
Nongunz is a roguelite action-platformer. Battle grotesque creatures, kill quickly to maintain your combo meter, and rescue worshipers to become part of your idle army to buy upgrades.
Modeled estimate, not a reported figure. How we estimate →
Media

About




Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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
13 часов боли стоили того. Обязательно поиграйте!
Баланс говна, Управление говна. Звук выстрелов ломает уши. Можно со старта гарантировано получаешь урон на пол хп. У босса миллион хп. У мобов поменьше, но тоже дофига. Для каждого выстрела кнопку нажимаешь отдельно. За путь до босса нужно сделать примерно 5000 выстрелов. Пожалейте свои пальцы. Что делают апгрейды не ясно. Работают ли они вообще не ясно. В босса ты будешь стрелять пару тысяч раз. Главное меню выглядит вот так https://steamcommunity.com/sharedfiles/filedetails/?id=3385263418 Что значат эти значки не ясно. Что происходит после нажатия этих кнопок не ясно. Как выйти из игры не ясно Не рекомендую ни одному живому человеку
Honestly I like this game quite a lot despite it not being very long or having more replayability. This very cryptic and minimalistic rogue-lite just sends you in after a tutorial only telling you the controls, it barely tells you anything or give you information about what you have to do or about the features, for several this was a turn-off but for me it's what got me interested by having to find out everything in your own, like the game has cards with icons of power ups but doesn't tell you anything about what icon does what, you can go to a graveyard and build a skeleton friend that will help you, or that you can slide and then jump to get a jump boost, or consuming your own buffs to heal up. None of this is told to you except through a diary which isn't very clear. The game is pretty hard and will give your arm a pain since there's no fire rate limit (except for melees) so an auto-clicker is recommended, especially when the currency is gained by every attack. There's also ''weird'' features like no shooting up, you can only shoot up while you slide, or to quit the game you have to open the menu, click the X card and then go to bed to sleep. If there's anything bad I'd say some of the areas require you to do them perfectly, like wanting to go back after you skipped an enemy will be a pain especially with the difficult platforming this game has, or having you kill the enemies before they reach you in a dead end. The art is great and game has interesting atmosphere around it, definitely recommended if you like finding out stuff in your own and if you like rogue-lites.
A continuación compartiré algunos detalles y perspectivas de mi persona que le ayudará a entender el juego desde la óptica de un coleccionista de juegos que va llegando a los 30 y aún vive con sus padres: -este es el típico juego que jugaría David Lynch mientras se fuma un porro. -comprar este juego sin esperar descuento es como invertir tus ahorros para la universidad en mandarle a poner pompis nuevas a tu abuela, puede sentirse demasiado para un juego indie, pero créeme, vale la pena. -este juego inspiró el personaje de Xander en la Casa de los dibujos (drawn together). -sus gráficos parecen ilustraciones grabadas en libros del siglo 16. El soundtrack y la reducción del tiempo durante el cambio de armas me hace recordar la saga de los Metro exodus. -La calibración del movimiento me parece correcta. El diseño de niveles es divertido una vez te haces a la idea de que así es el juego. Recuerda qué cuando juegas un título estás haciendo un acuerdo tácito: 1. Eres el protagonista 2. Juegas a las reglas del juego. -está bien optimizado y las prestaciones del mismo todas apoyan al buen juego, sus mecánicas poco a poco se abren y muestran diferentes posibilidades de avanzar en los niveles. -En mi lista de juegos veras un compendio de diferentes tipos de juegos, pero hasta el momento ningún como este. -este juego es como el Cuphead pero para hombres. Ahora el juego tiene sus contras: -hay diferentes tipos de enemigos con diseños anatómicos (dedos, narices, manos, ojos) pero no incluyeron tetas. Bueno espero les sirva la reseña bye tqm.
If you dont like this game, that's the point. This game is intentionally confusing, brutal and vague.(like cruelty squad but more subtle). Push through it and you'lll find a gem that sticks. Is the game's movement weird? Yes. Can it be so ridiculously fun? HELL YES. There's alot I can say but i will only say this: Trust me, it gets GOOD.
