
Eliminate hordes of monsters in a thrilling first person shooter - ILLWILL.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Russian, Simplified Chinese, Turkish
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
这个制作组对boomer shooter的全部理解就是给你关在一个巴掌大的圆形场地然后刷几十只怪,最基础的怪普通难度打头都要好几枪,然后你的血量只能吃3到4下攻击就寄,还有神人设计的场景角色经常就卡在哪个犄角旮旯动弹不得 点名垃圾场关卡 demo跟正式版完全是两个游戏(伤害降低,怪物数量翻倍),是否可以举报虚假宣传? 纯史,不推荐
После прохождения осталось неоднозначное впечатление. Начну с хорошего: это игра от российских разработчиков, небольшая команда — за это уже уважение. Ребята постарались, осилили проект, и это достойно похвалы. Графика и визуал: Огромный плюс — здесь нет надоевшей пиксельной или кубической графики. Даже при небольшом количестве деталей на уровнях картинка смотрится приятно и стильно. Брызги крови и ошмётки отрисованы красиво — мясо в игре действительно радует. Звук и музыка: С озвучкой выстрелов и взрывов всё нормально — звучат увесисто. А вот к музыке есть вопросы: хотелось бы чего-то пободрее и повеселее, под стать экшену. Уж с кем-нибудь из музыкантов можно было бы договориться, металл был бы куда уместнее. Ещё раздражает, что после сражения бодрая тема часто продолжает играть или резко сменяется чем-то фоновым — это сбивает ритм. Геймдизайн и механики: Враги разлетаются на куски весело, этого не отнять. Но их видов очень мало — хочется большего разнообразия. Механики тоже можно было поразнообразней, а то видеть то, что было в Дум к 1990 года несколько скучно. Также не до конца понятна система слабых мест и то, как разные виды оружия влияют на бой. Метод тыка работает, но хотелось бы чуть больше прозрачности. Самый большой минус на мой взгляд — игра фактически наказывает игрока за исследование уровней. Как только вы подбираете усиление, аптечку или броню в каком-нибудь скрытом месте, дверь закрывается и на вас выбегает толпа врагов. Получается, что проще пройти мимо бонуса, потому что на отстрел мобов вы потратите кучу патронов, а возможно и ту самую броню, которую только что подобрали. Это обесценивает исследование уровней — а ведь именно секреты в шутерах старой школы всегда были наградой, а не наказанием. Автосохранение сделано криво. Игра по сути представляет собой набор арен-комнат (в духе Painkiller), так почему бы не сохранять перед каждой? Ещё одна странная деталь — отсутствие возможности перезарядки оружия. Вроде мелочь, но иногда хочется передёрнуть ствол, особенно в затишье между схватками : ). Эта механика давно стала привычной, и её отсутствие чувствуется. Сюжет: Его тут просто нет. Уровни никак не связаны между собой, нет ни записок, ни роликов, ни даже намёка на историю. Ну как так-то? Даже минимальный сюжетный контекст помог бы восприятию, а так перед нами просто набор уровней без какой-либо мотивации проходить дальше. Причем уровни очень странные, словно взяли куски из Диснейленда и посадили туда врагов. Вердикт: illWill — амбициозный проект от маленькой команды, который радует визуалом и мясцом, но спотыкается о странные геймдизайнерские решения. Если вы фанат аренных шутеров вроде Painkiller или Serious Sam и готовы простить недочёты ради атмосферы и поддержки отечественного разработчика — присмотреться стоит. Если же важны продуманные механики, сюжет и баланс исследования, красивые уровни — проходите мимо.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[b] 复古FPS游戏特别下头的行为,快来看看你中了几条吧! [/b] 1:自称复古FPS却喜欢给虚幻爹尽孝把整个游戏画面涂成一坨油光锃亮的屎让人在三个普朗克时间内就审美疲劳 2:懒得给虚幻做优化让一个他妈的小品级游戏可以在有水面的地方卡到个位数帧数 3:还是因为给虚幻爹尽孝连死亡动画和碎尸都懒得认真做导致打起来尸块布娃娃乱飞让你完全没法注意到角落里的自爆怪冲脸被炸飞 4:喜欢报菜名蹭毁灭战士雷神之锤血祭的名字但实际上玩起来整个流程没有任何战点设计可言只有关门打狗在厕所一样大的房间里给人脸上传送自爆怪 5:把hitscan敌人做成百发百中还超小体积的竹竿/圆球让你又打不到还要被白嫖血量 6:把几乎每一个BOSS都设计成“换了个颜色的杂兵但是模型放大一倍血量翻十倍”但行动模式和小兵毫无区别 7:设计一个自爆兵换色BOSS然后这个傻逼BOSS唯一的攻击方式是走到你脸上自爆秒杀你 8:不给自爆兵任何标志性的声音警告让你随时因为超过3秒没看背后刷怪点被炸死 9:给所有敌人的攻击都加上定身或击退 10:甚至比不过德军总部3D的怪物多样性
Игра просто до ужаса казуальная, проиграть невозможно. Разраб просто боится хоть как то испытать игрока, грустно
No one talks about Death Jr. You know, Death Jr., the PSP launch window action platformer? The one with the Tim Burton-esque art style and Invader Zim-esque sense of humor? The one who's sequel had a trailer that was set to the instrumental for Eminem's ♥♥♥♥♥ Please II? Well, if you've read my writing or heard my talking on games before, it might not surprise you that Death Jr. is one of the first games I ever beat. It's a bizarre one, but it always loved how strange it was while still having solid melee and gunplay. It was almost endearing, with these horrific monsters still being young enough to maintain their childhood innocence. Sure, I was literally gibbing enemies into bloody chunks, but the voice acting and character design was to cute to ignore. Serious Sam is...well the opposite of that vibe. As a shooter fan, I've tried the series multiple times, but, with exception of Serious Sam 2, it just lacks sauce to me. The environments all aim for photorealism, and while the enemies are fantastical, they are both designed in ways that I've