
A character-based shooter with roguelike elements, IRA celebrates the artistry of what shooter fans call “bullet hell”
Modeled estimate, not a reported figure. How we estimate →
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Genres
Sums Steam only; GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
하드 하다가 짜증나서 노말로 돌렸더니 원트클 했음 엔딩보고 겜 평가하자면 이런류 게임이 갖춰야할 요소가 많이 부족하고 불친절한 부분도 많음 개인적으로 추천안함
몇 년간 없뎃으로 얼리 엑세스를 유지하다가 겨우 정발한 무난한 로그라이크 슈팅게임 장점 : 수려한 그래픽 및 분위기, 너무 불쾌하지 않은 슈팅 난이도 단점 : 수많은 버그, 하드 모드의 부재로 인해 쉽게 질림, 뭔가 애매한 게임 디자인 좋아하는 장르라면 정가 주긴 아깝고 적당히 세일할때는 살 만한 정도
없데이트, 먹튀
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Korean, English, Japanese
| $19.99 |
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| not modelled |
| $19.75−10% | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Good build variety; the bosses are hard but fair. A good roguelite bullet-hell experience
패드 인식이 잘 안되서 키마로 하는중. 수직동기화를 켜서 계단현상 나는거 조치. 쿼터뷰 액션 로그라이크 게임. 루시의 일기, 하데스 같은 게임이다. 난이도는 보통,어려움 두 가지가 있는데 어려움이 제작진이 의도한 난이도라고 하니 어려움으로 플레이함. 강화 효과 선택 후 탭 키인 지도를 누르면 강화 효과 뭐 선택했나 알 수 있음. 스토리는 재미 없었음. 근데 연의 캐릭터 디자인이랑 속도감, 어렵지만 공격맞기 일보 직전에 회피 했을 때 따르릉 거리는 효과음이 청량해서 기분 좋았고 음악도 맘에 들었다. 힛앤런 스타일도 일정 재미를 주고. 무기는 활이랑 검이 있는거로 보이고, 4개까지 들고 다닐 수 있다. 기본 무기인 오동나무 활을 제외한 활들은 내구도가 있어서 알뜰하게 쓰려면 충전 공격인 스페이스바를 누른 상태로 한땀 한땀 가성비 있게 쏴야 한다. 검도 활 취급한다. 로그라이크인데 강화가 사도 강화밖에 없어서 성장하는 맛이 떨어짐 잔재 사용처가 별로 없다. 차라리 돈이 공용 화폐였다고 생각했는데 관련 템이 있었음. 까마귀랑 만나서 바꿔먹어도 되고. 보스 등장 연출 스킵 불가, 스테이지별 보스는 똑같다는 건 아쉬움 잡몹 전투가 쉽고 보스 전투가 너무 어려움. 세이브데이터 난이도 변경이 불가능. 어려움 난이도보다 보통이었나 쉬움이었나 그 난이도가 적 공격이 불합리하지도 않고 탄막 피하는 맛이 있음. 화살 충전시 들고 있는 무기만 충전함 무기 강화시 마우스 클릭이 아닌 WASD로 선택 무기 재련 및 강화에 대한 느낌은 그저 그렇다. 스테이지 올라가서 더 비싼 템 사거나 먹거나 대장장이한테서 필요없는 무기 재련해서 좋은걸로 바꿔먹고 강화하는 식인데 너무 투박한 느낌이라 파밍은 루시의 일기가 더 재밌는듯. 사도의 이정표 옆에서 사도 능력 쓰면 다른 사도랑 연결 가능 스페이스바는 항상 누르고 있는 상태에서 좌클릭키만 뗐다 눌렀다 해야 한다. 도중에 스페이스바를 떼면 공격이 취소되는데 이때 조작감이 살짝 불쾌하다. 모아서 쏘는 활이 괜찮은게 있고, 그냥 쏘는 활이 괜찮은게 있고 그렇다. 근원 클리어 후 근원에서 나가서 맵에 떨어진 하트 먹고 다시 진행해도 됨. 지도에 상호작용 가능 오브젝트가 표시되서 편하다. 아쉬운 부분도 많지만 보스 전투가 나름 괜찮고, 캐릭터가 이쁘게 잘 나와서 세일할때 사면 그냥저냥 할만한듯. 무기 디자인이 전부 다르다. 아이템 착용시 외관 달라지는 것도 있고.. 충전 공격 - 스페이스바 특수능력 - Q 이동 -WASD 공격 - 좌클릭 회피 - 우클릭 가방 - B 탭 - 지도 1~4 - 무기
키세팅부터가 너무 불합리함 실수로 방향키 입력했더니 그대로 방향키를 뺏기고 엔터까지 넣어버리면 게임을 진행 못함
난이도가 너무 낮은 듯... 보통 1회차 어려움 2회차에 엔딩 봄. 그리고 아이템 획득하는 재미가 없음. 뭔가 조합같은게 있긴한데 그거 얻기도 힘든 것 같고, 시너지 부분은 그냥 공격력, 크리만 올리면 장땡인 것 같음. 아이템들의 다양성이 없음. 그림이나 음악은 뭐 나쁘진 않은데.. 뭔가 겜알못 미대생,음대생이 만든 게임 같음 2만원짜리 치곤 비추 1만원이면 그냥저냥 국산겜이니까 한번은 할만 함
IRA is an action-packed roguelike shooter developed by ABShot and published by Nicalis, Inc., combining the fast reflexes of bullet-hell combat with the long-term progression systems commonly found in modern roguelikes. Rather than focusing exclusively on survival against overwhelming waves of projectiles, the game introduces a cast of playable characters, each with their own strengths, weapons, and special abilities. This design choice adds variety to every playthrough and gives the game a stronger identity than many titles within the same genre. The result is an experience that rewards both quick reactions and thoughtful planning. The foundation of IRA revolves around repeated runs through dangerous environments filled with enemies, upgrades, and opportunities for growth. Each journey is procedurally generated, ensuring that no two attempts unfold exactly the same way. The placement of enemies, available equipment, and collectible items changes from run to run, creating a constant sense of unpredictability. This structure encourages experimentation and adaptability, as players must make the most of whatever resources they discover during a particular attempt. The random nature of progression keeps the gameplay engaging and provides strong replay value. Combat is the centerpiece of the experience and remains consistently exciting throughout the game. Battles require careful movement, precise positioning, and the ability to react instantly to incoming threats. Enemy attacks often cover large portions of the screen with dense patterns of bullets, demanding concentration and skill from the player. At the same time, the variety of available characters introduces multiple ways to approach