
A fast-paced, roguelike first-person shooter with hand-drawn visuals. Escape from the slaughterhouse, shoot your way through hordes of Federal Agents, and collect enough change for the bus!
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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 28 reviews with recorded playtime.
Reviews
If you like good games made by cool people you need to keep your eyes on Meat City. Even in its early state, it has engaging action and satisfying movement. The monochrome art style has a really compelling, dirty vibe to it. At the price point of a cheap lunch, it is very worth picking up.
This game is what it says on the tin--you have to escape from a city populated by all sorts of weird and wacky meat monsters! You're armed with all sorts of guns to take down your foes, which you can upgrade as you progress through the levels. Though simple, its a lot of fun running about the city, hunting down the bus tokens you need to get yourself out. It's got a fantastic variety of enemy designs and the hand-drawn style of it is just lovely. Also burgers represent your health, and I think that's just neat
내가 한국 첫 선발대인 것 같은데 꽤 할만함 재미도 있고 단점은 최적화가 구림
funktioniert jetzt schon besser, als ich erwartet hätte. Denke, das wird geil, wenn es fertig ist :)
Early access thanks to Jake The Voice and E1M1. Not a great game. Nice aesthetics and atmosphere, i guess, but the gameplay is boring and repetitive, and there's no meaningful objectives. You just randomly warp into one of the 9 levels and then try to survive and collect enough "eye coins" to afford a bus ride to the next stage. Pretty gay. 2/5.
This games got a really fun and unique aesthetic for it so far, and it controls really nicely. The enemies and guns and variants so far feel fun and it's actually rewarding to boost things up. All this makes me real excited to see where development goes so far.
It's not really bad, but it's definitely not what I expected from the description. The elements are all there, but at the core is something not mentioned: A hard-stop time limit in every stage, and a timer where the enemy spawns get exponentially more intense, making navigating or avoiding damage almost impossible. This makes it feel like it's supposed to be a speedrun game, except the levels are randomly generated and you have very little in the way of movement tools. You don't really have time to pick and choose upgrades or explore around, you have to rush for the tokens required to get to the next level, if you see any good upgrades (or maybe good) grab them on the way (if you have enough money from killing enemies on the go), and then camp at the exit until the timer hits a certain spot farming money for the next level. Normally with roguelikes you have a few approaches: carefully explore, choose how to spend resources, risk vs. reward of dumping resources into one option over another, or rush through if there is a scaling element in the hopes of getting lucky enough to keep ahead of the curve. Here you don't have those options at all, it's JUST "rush forward at all times until you're ready to leave". It makes it feel kind of pointless to play. On top of that, the weapons are pure stat sticks. They basically all feel the same to use, with the exception of some bad ones that I'm pretty sure you should NOT use. So you grab the best weapon you can find and dump upgrades into that but it doesn't matter if it's a shotgun or uzi or bolt action because ultimately your playstyle is exactly the same. Enemies just spawn everywhere around you, so that forces your hand. Enemy spawn rate increases rapidly once it starts up, forcing your hand. The levels are VERY vertical but you only have a pretty wimpy double jump and iffy air dash, which means much of your limited time is just platforming up to the token hands, also forcing your hand. You basically have no time to explore, choose, etc. and the best combat approach (because of the chaotic enemy mass spawns) is always just "shoot in front of you while running in a serpentine". If you are interested in the idea of a roguelike designed around just going as fast as you can with no real dynamics other than what that forces on you, this is definitely the game for you. Otherwise, I am not sure what audience might find it fun. One last note: You have to redo the intro/tutorial level every time you start, which wastes ~20 seconds. Which doesn't sound like much but how many times do you rerun roguelikes? Hundreds? That is gonna add up to hours eventually, and it doesn't add anything. I'm guessing it's to avoid starting the death timer in the first real level until you pick your weapon but there has to be a less tedious way to do that.
this game is one of the coolest-looking games I have ever played. every design is on point.
Really cool concept, hope to see more come to this game.
https://vk.com/video-168103448_456248475
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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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