seen often before and are being shot at from so far away that I rarely get intimate with their looks. And to be honest, even the shooting itself lacks substantial feedback, and the arsenal is classic to a fault. Every few months, I try booting up The First Encounter again and I drop it again soon after. Well, illWill is a perfect blend of both of those games, but evolves the perks of both to make something unique from either game. It's a boomer shooter, but before you even fire a bullet you'll notice just how beautiful the game is. Well, actually, it's ugly, but in an intentional way. There are a half dozen or so different monsters to gib, and all of them are varied not only in visuals, but in how they deal damage and, sometimes, even move or die. There's a satisfying gore system that lets you split some enemies in half, decapitate, or even explode them with enough damage. The gore, paired with a cast of enemies that pull from science and classic fantasy, recreates the vibe from Death Jr. I've so rarely seen before now, along with its whimsically strange score. Some enemies are incredibly fragile, but explode when they die. Some enemies leap at you when close enough, but they perfectly expose their heads for a double barrel blast. Some enemies pick you off from a distance, but the very weapon they use is the one most suited for you to use on them, so they are a great source of ammo for that specific long range weapon. Some are more basic looking, like ogres and werewolves, but so many more are mechanical or based on regular old animals like frogs. And better yet, the game is designed to make you more intimately familiar with these enemies than Serious Sam, despite the fact that you interact with them in the same exact way. Serious Sam bounces back and forth from wide open fields to large enclosed arenas to fight in. You dodge and weave through these masses, but they all go down exactly the same. illWill also has a similar mix of environments, but the are way more detailed and varied in my opinion. Each level in illWill has its own distinct vibe, art design, color pallet, and even its own collection of gameplay gimmicks and secrets. For the bulk of each level, you fight enemies in dark halls, gilded corridors, or other tight arenas. This makes the pressure of combat high by forcing you to either master quick aim or strafing and dodging to survive. At the end of every level, you get a wider arena to fight in, often alongside a massive boss, and these levels always manage to test skill the most, despite all of the extra wide open space, due to the even more massive hoards that pour in in these moments. Great enemy design and nice levels to shoot them in makes for a good shooter, but a great arsenal to go with it makes a great one. The staples are here: two different shotguns, an LMG, a rocket launcher, and a grenade launcher. But on top of that, there's a laser that can explode enemies, damaging their nearby allies. There's a leach launcher, and the leache can be picked up after they damage the enemy for a while to gain back health, or armor if used on mechancical foes. There's a...dark energy rifle that works exactly like the LMG, but negates all death effects of enemies. This sounds like a downgrade, but it actually add a bit more complexity in the negative space. If you remember, some enemies explode on death, but those explosions can chain together when they die next to the same enemy type, and the damage from all of those explosions damages everyone around. This means every enemy can get a bit of splash damage if you just fire into the horde, but what if all you have is one massive enemy intend? The dark energy rifle comes in hand here, especially when you've used all of the rest of your ammo on other enemies. I could go on about how the single shot shotgun uses slugs, and popping heads at range with it feels incredible. I could go on about the intricate firing animations that weapons like the rocket launcher have that make them more fun to use. But I think it's clear that the weapons here are top tier, even if it is a bit annoying that, instead of a weapon wheel, each weapon is mapped to a different button on the controller. That's what really makes this game shines, how dynamic the combat is. All of these different weapon quirks blend with all of these different enemy reactions and the best ragdoll effects that Unreal Engine 4 can cook up to make an incredibly memorable shooter. It's modest, but it smartly uses it's more narrow scope and smaller scale to make a game that doesn't feel lacking in anything at all. The lighting, art, gunplay, and everything else is that of a hidden classic. Despite this game only being about 3 years old, I think this game is destined to be, like Death Jr., one of those hidden gems. Well, I hope to make it even a little less hidden with this review. If you love shooters, this is one of my favorites, and I think if could be yours too.
