing I had to quit
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
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
This game is tuff as beans so far, definitely gonna play it more. creator should consider implementing the steam workshop so people can make modifications one day.
ive been waiting in the screensaver mode for the dvd logo to hit the corner and i've longed for its entry into such corner
Booting up this game i had NO clue what was going on my screen. The game itself has an addictive bullet-hell loop that was genuinely fun to play. The style and gameplay reminds me of a mix of vampire survivors and windowkill. I can probably see myself dropping a lot of hours into this later.
What a spectacle! A fun survivors type game with a great retro (are DVDs retro already?!) flare. Somehow I think this game was made for me - survivors fun, number-go-up chaos, eyeball-bleeding visuals, DVD/analog/tech spin. A unique spin on a genre and a lot of fun to play. Lots of upgrades and build variables, and though I'll be honest, I'm not entirely sure exactly what's happening at all times, in my view this only adds to the games charm and weirdness. Great stuff.
A chaotic survivors-style game where a bouncing DVD icon fights waves of enemies while you upgrade weapons, unlock perks, and survive increasingly difficult stages filled with overwhelming visual effects. Your first run will be a complete shot in the dark because you will have no idea what is going on or how to play. The playable character is a DVD icon that bounces around the screen. You cannot control its movement, but you can fire a laser that can hit anywhere on the screen, while the rest of the weapons automatically target the closest enemy. Some movement options come from jump and dash, which take a while to recharge. However, only the dash really feels useful since it passes through enemies and deals damage. There is also a speed button that makes you bounce around faster and increases enemy speed, but it can easily lead to a quick death. The screen quickly fills with all kinds of small and large icons that you need to destroy. They keep spawning until you die or survive for the required number of minutes. The amount of icons, projectiles, special effects, and colors becomes overwhelming and can easily strain your vision, and you’re pretty much shooting everywhere. Because of this, it is usually best to focus on larger targets and let your auto-weapons handle everything else. Like in any other survivors game, you gain experience from defeated enemies, which leads to leveling up and selecting a perk. Since you have no movement control, experience is collected automatically. The same goes for health. It is best to ignore it because you will constantly see it drop and recover throughout the run. The only way to avoid damage is by dashing through enemies, but that is often impossible due to the sheer amount of things happening on the screen. As usual, you choose one option from a random selection of three. These can be passive perks, such as increased fire rate, reduced cooldown, or additional projectiles, or new weapons that fire automatically. Almost every option can appear again, and picking the same perk or weapon increases its effectiveness. If you match a weapon with a specific perk, which is shown in the weapon description during selection, it evolves into a stronger version. Similarly, combining two passive perks creates a synergy. Unfortunately, the game does not show whether you already have the matching perk or weapon. There are 20 stages, and you must complete them in order. The differences between them include how long you need to survive, the enemy damage multiplier, and the number of bytes you earn. If you want to increase the number of earned bytes, you can select one of the modifier packages with additional objectives and challenges, which also make the run more difficult. Bytes are the main currency you earn regardless of whether you win or lose a run. They are used to buy permanent upgrades that include familiar bonuses such as increased damage, larger pickup range, more health, additional experience gain, and so on. Each perk can be purchased up to fifteen times, but the price increases with every purchase. You can also spend bytes to unlock new weapons that will start appearing during runs. They are very cheap, and since you earn a large number of bytes per run, you may unlock all of them after just a few full runs. In addition, you can equip one (or more if you buy upgrades) unlocked weapon before starting a run to complement your basic laser. Some are more useful than others, but you will gradually learn which ones work best as you play. Another thing you unlock after many runs is skins and accessories for your bouncing DVD icon. Some are tied to achievements with clearly listed requirements, while others must be purchased with bytes. All of them are purely cosmetic. Interestingly, your first run will probably unlock more than twenty achievements at once, which may look strange on your Steam profile because they will all have the same unlock time. This happens because achievements are awarded on the run summary screen rather than during the run itself. Everything the game offers is documented in an extensive codex. The only requirement to unlock an entry is encountering it at least once during gameplay. The codex includes all enemies and bosses with their stats, weapons with all possible firing modes in both basic and evolved forms, synergies, and the full list of achievements.
Dope bullet hell
I'm being so fr, this game is actually really good and fun. Even more fun when there is so many things happening and your fending for your life. 9/10 game, so happy my friend got me this.
No idear what is going on, but it is fun so i keep playing :D
This game is actually so fun, i like the design of it. im usually very bored and this is a great way to pass the time. its extremely interesting and shoutout for my friend for reccomending it!!! ^,^
Fun Survivors style game. There's a lot going on around the screen most of the time after the first minute or so but once you learn everything that's happening the game is a fun whack-a-mole style of game! Great music too! Lots of familiar tones and beats that make this game feel really cool to experience!
Related
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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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