Nongunz: Doppelganger Edition, developed by Brainwash Gang and published by Digerati, is a roguelite action-platformer that deliberately positions itself at the edge of accessibility, offering an experience that is as cryptic as it is mechanically engaging. From the moment it begins, the game provides almost no guidance, dropping players into a stark, monochrome world where understanding must be earned through trial, error, and careful observation. This design philosophy defines the entire experience, creating a game that feels less like a guided journey and more like a system to be deciphered. The core gameplay revolves around fast-paced side-scrolling combat, where players move through procedurally generated rooms filled with enemies, hazards, and opportunities for progression. Combat emphasizes momentum, encouraging players to chain kills together to build combos and maximize rewards. Movement and shooting feel responsive, and once the mechanics begin to click, there is a satisfying rhythm to clearing rooms efficiently. However, reaching that point requires patience, as the game offers little in the way of tutorials or clear explanations, leaving players to piece together its systems gradually. A key layer of depth comes from the game’s upgrade systems, particularly its use of cards and interchangeable “heads.” These elements allow players to modify abilities, enhance stats, and tailor their approach to combat. Different combinations can significantly alter how a run unfolds, offering a level of customization that adds variety and strategic depth. The challenge, however, lies in understanding how these systems work. The game rarely explains the effects of these upgrades in a clear or intuitive way, making experimentation essential but sometimes frustrating. For players willing to invest the time, this process of discovery can be rewarding, but it also creates a barrier for those who prefer more transparency. Progression follows a risk-and-reward structure typical of roguelites, but with an added emphasis on uncertainty. Players must decide whether to continue pushing deeper into each run, risking the loss of accumulated resources, or return to consolidate their gains. This tension adds weight to every decision, reinforcing the game’s focus on careful planning and adaptability. Over time, as players become more familiar with its systems, what initially feels chaotic begins to reveal a more structured and deliberate design. Visually, the game stands out with its stark, minimalist aesthetic. Dominated by black, white, and muted tones, the world feels oppressive and desolate, with occasional splashes of color adding contrast. Enemy designs are unsettling, contributing to an atmosphere that is both eerie and distinctive. This visual style is one of the game’s most memorable aspects, giving it a strong identity that sets it apart from more conventional entries in the genre. The audio design complements this atmosphere with a subdued and often haunting soundscape. Music is used sparingly, allowing ambient sounds and subtle effects to carry much of the tension. This restraint helps maintain immersion, though it can also make certain moments feel quiet to the point of emptiness. Combined with the visual design, the audio reinforces the game’s bleak and enigmatic tone. One of the most divisive aspects of Nongunz: Doppelganger Edition is its intentional lack of clarity. The absence of tutorials, minimal interface guidance, and cryptic systems create an experience that demands persistence. Early runs can feel confusing and unproductive, as players struggle to understand basic mechanics and progression. Over time, however, the game begins to open up, revealing layers of depth that reward those who stick with it. This transition from confusion to mastery is central to the experience, but it requires a level of commitment that not all players will find appealing. The additional content included in the Doppelganger Edition, such as local cooperative play and arena-style challenges, adds some variety but does not fundamentally change the core experience. These modes provide alternative ways to engage with the game’s systems, though the main appeal remains in its roguelite structure and the process of gradually uncovering its mechanics. Ultimately, Nongunz: Doppelganger Edition is a bold and unconventional take on the roguelite genre, one that prioritizes atmosphere, experimentation, and player-driven discovery over accessibility. It offers a unique and deeply layered experience for those willing to engage with its design, but its opacity and demanding nature may limit its appeal to a more niche audience. For players who enjoy unraveling complex systems and embracing challenging, non-traditional gameplay, it can be a deeply rewarding journey. Rating: 7/10
seems like it could be fun but with the lack of guidance or tutorials, and levels seeming like they're designed to be tedious, not challenging, I'm having a hard time recommending this game.
é um jogo legal, mas parece estar incompleto. Tem uma jogabilidade boa, controles, nem tão bons e design de fase meio suspeito. O estilo de arte do jogo é muito bom, porém existem mecânicas meio merdas. 7/10
NO SE QUE ESTOY JUGANDO PERO ESTA BUENO XDDD
Completely esoteric roguelike with idle mechanics mixed in there. Worth dabbling in for the presentation and unique system combination, but seriously confusing without a guide.
Related
Related
Trends
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
Languages: English, French, Italian, German, Spanish - Spain, Arabic, Bulgarian, Czech, Danish, Dutch, Finnish, Greek +15 more
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Sebil Engineering | $35.4K | 95 | 98% | $11.99 |
| Dragon Forge | $35.4K | 114 | 50% | $9.99 |
| Wayhaven Chronicles: Book Two | $35.4K | 224 | 98% | $8.99 |
| Particles of Reality | $35.5K | 57 | 91% | $29.99 |
| The Stairway 7 - Anomaly Hunt Loop Horror Game | $35.5K | 100 | 82% | $8.99 |
| 三國立志傳3 | $35.4K | 151 | 83% | $7.99 |