Средней паршивости шутерок на вечерок. Ожидал подобие DOOM или Quake, а получил арена-шутер в стиле Serious Sam.
打击感一流,画面质感和优化都很不错,一款冷门的复古射击佳作。夏促打折后很值得一试!
Однажды особо фанатичного дантиста выпустили в место, где никто не чистит зубы и жрет много сладкого. Дантист кардинально решил проблему - просто всех перестрелял. Хороший шутер, где нет чего-то нового, карты не запутанные, а пушки бабахают рвя в кровавую гранолу всех без разбору. Хорошечно.
ILLWILL, developed and published by Slava Bushuev, is a bold return to the raw, unrelenting style of classic 1990s first-person shooters, capturing the essence of games like DOOM and Quake while infusing its own modern flair. From the moment you dive into the game, it’s clear that Bushuev aims to evoke a feeling of relentless intensity and immersive chaos. The game’s world is drenched in dark, surreal atmospheres, with environments ranging from ominous, shadowy corridors to vast, eerie landscapes that feel both otherworldly and grounded in a grim, unsettling reality. This visual style is further heightened by strong lighting contrasts and weather effects, which collectively build an oppressive, immersive atmosphere that keeps players on edge throughout their journey. Gameplay is where ILLWILL really shines, with a fast-paced, frenetic combat system that rewards quick reflexes and strategic thinking. Players are equipped with an arsenal that blends familiar weapon archetypes with unique twists, such as the “soul ripper,” which introduces a fresh tactical layer to the otherwise straightforward shooting mechanics. The shooting feels visceral and impactful, evoking the satisfying feedback loops that fans of old-school shooters crave. Movement is fluid, allowing players to dodge and weave through waves of enemies with agility. However, the absence of a weapon wheel or quick-switch mechanic can sometimes lead to frustrating moments, especially in the heat of battle when switching between weapons quickly could mean the difference between life and death. The enemy design in ILLWILL emphasizes variety but tends to lean heavily on quantity and sheer aggression rather than complex AI behaviors. While the game throws a constant stream of foes at the player, their actions often follow predictable patterns, which can diminish some of the challenge over time. Boss battles, while visually striking and dramatic, sometimes feel like amplified versions of regular enemies rather than deeply intricate encounters, which leaves a slight gap in the pacing and intensity of the overall experience. Despite this, the relentless combat flow keeps players engaged and pushes them to constantly adapt and refine their approach. One notable aspect of ILLWILL is its minimalistic approach to storytelling. Rather than focusing on a deep narrative or character development, the game opts for environmental storytelling and mood-setting through its art design and atmospheric soundscapes. The soundtrack complements the visual tone perfectly, with orchestral compositions that enhance the tension and somber mood without overwhelming the action. This design choice will appeal to players who prefer to immerse themselves in gameplay and atmosphere rather than a detailed plot. However, it may leave some craving a stronger narrative thread or more context about the mysterious world they are fighting through. From a reception standpoint, ILLWILL has garnered positive feedback, especially from fans of retro shooters who appreciate its homage to a bygone era of gaming. Many players praise its art direction, fast and satisfying combat, and the overall nostalgic vibe it successfully recreates. However, criticisms tend to focus on its repetitive enemy encounters and the limited progression system, which can make the experience feel somewhat linear and lacking in long-term engagement. Despite these drawbacks, the game has seen solid commercial success, surpassing the sales of Bushuev’s previous work, Rabbit Story, indicating a growing audience for this style of indie FPS. Ultimately, ILLWILL is a passionate and intense shooter that manages to capture the spirit of classic games while introducing a few fresh ideas to keep things interesting. It might not revolutionize the genre or offer a deeply layered story, but its powerful atmosphere, relentless combat, and distinctive style make it a compelling experience for those who long for the adrenaline-fueled action of the ‘90s shooter golden age. For players seeking a game that blends nostalgia with contemporary polish, ILLWILL stands out as a worthy and memorable entry. Rating: 9/10
I LOVE illWill. The movement feels great, the weapons are great, the levels are beautiful, the soundtrack is awesome, and the enemies have a great design. In all of my play time I can't remember encountering any bugs or glitches and everything has run smooth for me as far as performance. I HIGHLY recommend. If you're unsure, check out the demo.
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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