
Shoot magnets and send enemy flying! Push, pull, propel and shatter hordes of frenzied creatures with magnetic manipulation. Use environment as your weapon. Kill, collect and craft in this fast-paced action-roguelike game!
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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
Engagement
Hours played at review time, across 27 reviews with recorded playtime.
Reviews
I hate to say this. I bought it because I really adored this devs other game, but this game is not it. I am not finding any entertainment in this. Its clear the dev put a lot of time and effort into this. But the general mechanic of magnetism with upgrades in what seems to be systematic generated levels is just boring. I found myself just rushing through each stage because the level system was boring, and the combat was not fun. Hopefully this doesnt deter the dev to go back to making good rpg style games because this unfortunately was an L.
Maraka is a bit barebones, lacks controller support, and it may look at first like a generic horde survivor style game, but it's actually pretty high engagement on player actions, with a lot of neat mechanics to play with once you have modules unlocked on your custom character (this is the cross-run progression). It also plays fairly well on controller with a reasonable Steam Input config (but be warned Steam probably defaults to the broken WASD template for FPSs, so you have to manually change it). I'm more than a little biased, not because I knew the dev's other game (I actually didn't), but because throwing things is something I particularly enjoy which not enough games let us do, and this game is just [i]all about[/i] throwing things at other things. Throw rocks at enemies, throw enemies at rocks, throw enemies at walls you've primed to explode, throw enemies at each other and throw yourself at the clump, etc etc etc. Having lots of meaty actions to play with and resources to mine on top of throwing things is just icing for me. Mind the distinction between actions with consumable charge counts and cooldown charge counts. You only need a few charges when they recharge, but you want to stack consumables so you can keep replenishing them. And avoid picking different actions that cause conflicts on what you're doing, since you only have a few inputs to trigger things with and one action can override another thing you wanted to do if you trigger it at the wrong time. Solid magnetic brawling fun, and fairly unique play.
I left this game afk sadly, my playtime is more like an hour. But... this game feels like a practical joke? If this game said early access I would say it's at too early and half-baked of a state. But apparently I played a full game? The physics idea is neat, but there's literally nothing else to the game. You just repeat small random identical levels until you decide you're tired of life? Even basic QoL is missing, like I can't use the Esc key to close shops (instead it opens/closes the menu OVER the shop menu) or pause a run halfway (which makes sense since there isn't even an indicator of progress, it seems like it's just "play random levels in randomly flavored biomes until you get tired of it". No progression, no bosses, no promise of interesting difficulty options or powerful unique runs. Just "spam magnets, watch everyone explode on the environment for 30 mins, then let your character die when you're bored". I was pretty excited the first 10 minutes seeing some of the unique ways you could explode enemies, drag them around, etc, but then that's just... it. The only thing left to enjoy after that is if you have a fetish for that part of videos games where you run along every wall humping it in hopes of a secret buried in it. This wouldn't be acceptable for a 5 dollar early access title. Heck, this'd barely be okay for a free demo. And yet this is a long-developed 1.0 release from devs I really enjoyed the previous work of? What's the punchline to this prank? Did I miss a button on the main menu that says "the actual game"?
冲着这家制作商前作来的玩家,别买,快跑ε=ε=ε=ε=ε=┌(; ̄◇ ̄)┘
I'm just here to support the developer. Thanks a lot, this game looks hard and so different by requiring to manipulate the objects. Same as Urtuk it a unique game!
The creator of Urtuk will always get my money!
Слишком просто и скучно. Монстров даже можно не убивать а просто бегать от них пока не откроется выход
A really neat mechanic without much of a game attached. One run feels much like another, there's no real goal you're working towards, and the difficulty does not meaningfully progress past a few levels deep. Early resource grinding and picking the permanent passive upgrades at every opportunity can snowball you to the point where death is implausible; most of my playtime is in a single run that got very safe and very samey and only ended because of a crash.
Maraka takes a step into environmental combat, where the surroundings become your weapon. The art style reminds me of 1960s and 70s sci-fi comics. Its bold, high-contrast visuals capture the retro-futuristic energy of the space age. Unlike typical shoot-'em-ups, you’ll need to think strategically and use the environment to your advantage—propelling enemies into hazards, or vice versa. Compared to typical shoot-em-ups, it’s a more complex experience that rewards clever tactics.
A little overwhelming at first, but extremely fun and satisfying once you get the gang of it. Extremely creative game, like having teleconnetic powers or something, almost feels semi-puzzle like in a fast-paced a way, setting up situations and then pulling the trigger. Lots of combos and playstyles to discover, highly recommend!
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Concurrent players on Steam, sampled daily since tracking started.
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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