
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.
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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, 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
Into the Pit is a decent roguelike shooter with a cool retro aesthetic and fast-paced spell-slinging action. The gameplay is fun, but it can get repetitive pretty quickly, and the challenge isn’t quite as intense as you’d hope for a game like this. If you’re into old-school FPS vibes with a bit of magic thrown in, it’s worth checking out!
I do not like this type of games, boring to me, and I more like fun then anger.
Very fun fast paced rouge-lite. Meta progression feels good, not too much and not too little. The multiplier for more likely hood of certain upgrades showing doesn't feel strong enough. Gameplay is akin to Doom and Robo-quest in a slight way. Graphics are very crunchy in a good way like old school doom. Movement is a little clunky at points as you can easily get caught on walls but otherwise movement is very smooth and fluid. Would love to see more variety in combat weapons such as possibly melees? More synergy between skills would be very nice too! One such example being using weakness 2nd upgrade which makes enemies take more damage could be universal and not hand specific. Another possibility I'd like to see is could or puddle effects which are player produces either by mixing hand on enemies or the like. One possibility could be combining hands and make single mixed projectiles which could provide a new effect based on weapons and or effects. Like cannon and fan shoots a spread of 5 cannon shots in a fan. Or frost and curse could make cc walls which curse the ground with slow. Over all I wish there was more content as i can for-see myself completing the rest of the achievements in the coming couple days, and there is not too much replay-ability. This could be amended with maybe a third slot for keys? Def a couple more room variations, and more bosses!
Trop répétitif ! Bonjour, Au début le jeu est sympa mais au bout de 2/3 heures ça devient d'un répétitif, même pouvoir, même salle, même ennemies et sur des dizaines et des dizaines de salle... L'idée est bien mais c'est mal exécuté.
Honestly just a grind, I told my friend about it and he kept talking about Hades 2, it made me dread coming back to this. A ton of cool concepts? Almost cool enemies? Nearly playable levels and mechanics? Meet Potential game. All the bosses are the same, most enemies you'll come to find are functionally reskins of each other: - Tower homing shooter - Little rat, mushroom, spider, zombie that runs at you and is fodder - Vaguely humanoid thing that throws projectile - flying projectile shooter That's nearly it! The game in actual variation for upgrades and such is also really lacking, the only magics worth using are Nebula, Hawk, Fan, and Shotgun. Bomb is a near run killer as it's so badly outclassed by Hawk, Needles dmg is way too low, and gets outclassed by Nebula and Fan anyways. This plus the lackluster upgrade options make the gameplay loop mindnumbing. Slow is nearly pointless, poison doesn't do enough dmg, bleed is ok, just ok. The only ones really worth time are Curse and Weakness because they have almost effective combos that pair with them. The game tries to push this odd potential for upgrades that stall or make you take less dmg but why take them ever when you can just oneshot 90% of enemies consistently by taking any of the dmg or crit upgrades? I don't think you should play this unless you plan on making a roguelite, and if you do plan on making one, use this game as an example of what not to do. This game has redeeming parts but they are few and far between, the only thing keeping me playing is curiousity for the final boss.
被画风吸引购买,但是纯上当,除了画风之外一无是处,难度曲线在开头就把你的兴趣彻底浇灭了,只留下一句我为什么要浪费时间在这种东西身上的疑问。。。 整体氛围非常压抑,不是画风所表达的那种压抑的氛围,而是游戏设计上的极度不合理,开头就看不到任何人,根据系统提示知道原来人都被抓走了要去救,然后才发现,救不救这些人都在异世界过的好好的,因为甚至每个人都有一栋房子住,甚至还能第一时间就知道主角要来救他们的信息,你们tmd真的不是自己移民过去的吧?说好的被抓走的设定呢?抓了以后供奉起来?!!制作组你制作一个npc的模型是能要你们的命是吧?我救的到底是人啊,还是救的是一扇门?实际上这游戏里所有的人都是门,主角一直在跟门对话,简直莫名其妙。。。 以为就这样吗?当然不是,主角传送到异世界里消灭怪物,但这怪物聚集的速度快的过分了吧?你敢径直走出去,那就会瞬间被怪物吞噬,连个转身的机会都没有。。。而且大多数怪物都会远程攻击,移动超快,并且远程攻击,数量还不少,所以我只能露个头就往回跑,引过来先消灭一波才敢出那个门。。。为什么这么谨慎?因为只要被一个怪物攻击到几乎都是残血,同时一群什么概念?那就是秒杀。死了就直接传送回来,中途除非运气好遇到恢复室否则没办法回血,回血的手段要救5个人质才能解锁,可这个阶段是这个游戏最难的时候,这种极度的负反馈体验感极差,你游是想靠高难度吸引人也可以,但是这种低级的只靠简单堆怪和降低容错率的方式,用不合理来增加的难度只会让人感觉极度的无聊。。。。
1.靠近墙跳会卡墙上慢慢滑下来,墙上有装饰会卡住 2.没地图,不知道敌人在哪里 3.拐角杀,敌人卡视角狙击 4.敌人会从背后跑过来,只能听音效知道附近有敌人,但是无法找到敌人从哪里来 5.诡异的音乐会影响判断是否有敌人出现 6.地雷、毒雾可以跨高低差触法,但是卡视角时根本不知道楼上有地雷 7.自己的爆炸法术会伤到自己 8.同样颜色形状的魔弹,不同敌人打出来伤害不一致,吃习惯小怪的伤害,下意识吃大怪的伤害心态会炸
Just reminiscing about this game, it is definitely worth it. Don’t get frustrated just have a plan, take a break too, and don’t overdo it. Love it! UPDATES????
To that one guy complaining about the projectiles being too slow Skill issue
Adictivo y frenético pero con muchos bugs. Te quedas pillado en las paredes.
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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.
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