
A fast-paced retro-FPS roguelite! As a member of a family of lore-hunting mystics you are summoned to a cursed village, drawn by rumors of a demonic portal. Dark magics have overwhelmed the village, It's up to you to rescue the survivors, grow your powers, and journey forth INTO THE PIT.
Modeled estimate, not a reported figure. How we estimate →
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Japanese, Simplified Chinese, Spanish - Latin America
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
I feel comfortable recommending this as something to play when you're bored, but not much more. Has a lot in its favour - fun gameplay, gorgeous artstyle - everything you need to execute a great roguelike but that's not a great foundation. What this game really needs is content - more lore for me to care about and a greater variety of levels. A couple hours in and you have practically seen everything this game could possibly offer you, It doesn't do much, if anything at all, to mix something new into its core gameplay loops. Essentially, this could have been more than a timewaster if it just had more thoughtful progression, more exploration of lore and the game's world, and especially more level designs - unique events to add more to your next runs. Breaks my heart a little, because this game has potential to be so much more.
Interesting visuals and solid gameplay can't save this roguelike from its poor design. Lack of content, variety, and challenge make every run feel the same. Promised magic mechanics are shallow, and progression is pointless. Not worth the price.
The game is built like a twitch shooter, without the mechanics to reward a twitch shooter. It's showing high speed run and gun while closing the distance, that is rarely the case for Into the Pit. The game feels like someone who wanted to make one thing, was told to add a bunch of other things that are expected, and you just get a very bland end product. The game is slow and steady mid-range where you try to stay out of corridors, you are made of tissue and your character doesn't get tradable health regen from killing, much less in a cool way. Take Doom 2016, you kill an enemy and typically the reward for doing it upclose is getting things to kill more enemies. ItP has a few items that gives health on kill... sometimes, but everything is made to ensure you play safe and smart. If your playing fast and loose, then your going to get wrecked. Slow steady strafing with long and midrange, because close range (their shotgun) doesn't provide any benefits to playstyle. I say mid and far, because close isn't an option. No extra damage, no cool powerup for that style, just more bullets, than the mid-range. This is bad because it doesn't have knockback or stun, to compensate getting in their face, so the game has a style of play, and you follow what works. It's why stealth archer is what everyone becomes in Skyrim, because it give the player the best rewards. So if it doesn't have great game mechanics, it's got fun everything else right? Stop me if you have played this genre of indy before: Enemies become bland and stale, because it's like 3 types and they all bee-line for you. Random generated maps. Rougelite mechanics with parsed storyline for beating a full level. Super cool storyline thats parsed out between 30 minute runs, Evil trusted leader that sacrificed everyone. It feels like alot of idea's went into this, but it also feels like a single dev passion project that someone in a suit at the last minute told them to change things. You can get caught on the walls, you will have things teleport right in front of you, you will face 5 layers of 4 levels roughly 1-3 minutes each to get to a boss that will halfway shield itself to summon enemies that you have to clear, and then resume. I gave it time, but it just didn't give me anything to look forward to after clearing another level.
I like it, has minor bugs tho. 7\10
Dont buy, no updates since December 2021, bought it that november. Get it on super sale maybe.
Into the Pit delivers a fast-paced roguelite shooter experience with satisfying movement and decent spell variety. The gameplay loop is enjoyable in short bursts, but the limited enemy roster and repetitive runs make it feel shallow after a few hours. It's not a bad game by any means, just one that doesn't do enough to stand out in a crowded genre. Worth checking out on sale if you're looking for a casual roguelite FPS.
