
Smash your way through endless waves of enemies and grow absurdly powerful! Grab loot, level up, unlock characters and upgrade to create unique and crazy builds as you fend off hordes of creatures!
Modeled estimate, not a reported figure. How we estimate →
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About
HOW LONG CAN YOU SURVIVE?
Megabonk is a roguelike survival game where you must fight your way through hordes of enemies and bosses in randomly generated maps. Grab loot on the way, level up your character, upgrade your weapons and survive for as long as you can! How far can you make it?
UPGRADE & GET OVERPOWERED
Defeat enemies and pick up XP to level up! The more enemies you defeat, the more XP you get. Each upgrade offer is random and will vary in rarity, which makes each run unique!
UNLOCK CHARACTERS, WEAPONS & ITEMS
240 in-game quests
20 Characters with unique abilities
70+ unique items with different synergies
"after i started playing Megabonk my life fell apart. i lost my wife, house and dogs. good game, 10/10" - Monke

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Czech, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese +5 more
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 616 reviews with recorded playtime.
Reviews
Themes across 614 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Great game but horrible difficulty curve. Really needs to work on that in future updates, but otherwise 8/10 game!
Прикольный рогалик на 10-20 часов контента в сумме. Если надеетесь найти тут глубокий геймлей, геймплейный луп (как в остальных рогаликах) не скажу что он зайдет всем. Как по мне игре сильно не хватает контента, глубины механик, разнообразия и на данный момент спустя почти год существования выглядит как-будто вышла вчера. Есть 3 карты, на двух есть выбор из 3 сложностей, если вы хотя бы 1 раз видели как играют в игру - сложности закрыть игру в первый раз не будет. Из механик которые могут быть не ясны отмечу, что характеристики можно сломать в отличии от других рогаликов - тут и возможность накрутить лак выше 1000% (что к сожалению не гарантирует 100% дроп лег из сундуков) и урон со скоростью атаки за тремя нулями (исключение составляют уклонение и броня) есть довольно прикольный стат "сложность" который спавнит тебе большее количество мобиков, а с ними и опыта и денег. Основной показатель победы - количество убитых противников, поэтому качать сложность маст хев. Еще одна скрытая механика без которой не поставить рекорда - бани хоп. В какой момент ты настолько к нему привыкаешь, что это для тебя это становится обыденностью и носишься по карте как угарелый. В начале это прикольно, ведь ты проходишь тот же путь пускай в 1.5-2 раза быстрее, но в какой-то момент спустя много много ранов ты понимаешь, что это не твои знания благодаря которым ты должен побеждать (именно так у меня в голове выглядят рогалики - ты их дотошно изучаешь и потом уже побеждаешь), а именно какое-то запоминание паттерна прыжок - ускорения - приседания в тупую. Лично мне показалось по итогу это скучным и не цепляющим. Так же на счет контента со стороны персонажей, томов (пасивок на игру), предметов и оружия: закрыв игру на 100% ачивок (а для этого требуется сыграть на каждом персонаже хотя бы 1.5-2 часа, а то и больше) с уверенностью могу сказать что один и тот же набор оружия, томов и предметов проходит тебе игру, а из 20 персонажей играть интересно за 3-4, где остальные вне этого списка имеют не прикольные механики которые переворачивают игру (как в остальных рогаликах), а просто прокачивают другой стат из того же списка который есть у всех, игра опять же не играется иначе. Да, в начале у тебя нет ничего, тебе надо все это открыть. Но в какой-то момент в игре заканчивается челлендж и начинается рерол рана для выпадения того самого. Да вы можете сказать, например в айзеке похожая история, однако там ты не можешь выключить предметы которые тебе могут выпасть, не можешь задать какие-то условия, что ты будешь качать (а тут игра буквально позволяет выбрать оружие, том и предметы которыми ты будешь играть), а персонажи заставляют перестроить свой геймплей чуть ли не до неузнаваемости. Для меня это скорее деградация жанра, чем развитие, ибо на выходе у нас одно и тоже бесконечное количество раз и как по мне быстро надоедает. Рекомендую поиграть, попробовать действительно стоит, но глубоких механик и интереса в "лейт" гейме когда ты понял что куда и зачем я не нашел. Проходить на 100% - не рекомендую, жесткая трата времени
i have now owned this game for a little over a day. It is seldom anymore that a game brings that childlike joy and fun back to me. This game does just that.
