
We fuse transforming Mecha and Roguelite gameplay elements and combine game mechanics, such as weight, armor pieces, heat, and power for you to forge a unique weapon of war to fuel your killing spree!💀💀💀
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About

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese
Engagement
Hours played at review time, across 48 reviews with recorded playtime.
Reviews
Themes across 48 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
At least for now, I can't really recommend this. The art is great, and the idea is great, and I was really looking forward to this game. Unfortunately, as it is, it feels unfinished. There's a *LOT* of missing sound effects, plenty of text that's not in English, and an overall lack of feedback in the gameplay. There's something good here, but it needs more time in the oven. Give it a few months, check back in to see if there have been any updates. This doesn't feel like a finished game, it feels like an early access with a lot of work to go. Here's hoping it gets where it needs to be.
For the amount of ♥♥♥♥♥♥♥♥ and whining going on in these reviews you'd think this game would be an unplayable mess. Absolutely not the case. It's an Early Access game from a small indie team, so of course it's going to be rough around the edges, some may even say a bit janky, but for whatever shortcomings this game has it makes up for with a core gameplay loop that is fun and addictive. There are tons of guns to unlock, crazy robot legs to run around with, load-outs to tweak and experiment with, skill synergies, secrets, challenges, varied and engaging enemies, goofy characters that may or may not steal your robot appendages - there is a lot to like here. If you're willing to look past the bugs and issues with controls (that have already received a few hot fixes at the time of writing this review) there is a very solid rogue-lite game here that has a ton of potential to be truly great. Definitely worth trying out if you're a fan of action rogue-lites and not a little pee pee baby who throws an online tantrum because they're forced to use a keyboard and mouse to play a game ON THEIR COMPUTER. This developer deserves better recognition than that.
**Since the developer responded, I'd like to add some more opinion. This game has some unique gimmicks like heavy on turning weapon around and changing parts at the beginning room. I can see why because sluggish movement and heavy weapon turns are for players to be able to feel the weight of machinery. I'd love it except the changing parts only dragging the game pace down. Also, this one is not ordinary cheaply made game and anyone can see that they've poured lots of time and efforts to make this. I will check the updates regularly to see if it's getting better. I hope I can change this review to Positive one day for their sake. **Original Review** This game is not early access but has too many bugs at this moment. Also, I'd like to point out the initial loading time is way too long. I thought it got bugged right away as soon as I clicked the "start" button. I see this has lots of inspiration from Gungeon and such but also this has bigger room than Gungeon which is bad really bad. Because of that, the game has slow pace just like or worse than Gungeon. It feels like the game is dragging you behind. I am getting refund for now and I will keep eyes on how they update the game. In the current state I cannot recommend to buy this game. Sincerely.
A decent game definitely worth the money, however there are a few bugs and problems. Some of the writing is in japanese I think though I don't know if that is intended, the game doesn't fit to the screen properly so a small portion of the screen is cut off the bottom which usually isn't really an issue unless you're talking to npc's. Also when trying to click something in the in game menus you have to click to the side of it instead of actually on the item itself. I saw another review say there is no tutorial but there is you just have to go into the room with a bulb above it to the left of where you start a run. All in all a good game and once the bugs are ironed out I think it will be one of the better roguelites on steam. Kind of feels like a discount enter the gungeon without the dodge mechanic and though the developers have obviously taken inspiration from gungeon, they've differentiated this game by making it a little slower paced and changing some mechanics such as changing your body parts and your weapons overheating.
