
A shooting dopamine machine! Lucky Shot is a roguelike mag-builder FPS where you master different weapons, build wild combos, and break the game to reach massive high scores.
Modeled estimate, not a reported figure. How we estimate →
About
Lucky Shot is a roguelike mag-builder FPS where precise shooting meets wild buildcrafting. Master different weapons, stack Holos, arrange special bullets, and combine charms, energy drinks, and target upgrades into absurd, run-breaking combos. Land clean shots, grow huge multipliers, and push the score until the run breaks wide open.
Shape each run around the tools you find. Reach the required score, defeat the bosses, and keep the run alive as every choice changes what your next shot can do.
➤ 150+ Holos that stack, synergize, and bend the rules in different ways
➤ 12 different weapons, each with a unique playstyle that changes how you approach every run
➤ Multiple special bullets for your mag that define your build and shape each run
➤ 15+ bosses that test both your aim and your build
➤ 16+ charms that stay with you throughout the run and trigger special effects
➤ 15+ energy drinks with side effects that can save a run or wreck it completely
➤ Multiple special target types that let you influence what spawns next. The range is yours
Each stage pays tribute to a different era, with its own visual identity and soundtrack.
You do not need to be an FPS expert. Lucky Shot is designed for shooter and deckbuilder players alike: strong aim can push a build further, while smart synergies and magazine planning can turn every shot into something spectacular.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 193 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
aim trainer plus balatro
great game! one issue however is the seed feature not having a clear way to be reset once in use. I accidently clicked the seed button and for two runs in a row haven't unlocked anything although i should have been unlocking a new mode and items. 8.5/10 game overall though!
Very good concept just hopefully some mainly aesthetic problems change ranging from: - A lack of a way to choose what map you play on (some look straight buns or too dark) - No way to toggle off the character charm on the gun, which I feel doesn't match the aesthetic of the game whatsoever - Also no way to toggle off the level countdown colours changing which is distracting in my peripheral vision, I get its there to show you how long you have left in the level aside from looking at the number or if you don't have the audio to hear the cues on. Could be better with a gradient or just an option to turn it off altogether - A huge lack of visual colour consistencies in the hud and vending machine, the vending machine looks like it came out of baldis basics which is stupid in a game with more retrowave inspiration, same with some hud elements like the button to shut down is a bright red and green contrasting with the same retrowave background which looks totally out of place Not many gameplay problems aside from smaller things like some guns being considerably better than others and could benefit from workshop items
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English*, Spanish - Latin America*, Spanish - Spain*, German*, Russian*, Portuguese - Brazil*, Portuguese - Portugal*, Bulgarian*, Simplified Chinese*, Korean*, Japanese*, French* +1 more
Hours played at review time, across 193 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
very very fun game, played around 12 hours of the demo. I will say it's slightly lost in what it wants to be but not to the point where the flow is ruined it just has hiccups every now and then. I'm going to sound negative, but I promise that's just how I talk and I want you to see the things I consider to be problems for yourself, everyone is different obv. Balance. the game itself is built to be broken, but there's a certain impression this game likes to paint that it should be challenging. That isn't inherently a problem, but once you hit that broken point scoring literal millions when you only need 50,000 for the final boss is where it gets weirdly dicey. You can literally clear every level in 1 shot but if you don't read the boss text, a single missed shot can end the entire round, even if you have FORTY SEVEN SECOND OF ROUND TIME (yes I'm salty c:) End of round stats. I appreciate the improved money earned screen that shows the amount gained and from each source. However, I wish it went more in depth with a separate screen that showed the score earned from each source, I think it's hard to really gauge how much work something is doing unless you do exact math, and that ain't me chief. On the note of a separate score stats screen, I would LOVE if they showed either that, or a mini window of your last round score on the same screen as the after shop next round screen. I spend so long in the shop, and I be holdin the bong like babies to milk, that it's very easy to forget how well my build is handling and seeing if I can even take the optional round challenge. Economy. I mean it works, but like it could easily be better. I get the vibe that they just took popular mechanics without thinking of why the numbers are the way they are. e.g. The game has a tft-esque interest, +1$ for ever 10 up to a cap of +5$ without charms or holos. This isn't the problem, interest is fine for shops, but the real issue is that rerolls are FIVE+ dollars! Unless ofc you buy an energy drink for 3$ so the first one is free, and second is 1$, but even then just make it cheaper you freak. On top of this, the entire time you're trying to stack that very important interest, you may wish to buy things well too bad. You have to decide to give up on that interest $ or give up on the item, because there is no way to lock or freeze ANY items in this game.
Mein Geheimtipp des Sommers 2026! Es kommt von der ersten Runde an das Balatro-Gefühl auf und man will gar nicht aufhören zu spielen, sondern einfach immer weiter reinzusuchten. Es ist auch nicht schlimm, wenn man kein Aim hat oder Aim-Trainer nicht mag, da man sich wie in Balatro crazy Builds bauen kann. Ich liebe ja die Builds mit besonderen Munitionsarten, wie explosiven oder abprallenden Kugeln. Es ist einfach ein purer Dopaminrausch, wenn man die Ziele platzen und die Punkte aufploppen sieht. Also wenn ihr Shooter bzw speziell Aim-Trainer und Balatro mögt, kann ich euch Lucky Shot sehr empfehlen!
unfortunately fun
not even close to bingle bingle which was ♥♥♥♥♥♥♥♥
Pretty fun game, systems are very similar to balatro in a good way, but with a aim based gameplay.
awsome :D
<ゲーム内容> ・エイム練習ゲームのようなローグライク。 動かずに撃つ的当て。一定時間内に的を沢山撃って目標スコアを越えていればクリア。 ・的当て→買い物→的当て→買い物→ボス戦(的当ての難易度アップバージョン) <いいところ> ・買い物フェーズで大雑把に言うと特殊弾薬、的に特殊効果付与、銃に特殊効果付与、がある。 ・「外すとマガジンに弾を装填する」のような効果もあるのでエイム苦手でも安心。 ・「1 in 4 ~」と書いてるのもあるがこれは「1/4の確率で」の意味。 ・初見1回目のプレイでクリアしエンドレスモードに入ることができたので、エイムよりビルドが重要。 つまりローグライクゲー。 (外しても連打で4000万点とか出せるビルド作れた。外すと爆発弾1発装填+特殊弾の装填数を1発増やすのコンボによりリロード不要無限弾になったので) <わるいところ?> ・上記理由によりクリアは簡単なので、ゲーム自体はあっさり。 ・スレスパなどのようにクリア後メニューに戻ると開放される効果が多数ある ・がっつり遊ぶよりはちょっとしたアーケードゲームくらいの感覚。 セールなら買い。3桁ならちょうどいいかな。
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