
Have you ever faced your worst nightmare? What if you have no choice but to move on and see what’s behind it? Then you’d better arm yourself with a couple of big guns, stock up on ammo and show them all what a real nightmare is!
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Portuguese - Portugal, Czech
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
Whelp, giving this game a thumbs up because i had a decent time playing it, but their are definitely some bugs and some things are not explained too well. So ill do my best here to list the issue's with the game as someone that has finished it on the hardest setting, solo and this year compared to most of the other old reviews. The first bugs i encountered were in the swamp levels. If you end up taking/using the attack drones, you will eventually come across an escort quest. The drone's will focus the escort non-stop until you finish it making them useless. Also, if you place a turret down during the escort quest, the little girl will just stand infront of the turret and not move until you either place it down far away from her, or its destroyed. Also, the drones/turret will cause the boss that spawns from finishing the little girl escort quest to go invisible/not spawn at all, forcing you to reload (game saves right before boss fight so its not too bad). Also, the drones do NOT like teleport pads (theirs only 2-3 you encounter for side quests) and disappear after teleporting. Will have to wait for their timers to run out to respawn them. Also their is 1 lvl where the drones wont go down certain hall ways either. But over all, its fine, finished the game using drones/turrets with no issue other then that. Another bug is that, for some of the big melee dudes, even if they are frozen or dead on the ground, they can still sometimes bug out and cause contact damage to you. Thus making melee not really viable (unless your playing the game on the easier settings, and even then, this game is not all that hard to tell you the truth, even on the hardest setting). Another issue i found, is that when ever i minimized the game from full screen mode to check something on the net, my gpu temp's would constantly go up (and this was with my gpu fan running at 75% of its max speed in an air conditioned room). I let it get up to 77 celsius before it became apparent it would not stop going up. It stops once you put the game back to normal full screen mode, but yeah, be warned, the game does NOT like to be alt tabbed or you gpu temps will sky rocket regardless if you got your gpu fan on max speed in a cool room or not. So be sure to keep an eye on your gpu temp when ever you got this game minimized with what ever program you use, be it evga, msi afterburner ect. That being said, gpu temp remained around 55-59 celsius generally most of the time during game play on full screen with gpu fan speed at 75% (i use a geforce 980 TI 6 gig card, so ya she's a bit old, but still gets the job done). Thats about pretty much all the issue's i encountered during my play through of the game. Game does have co-op and saves a fair amount (each time you run by an old school camera, as in, the very first camera's in existence, the camera takes a picture and the game saves or when finish a quest). The quests in the game are basic and not hard to do except for the last side quest in the second last level (you some how have to match up sounds produced by 3 shields and then match them up to the sound a horn makes, except the sounds the shield's make are 100% different from the sound the horn makes and i could not find anything online showing how to finish it, but its not an issue, you will easily have all you need to beat the push over of a last boss at the end by this point anyway). Also the last safe code is a bit of a pain, the riddle/puzzle is worded very very poorly/incorrectly you could even say, to help you figure it out properly, even after discussing it and showing it to some buddies of mine, seeing what chatGPT had to say and a few days later (after i had just ended up using the russian guide in the guide section to solve it cause i had had enough of it by this point) putting the math riddle/problem infront of my old man who is a retired high school math teacher, none of them could figure it out with the info provided by the sign infront of it and all said that made no sense when i showed them the actual answer. Also forgot to mention, there is no option to rebind keys for either controller or mouse/keyboard in the games options menu as a heads up. The only other issue i have with the game other then everything i have written about so far, is the fact the only way to tell when you take damage is via the health bar. Your character does not make any noise (at least not from what i could tell) and your character does not have any sort of bleed animation when getting hit either. So that can be a bit of an annoyance sometimes. Oh, and the ending to the game is abrupt, short, and not explained in terms of "Why did that just happen and cut off their and go straight to the credits". I wont spoil it, but, ya, it will 100% make you go "Wow, that's it? That's what happens? Huh.... ok then, that's it i guess, onto the next game in my steam library". Overall though, despite all of this, i did enjoy playing through the game. Plus since i got the game cheap and the current deal of the game+dlc for under 5/at 5 bucks bucks after taxes (which im guessing is the same for many others since the canadian dollar is worth less then both the american dollar and euro as of writing this review) means you 100% (assuming you play through the game fully to the end) will get 1 hour of gameplay/fun for each dollar spent it and some. Sadly though their is nothing else after having beaten the game. So it is pretty much a 1 and done once you are done with the story. That conclude's this review. Hopefully this will help whoever reads this to decide if this game is worth spending the money on. That's all i got to say regarding this game. Peace out.
