
Grim Reaper's perfect vacations was interrupted. Zombies wants revenge and now all hell breaks loose. Hold back armies of the dead and find out, how long does it take to Kill the Reaper?
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 24 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Grim Reaper's perfect vacations was interrupted. Zombies wants revenge and now all hell breaks loose.
Kill the Reaper is a minimalistic survival game with roguelite elements.
Fight numerous zombies
Unlock and customize various melee and ranged weapons
Make special cocktails
Level up and upgrade useful skills
Survive as long as you can
Get highest score through advanced score system
Hold back armies of the dead and find out, how long does it take to Kill the Reaper?
Genres
Reviews
Playthrough here (once it uploads): https://youtu.be/635EIH6V_w0 Overall really enjoyable, but before I get into what I like and don't like there's a few achievements that for sure do not trigger 500 zombies in a game and 1000 zombies in a game will not pop preventing the 100% which is very frustrating granted I'm not sure the game has enough content to want to pursue killing 100k zombies in the first place, but at the time of review 100% is not possible. The different weapons and how they play is great especially when you get the scythe and mini gun every later weapon actually feels like an upgrade minus the smg. The shake system is neat, but we really need numbers mid mission because I can't even tell if the shake level ups do anything I know for a fact the fang one does not it heals the same no matter how many levels you have in it after the first. The shake system is quite detrimental in the later levels too, because as you're trying to upgrade if you don't remember where your mouse was when you paused to hit something you'll probably come out firing the wrong way with enemies blitzing you since you can't do the shake system that I know of inbetween days. The inventory really needs to be larger as well for how many combinations of items and how many items you need for the combination you're constantly being forced to pause and shake the bottle to try and get the right combination which gets tedious af. Definitely worth 4.24/4.99 when it comes off sell if you like bullet heaven roguelites, but it's not a ton of content after you unlock the scythe mini gun you're pretty much done the replay value isn't quite there after that point since there's not a ton of in game upgrades and the shake upgrades aren't great scaling wise. After night 20 you either get the slaughter card or you run for your life with how enemies health spawns and your damage plateaus.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian
Basic shooter with semi-pointless upgrades but fun enough for an hour or two. There is only one character and one tropical map so there will be little to keep you interested. The goal is to shoot skeletons and other creatures emerging from the ground and survive as many nights as possible. Although there is a day time, the night lasts significantly longer and boosts the rate at which enemies spawn. When you survive a night, you can select one of three perks. These perks are uninteresting and do not add to the overall experience. There are additional points, health, trade-off cards with both good and bad effects, and temporary cards that only last for one night. Extra points may sound appealing because they allow you to level up faster, but the reward renders them pointless. You can obtain the same by killing 3-4 skeletons. The unique mechanic is a shaker. You can collect cocktail ingredients dropped by skeletons and mix them in a shaker, hoping for a good result. The majority of combinations do nothing except give you points and health, but some add special attacks and improve weapon efficiency. Because guessing the proper combination is virtually impossible, you will have to buy recipes in the main menu. The character has both ranged and melee weapons; however, while firearms use twin-shooter mechanics, melee must be used with a button. Unlike most horde survival games, this one does not support auto-fire or auto-tracking. Once you reach a specific level, you will gain access to new starting weapons. There are five weapons for each class, each with a unique damage, range, and attack speed. Attack speed may be the best option because it allows you to collect points more quickly thanks to combos. Everything can be upgraded from the main menu up to ten times. Here, you can also improve your personal stats in five categories. Aside from traditional health and speed, you can improve the rewards for surviving each night, increase dash recovery rate, and purchase new shaker recipes. Upgrade points are awarded when you level up. This means that you will need to go on a number of runs before you see any significant improvement. Furthermore, a single upgrade makes virtually little effect. For instance, cards stat that apparently improves perk cards at the end of each night kept offering the same cards. One major criticism is that once a point has been used, it cannot be recovered. Because you do not know how much improvement you will gain, you can easily waste them on unnecessary upgrades or weapons that become useless later. The beginning is slow and you’ll be lucky to survive two nights. Skeletons have a nice reach and hit very hard, and they emerge all around you and prevent you from moving. The game opens up a bit with new weapons, but it might require a lot of grind before you unlock everything and earn all achievements.