game is dead on pc, devs wokin on mobile version with micro transaction ♥♥♥♥♥♥♥♥. a real shame
TL;DR It's surface presentation is absolutely amazing, and would have totally fit among the likes of Dead Cells, Enter the Gungeon, SNRX, etc. if it wasn't for very poor gameplay and balance design. I hate leaving negative reviews for something the developers obviously worked really hard on, but 'missed opportunity' is the simplest way to describe this game. I really wanted to enjoy this one, but it just disappoints in too many ways. It has an awesome art style, sound design, music and look & feel as you can clearly see from the trailers. I felt like it had everything I wanted in a Roguelite, and I managed to enjoy the first couple of runs, until I discovered a few more things about the game and suddenly I was very soured on it and have no desire to give it another try. The problems are all with the gameplay systems design, and they are pretty numerous, and its all inter-connected, which makes it REALLY hard to explain why the game just doesn't feel right, but I think it boils down to the fact that once you figure out the health-regen powerup exists, the game breaks. Its now too easy, because you rarely end a fight losing ALL of your health, so you can just sit doing nothing, sitting around after every fight until you reach full health. This generally leads to a lot of pointless waiting around. That powerup also means you can use the Supercharge feature with absolute abandon, which adds to the excitement and intensity flows of combat, so you don't want to NOT take it, just because Supercharging is so fun. But, since the health regen is also powerful enough to overcome any incidental damage from enemies, you're basically assured victory unless you do something stupid, so now combat just feels like a slog, particularly with the powerful, but slow, heavy weapons with a low rate of fire, because rooms are FILLED with enemies, and several which spawn even more enemies, which exist on every floor. Unless you manage to focus fire those things first, you're in for a rough time. The enemy combinations in each room never switch up, so the battles always feel the same, very few ebbs and flows in intensity, and there's little that poses a threat to you thanks to the health regen. At this point, the only thing you look forward to is maybe finding a new gun which slaughters things a little faster so you can be done with the run sooner. There's a LOT they would have to change to really fix the gameplay loop, which includes tons more enemy variety, making combat more about small intricate battles with different combinations of enemies, rather than wading through tons enemies that feel like generic bullet sponges, completely overhauling the Upgrades system (e.g. allowing the player to pick the exact direction of their build via the BLUE currency, and using the same currency for both passive upgrades and random powerups, in a Roguelite, was a bad choice), changing how Supercharge, Overheat, etc. works because it just doesn't feel fun or worth using unless you can ignore the health loss via the health regen powerup, and so on and so forth. It needs to give the player a lot more to think about during battle than 'is it over, yet?', and a lot more to think about after battles than 'can I afford the next rank of the most overpowered passive upgrades, yet?'. I wish this game was in Early Access and I would feel a lot less compelled to leave a negative review and absolutely would have enjoyed helping to steer this game in the right direction, because some of the game's direction is fantastic. But, since this is the final product, with a mid-tier asking price, it just doesn't have the depth that makes it worth the price of admission.
内容少到像来骗钱,像40年前的游戏
This game has potential, but is dragged down by a lot of mistranslated information and game-feel missteps. There's a huge amount that, as a player, you are left to figure out on your own and unfortunately, while the stats may be mechanical and futuristic sounding, they also tend to be somewhat confusing. Not to mention the Detailed Information overlay is kind of a mess, obscuring other parts of the HUD. Not to mention that I was unaware there were even modules or permanent enhancements that could be bought as the game *never once* pointed that out to me before I found it (well after having spent the red currency to purchase them). I imagine there's a story, but for the life of me, I'm not seeing it. Some upgrades are beyond overpowered even at level 1 and others are kind of useless (I cannot figure out that if the game punishes you for overheating your weapons with constant HP loss why you would want to do it *even faster*). I just do not get the sense that there's a clear direction here and while I do like the overall art style, this game needs a translation editor badly, it needed more time to QA and playtest, and I just cannot recommend it in its current state. There is potential here, yes. But it's just not being realized or nurtured. P.S. Yes, there is a corgi gun that shoots laser doggybiscuits. There is also a homing missile launcher that says it'll target the nearest enemy but regularly does not. Use this information however you like.
i actually really like what ive seen but the translation needs a lot of work. I love the weight system and customistaion but it really needs an improvement in the clarity of descriptions and names for stats (like... what is "weapon spinning speed")
WeGame卖三十四你steam卖五十八是几个意思???!!!
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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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