
Furious Angels is a brutal score attack shooter with different waves each day. Compete on the leaderboards, transform into a flying tank and shred the skies to pieces!
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 9 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm going to write one review for three games - Afterburn, Top Dog, and Furious Angels - and copy+paste this review into each one. Why? Because they're all made by the same developer and they all have the same 'basic' idea, and because if you own one, you genuinely should probably just own all three. If you enjoy one, you're probably going to love all three (the only exception might be those that like Top Dog and Afterburn could POSSIBLY not like Furious Angels, and vice versa. I like all three, but the play style on Furious Angels is a little different). So what's the idea? A regularly resetting global leaderboard. A shot at a high score. Each cycle you do your best to become 'top dog' on the global leaderboard. When the cycle ends, you can see how you did... and take another shot in the new cycle at landing that top spot on the leaderboard. You'd think that that regular reset would make the game LESS appealing - but it has actually had the opposite effect with me. We all know that feeling of buying a new game and thinking to yourself, oh, cool, a global leaderboard! I can see how my playing stacks up against everyone else in the world! So you start playing and get a ten thousand points!!! ...only to discover that Bob from Finland hit a high score four years ago of sixteen billion points. You'll NEVER beat that. There's almost no point in trying. With the regular reset, you're always kept on your toes... and you've always got at least a SHOT. You've always got that chance to have those bragging rights for a day. So what are they? Basically wave shooters. You go out, fight wave after wave of bad guys, and try to rack up scores. You do certain things for bonus points. Pretty simple. Each of the games is ultra simplistic. In Afterburn, pretty much all you do is point where you want to go, and you have a 'shoot' button and a 'boost' button. Top Dog is a lot like this except that you've also got a 'lock on target' button and some weird little bottom-boost capability. Oh, and missiles. Furious Angels is essentially twin stick - one stick to move, one stick to point guns. ULTRA... ULTRA simplistic. But if it sounds easy, it's not. These games are not forgiving at all. You can go from doing great, to being shot right out of the sky abruptly and with no fanfare, in a heartbeat. You'll have full armor, blazing through the skies, tearing through enemies, wreaking absolute havoc, and suddenly you're dead. You're shown your score and how it stacks up against others, and then you either quit or try again. A brief outlook: Afterburn is the ultra simple one: joystick to turn, a button to boost, and a button to shoot. Three different planes to choose from, each with their own stats, and three different weapons to choose from, each of which functions slightly differently. You fly out and try to make it through the waves, which get increasingly more difficult but which give increasingly better chances for higher scores. The last mission (of 6) is just randomly next level - you're not going to beat it easily unless you've got a lot of practice in. It took me about a million tries to beat that last one. Top Dog is kind of like a roguelike of Afterburn. You've got a little more to control here - direction, that 'bottom' booster (on the bottom of the craft, which changes the way you fly a little).. you've got missiles and a gun... and a button you can use to select/lock on to a target. Too, as you clear each wave, you can pick an upgrade to your craft - increased agility, better guns, more powerful missiles, or just whatever you end up choosing. So unlike Afterburn, where you have the same craft from start to finish, in Top Dog as you go through the levels your aircraft will be getting better and better. You can pick upgrades that suit your play style and try to make it through the missions. Furious Angels, the twin stick shooter, is a lot of fun, but not one I play as much as the others. It becomes kind of a bullet hell, with missiles and lasers and everything else flying all around making it impossible to get anything done. One joystick to control direction, the other to point guns - and if you can survive long enough, your craft starts upgrading itself to make itself more powerful. You'll finally get up to being a cool tank thing, and then get shot enough that you explode out into a fighter yet again.. and just continue to keep trying to survive. "Furious" is an appropriate title choice. It gets intense. So what's my take on them, then? For such small games, I really think the graphics are nice. It's not quite 'Ace Combat' level graphics, to be sure, but they look just fine and are not too distracting. There's no frills on these games - if I'm remembering right, Furious Angels has a little bit of a soundtrack, and I don't think the other two do. There's no real persistent upgrading (even on Top Dog, which has roguelike progression... when you die, those upgrades are gone). There aren't a ton of complicated things going on - these games are all about short bouts of furious combat with no bells and whistles. You go out, you try to survive, you try to do well, and you see if you can land on the daily leaderboard. Period. Nothing more, nothing less. That's part of what keeps me coming back to these games, though - there's no 2-minute intro screens, there's no extended loading wait times, there's not a bunch of this and a bunch of that. These games are TAILOR-MADE for short-burst playing. If you've got a break at work or something, you can hop into one of these three, play as long or short as you'd like, and get back to what you're doing. There is no extended this or that, so it's PERFECT for those little ten-minute "I need something to do" periods. I often find myself during work thinking, "Ugh, I need ten minutes to unwind a little," and just firing up one of these three games. Do I have a favorite? ...Weirdly enough, not really!!!! You'd think one would really 'stand out' from the others, but it's really weird - each one has their own attraction for me. I appreciate the simple but furious playstyle of Afterburn... the more in-depth and 'progress'-oriented playstyle of Top Dog... and the insane chaos (and achievement-hunting) of Furious Angels. EACH of them in their own way has a special little draw - and this is why I say, if you own one, you may as well own all three. Worth full price? Eh, I think so. I believe I got them on sale but for under ten bucks I think they're priced fairly, especially for how much fun I have pulled out of them. So I would encourage everyone to check out all three. They're a lot of fun and I keep coming back to try to get on that daily leaderboard. Come try to beat me!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 52 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very fun roguelike, easy to learn, hard to master. 10/10 F*ck those mine ships
love this game! Great for 2 miutes, or an hour, depending on my mood. good social aspect with regularly resetting leaderboards and changes in enemy spawn sequences. plays great on steamdeck! i like it so much, i bought copies for all of my friends.
I've been playing this twin stick shooter on and off for a few years now. Somehow captures the feel of classic arcade shooters perfectly. Great blend of focus, skill, violence and luck. Gives you all the great emotions of overwhelming firepower, brain overload of enemies and bullets and WTF? just happened feeling when you get hit. I think it ended up outlasting everything else on my playlist. Cool fun !!
Been a hot minute since I last played this game. The bullet hell is legit, but I only last a few minutes (yah keep your jokes to yourselves.)
Just dope twin stick mojo!
Pretty fun and challenging. Daily variance in enemy waves gives you a reason to give it a couple tries each day. Good way to keep you coming back without becoming a time sink.
Excellent top down shooter, great mechanics. Scoring very dependant on combo rather than kills though.
I keep coming back... and getting my ass kicked. I love the graphics, the music, it caters to my old-arcade-shooter nostalgia each time. I just wish I were better, not just... "furious" ;)
Ok game, wish there were other modes with more upgrade options
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