O jogo surpreende pela sua atmosfera sombria e envolvente. A jogabilidade combina elementos de ação e estratégia, mantendo o jogador constantemente desafiado. Os gráficos, com seu estilo único, e a trilha sonora poderia ser melhor. A mecânica de combate é fluida e oferece uma variedade de armas e habilidades. É um jogo que certamente vale a pena para quem gosta de aventuras intensas e uma boa dose de ação.
fight some evil clowns with a really badass dude
It's Pathologic if it was actually fun.
This game is neither a roguelike nor a survivor-like game. Young people will probably just dismiss it as a crappy game. However, if you're someone who has played a lot of "games you just can't hate," like Loaded, Reloaded, Machine Hunter, or Assault Retribution, you'll find something to appreciate about this game.
Русское подобие Alien Shooter с каким-то нездоровым вниманием к клоунам. Здесь в качестве орды мяса выступают не инопланетяне, не зомби, а именно клоуны. У главного героя есть причины их ненавидеть, тут очередная история мести аля Max Payne. В плане геймплея игра очень быстро наскучивает. 18 уровней, которые условно можно разделить на два типа: 1) короткие, где надо выполнить одну мини-задачу, проходящиеся за 5-10 минут; 2) длинные и скучные, большая карта, много толп клоунов в каждом переулке, несколько побочных квестов, которые награждаются чертежами оружий (да, тут есть возможность покупать и прокачивать оружия и навыки). Не могу сказать, что игра плоха, старания авторов видны, но просто уж слишком быстро наскучивает, может слишком долгие уровни. Да и сюжет ничем не удивляет. Нейтральная оценка объективно, но за старания отечественных разработчиков все таки поставлю палец вверх.
buy on 80+% sale
Es malisimo, horrible en todo; jugabilidad, música, gráficos, ambientación y diálogos de los NPCs. No es ni divertido de jugar, es muy aburrido y soso incluso para un indie. Si se preguntan por qué este juego tiene la etiqueta de RPG pese a que es un shooter de cámara isométrica, donde matas payasos asesinos, es porque tiene misiones secundarias que son el típico objetivo secundario de hablar con tal persona o llevar cinco bolsas de carbón que están repartidas en todo el nivel, pudiendo agarrar solo una a la vez, casi como si el juego quisiera agregar cosas que empeoran la experiencia en vez de hacerlo más divertido. Y además, te dan armas nuevas así que por lo menos sus recompensas valen la pena. Encima el juego pesa 2GB pero te ocupa como siete porque sí, cosa que molesta bastante. Lo único bueno es que tiene multijugador y el desmembramiento de los enemigos no esta del todo mal. Sé que este juego lo hicieron unos pocos (Krealit se supone que es una empresa, así que seguramente son varias personas involucradas), pero igual deja mucho que desear.
Overall solid experience, nothing special but it's a simple top down shooter!
I Am Weapon: Revival is a dark, fast-paced action game developed and published by Krealit that blends the intensity of a twin-stick shooter with the eerie surrealism of a psychological nightmare. It places players in the role of a man trapped in his own mind, forced to battle through twisted manifestations of his fears and memories to regain his lost identity. The game doesn’t simply present combat for the sake of adrenaline—it wraps that violence in a grim, hallucinatory world where every monster feels like a fragment of a broken psyche. What begins as a straightforward shooter gradually transforms into a descent through insanity, as the player navigates a labyrinth of distorted environments, fragmented story elements, and waves of grotesque enemies that never let up. It’s an ambitious project for an independent developer, and though rough around the edges, it delivers a chaotic and strangely compelling experience. From the very start, the game thrusts you into combat without hesitation. The moment you step into its dreamlike landscapes, you’re surrounded by hordes of hostile creatures, forcing you to fight for survival while piecing together the fragments of your past. The gameplay operates through a top-down perspective, evoking classic twin-stick shooters but with heavier, grittier mechanics. Movement is quick and responsive, allowing for constant dodging and repositioning, while the arsenal at your disposal feels satisfyingly destructive. Shotguns, assault rifles, explosives, and energy-based weapons all deliver distinct feedback, and the sense of weight behind every shot contributes to the game’s frenetic energy. The encounters are frequent and intense, demanding constant awareness of positioning and ammunition. There’s little room for hesitation; the relentless flow of enemies pushes you to keep moving, thinking, and adapting. Beyond its raw combat, I Am Weapon: Revival incorporates light RPG elements that expand the gameplay loop beyond simple shooting. Between battles, players can upgrade weapons, unlock drones, place turrets, or enhance character stats through various crafting and modification systems. The customization options allow for different approaches to combat—some players might favor brute force with heavy weapons, while others may build around agility or area control. This system gives a sense of progression and control that balances the otherwise overwhelming nature of the game’s enemy design. The process of slowly enhancing