
Oldschool FPS. Hardcore classic gameplay action. Huge hordes of monsters. Blood. Horror. Fun. Each level is unique and not similar to the previous. You need to survive in this dangerous world and become the best evil shooter.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*, Russian*, Spanish - Spain, Traditional Chinese, Portuguese - Portugal, Japanese*languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
Honestly? For a cheap asset flip Indie game it's honestly not that bad. Reminds me of the original Painkiller but just not as polished. The textures are bland but meh could be worse. The rock soundtrack with the Guitars is generic but fun to listen to whilst you hold down mouse one. Unlike Warhammer 40,000 Fire Warrior (Classic) This indie asset flip FPS actually gets the basics right. The mouse movement, The weapons actually fire where you point them. It's actually fun to play. Funny to think an Indie dev is more competent than the People that did Warhammer 40,000 Fire Warrior (Classic). My only issues with the Game was that the final boss had their health bar disappear and it became immortal lol. A restart easily fixed that. Also an enemy got stuck in a wall once... No big deal wasn't game breaking. Also the mouse sensitivity default was really low but unlike Warhammer 40,000 Fire Warrior (Classic) this is an easy fix in the settings menu. If you have a couple of hours to kill and just want to hold down mouse 1 and kill some ♥♥♥♥ and get an easy 100% Achievements you can do much worse than this game. I just wouldn't pay full price for a game that lasts 2 hours.
Typical boomer shooter, dynamic, and I liked the Doomlike style. However, I didn't like that at times a bug seems to occur that makes enemies immune to gunfire. Several times I found myself surrounded in narrow corridors with plenty of health and ammo, and I was shooting DIRECTLY at the enemies and they didn't die.
Woooo! This is a great little game. I like the name of the game a lot. I am confused on the negative reviews though they do bring up some good points. The biggest issue is the controls. The jump and strafe are a bit odd, but it does not make the game unplayable at all just something you'll notice. You can turn up the sensitive which'll help out a ton, but it still won't remove the flaw overall. The music does not over stay it's welcome. Some might even be into it. For me it's great and it's not something I'd go out of my way to mute. Definitely feels like that 90s roomy Aracade ISO style music you'd get on a Sega CD or a PC Engine game. It's great! I like the darkness and the overall vibe of the game. the SFX are nice, too. I am not sure how I feel about enemies spawning behind you and enemies overall do tend bug out quite often preventing you from shooting them. The length of the game is a con I wish it was longer, but it is 2 dollars not 30! What I would like to see: A second game where it fixes out all the flaws and the game ads in more variety with longer gameplay and a higher cost to compensate the development $10-$40 dollars for example. I also like the donar station mechanic a lot and my favorite monster is the one that shrinks into tiny smaller ones when you shoot them. At 2 dollars you can't go wrong if you like boomer shooters!
atrocious
te amo
прекольна, ставлю лайк
I hate to dunk on a $2 game, but sometimes it can't be helped; this game somehow manages to feel even cheaper than its price may suggest. Problems are numerous, and pervade the entire experience; I'll have to go into detail for each aspect of the game. ART DIRECTION The first thing I noticed was the bizarre model for the "pistol". It looks like a plasma rifle from Fallout 3. The shotgun looks like it came from Roblox. The game generally has a very Roblox/Asset flip aesthetic; the enemy models are extremely simple and use textures that don't mesh with each other or the environment. What is this supposed to convey? How am I supposed to feel? There's a loose sense that I'm in Id Software style hell, but it feels more like the sense of hell you get from scrolling a little too far on itch.io and finding the real bottom-of-the-barrel stuff thrown together in the hopes of making a quick $5 from the poor sucker that gives it a shot. Doom isn't exactly the highest of art either, but the games all have a coherent look, with weapons, environments, and monsters that all want you to feel like you're in a specific place and time with genuine creatures. The lighting is also extremely flat and uninspired... and we're just getting started. GAMEFEEL The fundamental mechanic of any shooter game is, of course, the shooting. Games can't actually put a gun in your hands, so they have to utilize the limited feedback of sound and sight to suggest the feeling of holding and firing a gun to the player. Take Doom II for example. The Super Shotgun is among the most exalted guns of video gaming due to the animations, art, and sound design; the texturing uses shading and light to provide a sense of depth and material, the animations provide a sense of clunky physicality, and the sounds fill in the visual gaps of the bullets CLUNKing into the barrel and the heavy thud of the projectile's impact. I don't remember anything about the guns of Monument other than my bewilderment as to their art direction. SOUND They forgot to add sounds to the enemies. I turned up the music a bit (it was very quiet when I started the game) so this coooould be a mixing problem?? Like, if there ARE enemy footsteps, maybe they just need to actually balance the sounds of the game with the music effectively? Regardless, hulking melee enemies that should have stepped with heavy thuds were able to delicately creep up to me and chomp my back without making a peep. What sounds I did hear couldn't be attributed to a specific enemy; there was no correlation between what sound an enemy might have made and its visual design. I might as well have played on mute. MUSIC As a musician myself, this is probably the biggest tragedy of this game to me. I know I compared it to an asset flip earlier, but I'm not actually sure that it is one; the developer uploaded early concept art a few years ago to celebrate 9 years of the game being available, which speaks to a level of effort most asset flips don't aspire to. I wish the game looked as good as those sketches... regardless, I can tell an actual human played the guitar on the soundtrack to this game and I wish they hadn't. It's very aimless playing. The issues with mixing persist here as well; the guitars dominate each track, the bass is inaudible, and the drums are a suggestion. This sounds like a 14 year old made it on their iPhone. Overall, this game is a mess. It has no direction, it lacks the campy sense of fun that the original Id titles had, and it looks like ♥♥♥♥. Spend your $2 on a candy bar. One last note: the teleport gun does look like a cool idea. If only the game was good enough to keep me playing long enough to use it... Final last note: I was harsh in this review, but I do hope the developer keeps making games and lives a wonderful life. Even though I feel like this one was a bit of a nightmare, every game is a miracle and I'm glad people put so much work into them.
Spiel in der Doom-Optik, aber mit besserer Steuerung. Macht Spaß & die Mechaniken sind leicht zu begreifen.
Все ААА-игры < Monument
I really love well done "Boomer-Shooters" but this one is just bad. Boring Enemies and Level Design, feels like a cheap Quake-Ripoff. 04/10
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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