TL;DR - Cool concept, bad execution I've tried to like this game and revisited it multiple times to try and make it click, but unfortunately it has not changed much for the better. Keep in mind I consider myself a roguelite enjoyer with thousands of hours spread across different survivor games, so for this to not land is quite a tragedy. The 3 core problems of this game are difficulty scaling, "the luck economy" and enemy balance. 1) This game scales way too fast, especially on higher difficulties. The game will throw extremely dense spawn waves at you at set intervals, sometimes with slow, mostly harmless walking melee enemies that you can dodge, or enemies that spam ranged attacks and spawn aoes under you. If your build hasn't scaled up enough to deal with them by the time they spawn (which is often less than 4 minutes into the run), you just get overwhelmed and die. This also necessitates that you build your characters in a certain way to outscale the game, which turns it into a meta arms race instead of "haha fun roguelite experimentation". More on this later. Other issue is how insane the enemies spike in stats between zones/floors. Megabonk doesn't scale enemies within a zone much, but it does backload all of the scaling to the next floor. E.g. a skeleton on zone 1 with 20 health now has like 500 in zone 2, even more if the difficulty is cranked up. What's more terrifying is their damage also scales like that. If you DARE to absentmindedly pop a miniboss shrine in zone 2, it's almost guaranteed their basic attack will oneshot you. Bosses also scale absurdly; a 5k hp gateway boss in zone 1 will have ~100k in zone 2. So again, this game forces you to build like a meta slave to outscale the absurd pacing that it throws at you. Which brings me to the point of "the luck economy". 2) "If you wanna enjoy the game, 3 out of 4 tomes are must haves" The game has a meta holy trinity - XP Tome, Luck Tome, and later on, Cursed (Difficulty) Tome. Only your 4th tome is up to personal choice. This isn't to say you can't beat the game on entry difficulties with other tomes of your choice, but once you get to difficulty 2 and 3 you really feel the game beating you over the head with this scaling meta. Luck makes everything you are offered rarer. This obviously compounds and has a huge early game spike. XP gains also help you scale faster which means you kill more things efficiently which means you gain more xp, so it's another compounding factor. Difficulty makes enemies harder but drop more loot, so again, compound scaling. The problem with the game is that it's very badly balanced to the point that at minimum Luck and XP tomes are mandatory to keep up with higher stage scaling. It kills a lot of the illusion of choice; the same thing applies to weapon/skill choices as well. More than half the weapons in this game are meme fodder and picking them outside of a "quest to kill x" is basically griefing your own run. With other games like Vampire Survivors, Halls of Torment, Risk of Rain etc, you are encouraged to lean into each character's strengths and scaling their main stat usually makes sense. On Megabonk I am running 80% of the same loadout per mission with minimal variation because otherwise the game will beat me to death with it. Aegis for example gives you so much survivability compared to any other defensive layer in the game that you would be stupid not to take it. But even Aegis won't always save you from some enemy designs... 3) The enemy AI in this game is ♥♥♥♥♥♥. There's not really another word that encapsulates it. The game sells itself on the idea that you have a 3D plane to dodge around and jumps to avoid ground damage, but all of that goes out the window against certain enemies and bosses. There are some levels where you cannot stand still long enough to circle-kite charge a shrine, because the game spawned 200 enemies that cause shrine-sized explosions under you. There are bosses with lock-on attacks that kill you in 2 seconds if they touch you; with a full defensive build, mind you (looking at you Anubis head laser), and you might say "lmao skill issue don't let the laser touch you" - except it has very fast tracking and can spawn next to you, so if your character doesnt have insane speed to go behind the boss in half a second, you're gonna get locked on and die, while everything else in the map can barely scratch you. But if you scale your character speed too fast, when enemy swarms spawn, you'll run straight into them because they spawn under you! What fun game design! Anyway, The game's cheap for 10 bucks so you don't lose much if you don't believe me, but I wouldn't spend that money if I knew what I did now.
no updates and the dev run away ...
Feels incomplete needs more stuff, Meta progression, special modes etc.
I wish the developer was active.
Every run is the same because every build is the same. Every build is the same because every final boss is the same. 1- They take away all your weapons except your primary so don’t bother leveling anything but your primary. 2- They spawn 3 pylons that make them invulnerable. You have to stand in the small area around the pylon to disable it while the Boss is pushing you away with AOE and homing attacks. Repeat for all 3 pylons. Your whole build and run is devoted to dealing with that. The game needs an update to help improve variety but the only update this game received this year added hats so I won’t hold my breath.
забросил разраб игруньку че поделать
разработчик сын шахтера, судя по всему словил фпв друна, иначе как объяснить игнор комьюнити пол года
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Related
Trends
Steam followers (game-group members) tracked daily from when we started recording.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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