Great game with fast-paced gameplay and extensive build building
Easy 100%
Great timekiller, 10 cocktails out of 10
Великолепное залипалово
GOTY
Достойная игра, геймплей затягивает. Система с коктейлями -- клевая фишка, круто вписанная в весь этот пляжно-отпускной антураж. Единственная моя проблема с игрой -- визуал. Он стильный, но от запредельно насыщенной цветовой палитры и постоянно мигающего экрана я в какой-то момент физически устаю.
Cool game
Kill the Reaper, developed and published by ZELENIUK, is a compact, arcade-focused survival shooter that leans heavily into fast-paced action and repeatable gameplay loops. Rather than presenting a story-driven journey or a layered roguelike structure, it strips the experience down to its essentials: survive relentless waves of enemies, improve your build, and push your limits a little further with each run. The premise—turning the embodiment of death into the one being hunted—adds a bit of personality, but the game’s real focus is firmly rooted in its mechanics and pacing. At its core, the gameplay is built around top-down, twin-stick shooting where mobility and awareness are everything. Enemies close in from all directions, often in overwhelming numbers, forcing players to stay constantly on the move while managing positioning and attack timing. The controls are tight and responsive, which is crucial in a game where even small mistakes can quickly snowball into failure. Combat is less about precision aiming and more about navigating space efficiently, weaving through threats while dealing consistent damage. As the intensity ramps up, the screen fills with enemies and projectiles, creating moments of controlled chaos that test both reflexes and composure. The progression system introduces some welcome variation, even if it remains relatively light in scope. Players gain access to different weapons and abilities, allowing for a degree of customization that can subtly change how each run plays out. Whether focusing on ranged damage, close-quarters combat, or a hybrid approach, there’s enough flexibility to encourage experimentation. Temporary upgrades and stat boosts further shape each session, giving players small but meaningful decisions to make as they adapt to the escalating difficulty. The addition of consumable buffs—such as special items that enhance performance—adds another layer, though it doesn’t dramatically alter the overall structure of the game. Visually, the game adopts a stylized and somewhat playful aesthetic that contrasts with its otherwise grim theme. The design prioritizes clarity, ensuring that enemies, attacks, and hazards remain readable even when the action becomes hectic. While the environments themselves are fairly simple and lack significant variety, they serve their purpose in supporting the gameplay without introducing unnecessary distractions. The presentation doesn’t aim to impress on a technical level, but it maintains a consistent identity that fits the arcade-like nature of the experience. One of the game’s strongest qualities is how easy it is to jump into. There’s very little friction between starting the game and being fully engaged in its action, making it ideal for short play sessions. Each run delivers a quick burst of intensity, allowing players to test their skills without a major time commitment. However, this same simplicity can work against it over longer periods. Without a broader range of modes, environments, or evolving mechanics, the gameplay loop can start to feel repetitive. Once players become familiar with enemy patterns and available upgrades, the sense of discovery begins to fade. Replayability is largely driven by personal improvement and incremental progression. The game encourages players to refine their approach, experiment with different loadouts, and push for higher survival times or better performance. For those who enjoy mastering systems through repetition, this can be satisfying. For others, the lack of significant variety or deeper progression systems may limit long-term engagement. The experience feels complete in what it offers, but it doesn’t extend far beyond its initial appeal. Ultimately, Kill the Reaper is a focused and straightforward entry in the survival shooter space. It delivers solid, responsive gameplay and a steady sense of challenge, but it doesn’t attempt to expand its formula in major ways. Its strengths lie in its immediacy and consistency, while its weaknesses stem from limited depth and content variety. It’s the kind of game that works best in short, energetic bursts rather than extended sessions, offering a reliable dose of action without demanding too much from the player. In the end, it stands as a competent and enjoyable arcade-style experience that fulfills its purpose without overreaching. While it may not leave a lasting impression for those seeking something more ambitious, it provides a satisfying and accessible gameplay loop for players looking for quick, repeatable challenges. Rating: 7/10
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