
First-Person Horde Shooter. Fight against endless waves of enemies on an infinite map. Complete challenges, unlock characters, earn XP, build combos, traverse obstacle courses, collect treasure, and level up to gain skill points for persistent permanent upgrades.
Modeled estimate, not a reported figure. How we estimate →
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About
More details:
Earn XP to level up, get kills fast to build a combo, and earn skill points by leveling up.
45 characters each with unique stats and special abilities to unlock and upgrade.
Level up each character to unlock bonus pictures.
Spend skill points to unlock persistent permanent upgrades.
Use a variety of weapons, weapon upgrades, and power-ups and discover powerful synergies that can help you earn massive amounts of XP and gold.
Complete challenges for huge XP rewards and help you level up.
Procedurally generated infinite map with voxel block terrain for a truly random and unique experience every game.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, French, Italian, German, Korean, Portuguese - Brazil, Portuguese - Portugal, Czech, Dutch, Greek, Polish +17 more
Reviews
This game is pretty good! Its not perfect but i wasn't expecting this game to be. This game is exactly as the description says and it is what it displayed in the videos and pictures. With that being said, things that i would like to see being added would be, a round counter to see how many waves you cleared during a run. I also think there should be some down time after killing a wave to be able to upgrade weapons or buy ammo, sometimes it feels like im just spam clicking and not really able to read what im trying to buy. Also i think it would be nice if you could add levels to the permanent skill tree without having to back out to main menu, thats not a huge problem because of how fast the game loads but i think if after you die, add a screen that would pop up with your acquired skill points so you can just add them there then start you next run right away. After all that, i think this game is fairly priced and i dont regret my purchase. Have a great day everyone!
LeadCount is a compact but intense first-person shooter that leans heavily into arcade sensibilities and roguelite structure, delivering a loop built around constant motion, overwhelming enemy numbers, and incremental power growth. Developed and published by Gary Lee, the game feels like a focused passion project that strips the genre down to its essentials: shoot, survive, grow stronger, and try again. Rather than anchoring itself with a narrative or cinematic framing, LeadCount commits fully to mechanical momentum and replayability, inviting players to test how long they can endure as the chaos steadily escalates. From the opening moments, the game makes its priorities clear. You are dropped into wide, open arenas where enemies begin to swarm almost immediately, pushing you to move, aim, and make decisions under constant pressure. There is little downtime, and the lack of scripted pacing means the intensity ramps naturally through sheer volume. Survival is the only real objective, and every second alive contributes to progression. Experience points are earned through relentless combat, feeding into a familiar roguelite loop where each run ends in failure but still advances your overall power. Progression is one of LeadCount’s strongest hooks. As you level up during a run, you gain access to upgrades that meaningfully change how the game plays, whether by enhancing damage output, improving mobility, or unlocking synergistic effects that reward aggressive play. Between runs, persistent upgrades ensure that even short or unsuccessful attempts feel worthwhile. This sense of forward momentum encourages repeated play, as each session subtly reshapes the difficulty curve and opens new tactical possibilities. Over time, the player transitions from barely surviving early waves to carving through enemies with increasing confidence, even as the game responds by throwing larger and more dangerous hordes into the mix. Weapon variety and upgrade combinations add further depth to the experience. Different firearms encourage different approaches, and discovering effective synergies becomes a central part of mastery. Some builds favor raw firepower, overwhelming enemies through sheer damage, while others emphasize mobility or crowd control to manage the ever-growing threat. Because these elements are partly randomized, each run carries a degree of unpredictability, forcing adaptation rather than rote memorization. This randomness helps keep the experience fresh, even as the core mechanics remain consistent. Combat itself is fast, direct, and unapologetically chaotic. Enemy density is high, and encounters often feel closer to a bullet-hell experience translated into a first-person perspective than a traditional FPS. Positioning matters, but so does momentum; standing still for too long is often a death sentence. The game rewards aggressive movement and situational awareness, pushing players to read the battlefield constantly while juggling incoming threats from multiple angles. The lack of multiplayer keeps the focus squarely on solo performance, turning each run into a personal endurance test. Procedurally generated environments support this design philosophy by ensuring no two sessions play out exactly the same. While the arenas themselves are relatively simple and functional rather than visually distinct, they serve their purpose by keeping navigation clear and combat readable. The emphasis is on flow rather than exploration, and the environments exist primarily as stages for escalating combat rather than destinations in their own right. This can lead to a sense of repetition in visual terms, but it also ensures that nothing distracts from the core loop of survival and progression. Presentation is utilitarian but effective. The visuals prioritize clarity over spectacle, making it easy to track enemies, projectiles, and power-ups even when the screen is crowded. Sound design reinforces the action, with weapon effects and enemy cues providing essential feedback during high-pressure moments. While the game does not aim for audiovisual immersion in the cinematic sense, its restrained presentation aligns well with its arcade-inspired design goals. Because LeadCount is a small-scale indie title, its scope is intentionally limited. There is no story to uncover, no characters to develop, and no modes beyond the core survival loop. For some players, this minimalism will be a strength, offering a pure gameplay experience free of distractions. For others, the lack of narrative context or handcrafted level variety may limit long-term engagement. The game’s appeal rests almost entirely on how satisfying the core mechanics feel and how compelling the progression loop proves over time. Taken as a whole, LeadCount succeeds by knowing exactly what it wants to be. It is a focused, high-energy roguelite FPS designed for players who enjoy repetition, mastery, and the steady accumulation of power through skill and persistence. While it does not attempt to innovate radically or broaden its appeal beyond its niche, it delivers a tight, rewarding experience within that space. For fans of arcade shooters, survival challenges, and roguelite progression systems, LeadCount offers a lean but satisfying blast of controlled chaos that rewards both reflexes and long-term commitment. Rating: 5/10
Excellent jeu, merci ! Nous voudrions vraiment une suite, s'il vous plaît. Je recommande fortement le jeu et le marqueur qui est tout simplement incroyable. 😍😘
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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.
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