your abilities and watching your character evolve lends a satisfying rhythm to the experience, even if the progression systems occasionally feel disconnected from the larger narrative. Narratively, the game’s world is as hostile as it is mysterious. You awaken in an otherworldly realm filled with decayed structures, distorted machinery, and hostile beings that seem both mechanical and organic. The story is conveyed through fragmented dialogue and surreal imagery rather than linear exposition, forcing you to interpret meaning through context and symbolism. The idea of being trapped in your own nightmare is a familiar trope, but Krealit gives it a unique edge by framing it through psychological unease rather than simple horror. Every environment feels like a metaphor—a warped hospital, a battlefield of memories, a labyrinth that doubles back on itself. The atmosphere evokes a strong sense of dread and confusion, making you feel both powerful and helpless at the same time. There’s no traditional storytelling structure; instead, the game invites interpretation, leaving much of its meaning deliberately ambiguous. Visually, I Am Weapon: Revival makes the most of its indie limitations by leaning into its grim aesthetic. The art direction favors muted colors, stark lighting, and dense particle effects to emphasize the chaos of battle and the unreality of its setting. Environments drip with decay and distortion, while the enemies look like nightmarish hybrids of flesh, metal, and smoke. The effect is unsettling, if not always beautiful. The top-down perspective allows the player to take in the scale of combat, with explosions, gunfire, and energy beams constantly lighting up the screen. The visual clutter can occasionally overwhelm, but it suits the game’s chaotic tone. The soundtrack, meanwhile, punctuates the action with driving electronic beats that heighten the tension, while quieter moments are filled with distorted ambient noises that make the world feel alive in all the wrong ways. Together, the visuals and audio create an atmosphere that feels both hypnotic and oppressive. Technically, the game performs adequately for its scale, though it bears the hallmarks of a small-studio production. Frame rates remain stable during most encounters, but the visual effects and enemy density can sometimes cause dips in performance. The interface is functional but occasionally clunky, with some menus and tooltips lacking polish. Enemy AI can fluctuate between aggressive and oddly passive, and certain missions repeat level layouts or objectives. These issues, while noticeable, don’t break the core experience—they simply remind the player of the game’s modest production. Despite these flaws, Krealit manages to deliver a functional and ambitious action game that feels larger than its budget suggests. The technical imperfections almost become part of the charm, reinforcing the feeling that this world is chaotic and broken by design. One of the most distinctive aspects of I Am Weapon: Revival is its cooperative mode, which allows multiple players to tackle the nightmare together. The addition of co-op injects new life into the game’s formula, transforming what can be an isolating experience into a shared struggle for survival. Coordinating attacks, dividing resources, and covering each other in battle make the chaotic combat more dynamic and enjoyable. Playing with others doesn’t diminish the sense of tension or danger—it amplifies it, as the team’s survival depends on communication and timing. This mode also highlights the game’s flexibility; its systems, though simple, work well in a multiplayer context and add significant replayability to an otherwise linear experience. Despite its many strengths, the game’s ambition sometimes works against it. The pacing can feel uneven, with certain sections dragging due to repetition or difficulty spikes. The narrative, though intriguing, doesn’t always connect clearly with the gameplay, leaving players more motivated by mechanics than mystery. The sense of discovery that drives the first few hours eventually gives way to routine, and while the upgrade system helps sustain engagement, it doesn’t fully mask the repetition of the core loop. Yet even when its flaws become evident, the game retains a certain intensity that keeps you pushing forward. There’s something satisfying about fighting through waves of nightmares, armed to the teeth, while unraveling fragments of your own consciousness. In the end, I Am Weapon: Revival is a flawed but passionate piece of work. It’s the product of a small team with big ideas, and that ambition is visible in every frame. It merges relentless action with psychological unease, crafting a world that feels both chaotic and deeply personal. Its rough presentation and uneven pacing might deter players seeking polish, but for those willing to look past the imperfections, it offers a grimly satisfying journey into madness. The combination of heavy combat, eerie atmosphere, and symbolic storytelling gives it a unique identity in the crowded landscape of indie shooters. It may not be perfect, but it’s memorable—and in a genre often defined by familiarity, that alone makes it worth experiencing. Rating: 6/10
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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.