
High Fructose is a first-person survivor-like roguelite where weapons fire automatically while you dash, wall-run, and manually slash through demon fruit with fast-paced melee combat. Build powerful loadouts between waves with weapons, items, and recipes.
Modeled estimate, not a reported figure. How we estimate →
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About
A high-speed roguelite FPS where movement rules the battlefield.
Wall-running, dashing, double-jumping
fluid movement meets handcrafted and procedurally generated combat arenas.
You are the Fox.
In a world of fruit corrupted by demonic forces, slice, smash, and blast your way through.
⚡ High-Speed Movement Combat
Stay in motion and dominate enemies with momentum and positioning.
🍉 Demonic Fruit Enemies
Each run brings newly mutated, twisted fruit enemies.
🔪 Manual + Auto Combat
Control your melee weapon and everything else fires automatically. Become a storm of destruction.
🌳 Handcrafted + Procedural Battlefields
Designed spaces combined with dynamic layouts, paths, and elevation for every run.
🥣 Recipe System
Completing recipes gives you powerful game-changing effects.
💰 Shop & Build Crafting
Upgrade weapons and perks between waves.
🌱 Persistent Progression (Seeds)
Grow stronger, unlock new power, and push deeper each run.
This game is currently in development.
Some systems and controls are still being refined.
We’re actively improving the experience based on player feedback.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*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
The first word that comes to mind when I play this game is snappy. The pacing is quick but clean, with fairly immediate feedback to every action you take. The vertical traversal, when combined with time-slowing dashes, lends itself very well to allowing the player to dictate pace-of-play, resulting in gameplay that feels flashy and intentional. Much praise can be heaped, justifiably so, on the game on a purely technical level, though focusing only on that would be a disservice to the rest of the work that has clearly gone into the game. While there are features that are meant to get more fleshed out over the course of Early Access, what is available clearly has had an incredible amount of effort poured into it. A simple yet engaging art design is supplemented by some very slick animations and a driving soundtrack (which admittedly will be heard many times over the course of a run) sum to a game that feels incredibly well-rounded with a solid base for any future added content. While calling the game "highly competent" is far from compelling praise, I really must express how, in a sea of "Early Access" games that are borderline unplayable, this is genuinely a breath of fresh air that I have greatly enjoyed playing, from the demo to its current Early Access, and know I will continue to enjoy as more updates come out.
Zany, first-person, parkour survivors-like that has you Fruit Ninja-ing your way through hordes to complete recipe power-ups! Fun gameplay loop, killer soundtrack, great visiauls and lots of promise!
High fructose is a VERY peak game. Its a fast paced sort of bullet hell, hack and slash game with one HELL of a sound track. it is definitly worth the 10 bucks and As someone who was there to see a lot of the development as it happened the people behind it worked super hard on this project. 100000/10
TLDR: It's good but not great yet. Pros: Fun and Simple Combo System is very well implemented Gameplay is very satisfying Cons: Little to no Vertical Mobility. Aerial Mobility is slow and clunky. Many many UI bugs. Upgrades that don't function as advertised or at all. Parry mechanic is not rewarding and is absurdly hard to see. Changing Combos resets all progress made. You feel very small & low to the ground. Autofire and melee feel very separate and don't mesh well together. There is no upside to harder difficulties. In game timed leaderboard with no timer present during a run. Final Boss feels out of place compared to the rest of the game [Single Target vs Waves, Requiring jumps to move upwards vs bounce pads, Poorly telegraphed attacks, fruit for certain combos not spawning]
Fruit ninja but im a furry thats horrible at parkour. 10/10 would fall into lava again.
Out of the box this game is a hit. Any fan of Risk of Rain 2 is going to enjoy it. Fast paced action, high intensity builds, and an absolute banger of a sound track. It's easy to say "just 1 more run" for hours on end. ~Bear cannon maxing is the way~
I seriously can't wait to see what this game becomes. The recipe system is something I don't think I've ever seen in a game and the visual style is genuinely crazy. I've seen full release games with less polish than this early access.
[h1] FRUIT NINJA IRL [/h1] It's not so much about fresh ideas as it is a new and clever twist on familiar gameplay in today's indie scene — that's pretty rare. This game is a fast-paced first-person slasher where you play as a furry fox slicing up monstrous fruits. A big plus is that there's no excessive gore or blood — this moderate level of violence makes the game fun for both adults and younger players. Essentially, it's a simplified roguelike: you go through four stages (ten waves of monsters in each stage), at the end of which bosses await. The combat system here isn’t just about mindless button-mashing. Sword swings are tied to timing, so you need to follow the rhythm. There’s a dash that lets you pass through enemies, and a parry mechanic: if you block an attack or shot at the right moment, you trigger hand-shot magic. The upgrade system is pretty straightforward too: you collect seeds to boost permanent perks and gold to buy stuff during a run. It’s super handy that you can 'freeze' a shop bonus you like if you don’t have enough cash right now — it cuts down on the random luck. Besides that, there’s a recipe mechanic: during a run, you get cards that can be upgraded up to three levels. By picking a recipe, you can summon certain types of enemies, and if you defeat them in the right order or collect the necessary ingredients, you get powerful buffs to healing, damage, or defense, or even trigger explosions. This system adds some depth, but it still needs work to make things clearer. With all the abilities and enemies mixed together, it’s easy to get lost: it’s not always obvious when to go for a head-on attack and when to maneuver. Enemy damage can register unpredictably, which can really throw you off in combat. Sure, the early access status really shows. The graphics and animations still feel a bit rough, and the lack of fine difficulty settings and visual tweaks is something the dev should tackle first. The main issue right now is the sameness. Procedural generation barely makes an impact: you’re constantly running through the same Japanese-style ruin arenas with bare walls. Extra tasks (skulls) with modifiers like 'half-lava' or double cash (which crop up almost every round) help a bit, but the arenas still lack that broad and intense variety. The project has awesome potential, but there’s still a lot of work to do on content and smoothness of combat. Also, sometimes levels end earlier than expected, even if you haven’t killed the number of enemies required. Not sure if it’s a bug or intentional, but it’s confusing. The game could definitely use achievements, collectible cards, and Steam Cloud, and a Russian translation along with a local monster encyclopedia would be an awesome bonus. More variety in enemy attacks would help too, so you don’t get lost in all the chaos. Also, the belt system (and the wave-based rounds I mentioned earlier) should be explained. The developer really needs to pull together and focus on expanding and improving the content to make the most of this fresh concept—if it leaves early access in anything less than great shape, I’ll hit it with a dislike. [h3] Verdict: [/h3] https://steamcommunity.com/sharedfiles/filedetails/?id=3628285134 [i] P. S. 2x. Did you like the review or my profile? Drop a Steam reward for the review. Thanks to your support, I don't lose the point of playing and writing reviews! [/i]
Whether you are excited about this, or skeptical, this game is so much better than you think it is.
I just can't get into it, It feels really messy and not beginner friendly- I genuinely don't know what anything does or what's going on. I know I have a small amount of playtime on this game, but most similar games I can figure out what's going on pretty easily. I don't think the premise is bad, it just needs to be fletched out properly. Also I ran into a bug right on the tutorial, I went through the floor and got stuck.
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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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