《Into the Pit》 · 第一人称 射击游戏 游戏支持中文 有rogue元素 · 视角有点矮,怀疑主角是个矮人。 感觉有点像素风格(画质一般) 稍微有点容易可以和墙壁、敌人穿模。 · 键盘wasd,鼠标左键左手技能、右键右手技能,空格键跳跃,e键互动,i键信息栏 · 除了自己没有其他的人,其他的人都是一个带铃铛的门,后面找的的村民也是...制作组到时挺省事的... · 每个副本一共5层, 前四层每层有4个祭台, 每个祭坛有2个门可以选择,不同门获得的颗粒不一样,另外还有治疗室可以恢复生命值(感觉是50%)、迷失者室能找到村民、休憩室有宝箱和日记、血魔法室用生命值换技能(配合治疗室使用)是没有怪的,摧毁基石就会退出当前房间,先搜集颗粒!搜集齐所有颗粒会有提示。 黄金颗粒、奥术颗粒、火焰颗粒可以带走,刷新颗粒,好运颗粒、血气颗粒离开副本会消失 血液颗粒上限是10点激活假死,每次用了假死之后会清空并增加上限,满了就没用了 最后一层只有boss · 角落的炮塔和站在石台上的怪有点不容易发现 拥有远程能力的敌人还挺多的,射程也挺远的,怪的警戒距离也挺长的,有的怪还会飞,基石附近原本没有敌人的竟然会突然刷新也是措手不及(前面刷新敌人的时候注意身后有时也有) 音效也是,怪和音效的时间有点不匹配啊 地图绿色池子是毒液,有洞是地刺,有蔓藤...反正看着不对的都会扣血...跳过去跳过去... ——24.09.20 · 好像是有45个村民、16个副本和36个日记 死的次数最多的是第一个副本黑曜石堡垒... 喜欢机关枪一样突突突突突突的技能,左右手差不多能同时施法。 其实看起来不太好玩,但是rogue游戏又没有剧情只需要杀杀杀,不小心死回来了真的不甘心想再来一次... 主角的两只小胖爪子,初看有点恶心心,看久了还有点丑萌丑萌的...唔...不行...还是不能细看... ——24.11.22
Really enjoying the downsampled, chunky, pixelated graphics paired with the dark and moody aesthetic—it’s a treat for retro-style fans. The controls are snappy and responsive, making gameplay feel smooth. While the game can feel repetitive at times, it’s perfect for short bursts of play. I usually jump in for 30–60 minutes every couple of months, and it’s always a great experience. Plus, it runs flawlessly on the Steam Deck!
$15 asking price... for this? No. Maybe at 70% off, but even then I'd still not recommend it. Idk why it took so long for me to get around to playing this game, but here we are. I'd refund it if I could. +Very fluid and fast paced movement +Cool aesthetic and looks +Menus are very styled and cool. Easy to understand despite pixelated graphics +/-No lore, okay fine whatever. But why should I care to talk to these people with a bunch of dialogue I'll spam LMB to skip through if they only serve as a function to interact with upgrades and etc? Why was there a narrative premise setup at all? -Incredibly easy and BORING -Enemy saturation is incredibly low -Did I mention it's easy? -Enemy explosive VFX do not match their actual AOE dmg I spent about 15-20 minutes learning the game and getting through the first few levels. This is what I realized how my time was spent: -> 80% holding E to charge up 1 one of 4 runes to unlock a room for the other 1 of 4 rooms each with their own 4 runes. -> 10% running to another spot to interact with a rune. Insta-gib maybe 3 enemies along the way. -> 9% admiring the cool aesthetics -> 1% shooting stuff Avoid -- even on sale.
I have enjoyed this game enough so far for me to recommend it. But it does have its share of problems that I have going to list for you. First and foremost a lack of variation. This is both in terms of enemies, dungeons and even weapons. The game is very repetitive. It is a fun concept mixing your own dungeons, but they all feel the same. The game gets very hard very fast. I don’t think I can recommend playing with controller, aiming could only be adjusted too far or too slow for my liking. You need a lot of luck to get good runs. You also need to stack abilities, and plan ahead for your possible upgrades, but pulling the game in certain directions I feel comes too late. Graphics, style 9/10, execution poorly, my eyes hurt everytime I play this. The stages lack variations as I said, but thankfully they aren’t very maze like, but be careful not getting stuck on random bits of terran But when I had a good run the game was a lot of fun.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
Related
| Leaving Lyndow | $71K | 1.2K | 81% | $3.99 |
| 目盲/Blind | $71K | 902 | 85% | $1.49 |
| Earthworm Jim | $70.9K | 176 | 51% | $19.99 |
| The Warhorn | $71K | 345 | 54% | $9.99 |
| Clutch | $71K | 253 | 72% | $9.99 |
| Missing Banban | $70.9K | 299 | 93% | $9.99 |