
Neon Hardcorps is a fast paced top down action shooter, inspired by games such as Contra, Metal Slug, Super Turrican, Cybernator, Realm and Doom Troopers.
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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 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Hallo Back to Basics Gaming, hallo sehr geehrter Herr Dovganovskiy, Neon Hardcorps find ich im ersten Moment eigentlich sehr interessant. Es erinnert mich direkt an Kivi, Toilet and Shotgun, das ebenfalls von der guten Firma BtBG gepublished wurde. Das Spiel hier ist nur deutlich schneller und eskaliert viel mehr. Dabei finde ich das Spieltempo eigentlich überragend und wenn es auch nur irgendeine Methode der Balance oder der Schwierigkeitseinstellung gäbe, dann könnte man hier wenigstens noch was regeln. Aber nach dem ich quasi im Tutorial 7 oder 8 mal gegen nen scheiß Zug mit Geschützen drauf verreckt bin, da bildete sich klar ersichtlich eine Ader auf meiner Stirn und um meinen täglichen Konsum von Doppelherz nicht dadurch zu verdoppeln, musste ich eine Pause einlegen. Eine lange Pause. Wahrscheinlich eine permanente Pause. Erinnert mich ein bisschen an Soulslikes. Es macht unheimlich Spaß die simplen und "minionhaften" Gegner zu plätten, aber das erste anspruchsvollere Viech macht dich direkt so fertig, dass dir Hören und Sehen vergeht. Und ich bin für sowas einfach nicht geschaffen. Könnte man den Schwierigkeitsgrad einstellen, und wären auch die schwereren Gegner zumindest im Ansatz so wie die normalen und nicht so hypergetunte Megateile, dann wär das hier ein absoluter Banger. Aber so ist es leider einfach pure Frust. Herr Dovganovskiy, man merkt, dass Sie sich Mühe gegeben haben. BtbG, ihr müsst mir glauben, wenn ich jetzt sage, dass mir die folgenden Worte in der Brust schmerzen. Aber leider, und so knapp war es wahrscheinlich noch nie, muss ich mich für einen Daumen runter entscheiden. WIrklich, alles richtig gemacht und dann mit der Schwierigkeit voll reingeschitten. Aber ihr könnt es. Ihr könnt es besser. Das weiß ich, ich glaube nicht, dass es noch jemand anderen gibt, der so fanatisch eure Plörre spielt. Und deswegen finde ich ist es wichtig, dass ihr zumindest einen Supporter habt. Aber den müsst ihr auch halten. Und daher muss sich die Qualität bei euch steigern. Schade.
It's a Hotline Miami like game; a fast-paced top-down shooter where you move area to area. It looks promising from the screenshots, but sadly it's [b]very[/b] unpolished and riddled with issues. It starts right at the tutorial - if you destroy the crate before being prompted to, you'll soft lock yourself and have to restart. There are much worse issues, though, such as the extreme lag spikes - only 10 minutes in and I got several of these, at the train and robot fights. The robot fight also glitched the first time I did it, with the guy not shooting at all. Another issue is that there is no feedback or transition for when you die/restart. The first time I failed was when I shot a civilian that I thought was an enemy... and I had no idea what happened, it just restarted the game instantly and took all my weapons. The screen also auto-scrolls. It's fine for the most part, but sometimes it will glitch and you'll get stuck. Or, you'll want to pickup an item such as health but the screen will auto-scroll and not let you. Oh, and the sound effects are pretty bad. They are 8-bit sounds probably made with BFXR or SFXR... they're ear-piercing. I only listed a few of the issues I encountered. The art is decent and the core gameplay is fine but, as mentioned, it's in need of some serious polish which makes this an unenjoyable experience.