encounters. Some heroes excel at dealing heavy damage, while others offer mobility, defensive tools, or unique attack styles. Learning the strengths of each character becomes a rewarding process and adds depth to the overall gameplay loop. A major component of IRA's progression system is the collection of crystal fragments that persist between runs. Even when a player fails, these resources can be invested into permanent upgrades that strengthen future attempts. This mechanic helps reduce frustration by ensuring that every session contributes to long-term advancement. Instead of feeling punished for defeat, players are encouraged to view each failed run as an opportunity to gather resources, improve their skills, and prepare for greater challenges ahead. This balance between difficulty and progression makes the game more approachable without sacrificing its demanding nature. Visually, IRA presents a colorful and energetic art style that complements its high-speed action. The character designs are vibrant and distinct, helping each playable hero stand out from the rest. Projectile effects, enemy attacks, and combat animations are designed with readability in mind, an essential quality for a bullet-hell game where players must process large amounts of visual information in a short amount of time. Despite the chaos often filling the screen, the action remains relatively clear, allowing players to focus on strategy rather than struggling to identify threats. The soundtrack and audio effects further strengthen the game's atmosphere. Fast-paced music accompanies the action and helps maintain momentum during intense encounters. Sound cues are also used effectively to communicate attacks, abilities, and important events during combat. Together, the visual and audio presentation create a polished experience that keeps players immersed in the game's challenging world. One of the most impressive aspects of IRA is how it successfully blends elements from different genres. Fans of traditional arcade shooters will appreciate the skill-based combat and demanding boss encounters, while roguelike enthusiasts can enjoy the randomized progression and upgrade systems. The game manages to satisfy both audiences by creating a gameplay loop that emphasizes mastery without neglecting character growth. This hybrid design gives the title broader appeal than a standard bullet-hell shooter and helps it stand out among similar releases. The game does have a few limitations. As with many roguelikes, luck can occasionally influence the quality of a run depending on the items and upgrades available. Some players may also find the repeated structure repetitive if they prefer linear campaigns with strong narrative development. While the story provides context for the action, it remains secondary to the gameplay and does not receive the same level of attention as the combat systems. Additionally, players unfamiliar with bullet-hell mechanics may face a steep learning curve during the early stages. Even with these shortcomings, IRA delivers a highly enjoyable experience that understands its strengths and builds upon them effectively. The combination of challenging combat, varied characters, meaningful progression, and randomized content creates a gameplay loop that remains engaging for many hours. It rewards dedication, encourages experimentation, and consistently gives players reasons to return for another run. For those who enjoy roguelikes, arcade shooters, and action games that demand skill and persistence, IRA offers a compelling package. Its blend of intense battles and rewarding progression systems creates a satisfying experience that grows more enjoyable as players become familiar with its mechanics. While it may not reinvent either genre, it successfully combines their best qualities into a polished and entertaining adventure. Rating: 7/10
이런 아마추어적인 작품에 2만원 너무 비싸다
사도 영입 어떻게 하는지 모르는데 엔딩 보고 나니 갑자기 게임 하기 싫어짐
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Players by region
Where this game's players are, estimated from review languages.
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