Neon Hardcorps is a retro-styled action shooter developed by Sergey Dovganovskiy and published by Back To Basics Gaming, designed as a deliberate throwback to the relentless run-and-gun shooters of the 16-bit era. From the moment the game begins, it makes its inspirations clear, leaning heavily on fast reflex gameplay, dense enemy waves, and a cyberpunk aesthetic drenched in neon colors and pixelated chaos. Rather than reinventing the genre, the game sets out to replicate the immediacy and brutality of classic arcade shooters, where survival depends on quick reactions and memorization rather than complex systems or narrative depth. The core gameplay loop is straightforward and uncompromising. Players move through compact stages packed with enemies that attack aggressively from multiple directions, forcing constant movement and split-second decision making. Shooting feels immediate and unforgiving, with little room for error once the screen fills with bullets and charging foes. The game offers several playable characters, each equipped with different weapons and armor configurations, which introduces some variation in how encounters unfold. While these differences can subtly change pacing and tactics, the overall experience remains firmly rooted in old-school design, prioritizing raw action over experimentation or mechanical depth. Level design attempts to introduce variety by alternating between traditional on-foot combat stages and more unconventional sequences such as vehicle segments and set-piece encounters. Boss fights punctuate the experience, acting as difficulty spikes that demand pattern recognition and disciplined movement rather than brute force. These moments are often the most memorable, as they emphasize the game’s arcade roots and require players to learn enemy behaviors through repeated attempts. However, the transitions between stage types can feel abrupt, and not all segments are equally polished, giving the overall campaign a slightly uneven rhythm. Visually, Neon Hardcorps commits fully to a pixel-art cyberpunk style, featuring bright neon highlights, dark industrial backdrops, and chunky sprite work reminiscent of classic console shooters. The aesthetic is immediately readable and nostalgic, but it also risks becoming repetitive over time, as environments and enemies share similar visual motifs. While the art direction is consistent, it rarely evolves in surprising ways, which can make longer play sessions feel visually flat despite the intensity of the action. Animations are functional rather than expressive, reinforcing the sense that gameplay responsiveness was prioritized over presentation flair. Sound design supports the fast pace with energetic electronic music and sharp weapon effects, helping maintain momentum during firefights. The soundtrack fits the cyberpunk theme well enough, but it tends to blend into the background rather than stand out as a defining feature. Audio feedback during combat is clear, though not particularly impactful, which slightly undercuts the sense of power when firing weapons or defeating enemies. As with the visuals, the audio does its job competently without pushing the experience into memorable territory. One of the most frequently discussed aspects of Neon Hardcorps is its lack of polish. Controls can feel stiff at times, and enemy behavior occasionally comes across as awkward or poorly balanced, with some foes acting more like stationary turrets while others rush the player without clear telegraphing. Technical issues and inconsistent performance further contribute to the impression of a game that aims high conceptually but struggles to fully deliver on execution. These rough edges are especially noticeable for players accustomed to modern indie shooters that refine retro ideas with contemporary sensibilities. The game’s brevity also shapes its overall impact. The campaign can be completed relatively quickly, making it feel more like a concentrated arcade experience than a full-length action title. While this short runtime aligns with its nostalgic ambitions and modest scope, it may leave players wanting more depth, replay incentives, or additional modes to extend longevity. Replay value primarily comes from experimenting with different characters or chasing cleaner runs rather than from unlocking new content or systems. Taken as a whole, Neon Hardcorps is a niche title that will resonate most strongly with players who have a deep affection for classic run-and-gun shooters and are willing to overlook technical shortcomings in exchange for fast, punishing action. Its strengths lie in its commitment to old-school design and its moment-to-moment intensity, while its weaknesses stem from limited polish, short length, and a lack of mechanical evolution. For fans of retro shooters seeking a brief, neon-soaked burst of action, it offers a taste of familiar chaos, but for players expecting a more refined or expansive experience, it may feel like an ambitious homage that never quite reaches its full potential. Rating: 5/10
<3
Una bruttura di gioco unica, un gioco dall'alto d'azione che ti entra nel cervello attivandoti la ghiandola del vomito. Terribilmente brutto. Se volete giocare a un gioco simile fate prima a scaricare godot e farvelo da voi in 5 minuti
So bad
⭐⭐⭐⭐⭐
sucks when games with cool music and aesthetics are marred by terrible controls
Neon Hardcorps (2016, разработчик — Sergey Dovganovskiy, издатель — Back To Basics Gaming) — инди‑экшен с видом сверху в духе Contra и Metal Slug. Суть: выбрать одного из трёх героев и пройти 6 коротких уровней, сражаясь с врагами. Ключевые особенности: динамичный экшен в стиле ретро‑шутеров; 3 персонажа на выбор; прокачка характеристик (улучшения после прохождения); стильная неоновая графика; коллекционные карточки Steam; одиночный режим; платформа: PC (Windows). Минусы: очень короткая (проходится за 20 минут); отсутствие сюжета; баги с экономикой (проблемы с подсчётом денег); нет достижений; проблемы с полноэкранным режимом (не растягивается на ширину экрана). Итог: напоминает демо‑версию — подойдёт разве что для сбора карточек Steam. Из‑за малой продолжительности и недоработок не стоит даже минимальной цены.
Ir has potential with its retro style but suffers from poor design, sound, and polish.
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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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