
Prepare for deep-sea action! Lead swarms of krill against predators looking for their next meal. Utilize the strength of a krillion krill to swat away your enemies. With hammers, scissors, and more unique construct abilities, master the way of the krill and lay claim to your home.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English**languages with full audio support
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Absolutely peak.
This game is One in a Krillion!
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Krilltastic!
pretty fun
this game is one in a krillion
This game changed my life. Before I was depressed and hated the ocean, now I realize the power of krill. I am now one with the krill, I am one in a krillion.
Is more a nice demo than a game. Hope they make a full game of this, feels like a nice beat'em up
I cruised through a first playthrough right up until the point where I thought the game ought to throw a bit more difficulty at me; the swordfish have particularly awkward attacks which can be even harder to dodge or parry with sharks in the mix, but each of them fills a fair role in diversifying the battlefield. Right before I found myself obligated to a second playthrough via achievements, I had decided that simply parrying all the boss shark's attacks was much simpler than dipping in and out of his range. With that bout of practice, the rest of the game was not only easier but also more engaging, yet I don't know if it was quite so engaging that I'd make an attempt for each of the full game challenge achievements, but I appreciate them all the same. The game is a lean Nerve beater that potentially has some Land elements sprinkled in judging by hidden achievements, but from a "core gameplay" perspective those elements would be definitively negligible. That said, the sand castles are an effective cultural referent that takes your utilitarian 3d and elevates it to a more rounded and resonant aesthetic of plastic pool toys. I admit that I'm tragically inexperienced with Hideki Kamiya's gamography, but from what I know about Wonderful 101, it feels as though the character's design here could have been further levied into the game. Perhaps something akin Pikmin where the player can shoot krill onto the enemies with different stick behavior whether you fire in solo or swarm mode? On a broader note, I definitely tend to prefer the clear box telegraphs over something dazzling and unreadable like more recent Final Fantasy, and if it is visually dazzling, then the specifics of combat should be a tertiary design concern such as in Shadow of the Colossus; or rather it is that the minutiae of the objective in combat is sensational instead of tactical. Either way, attempting to mix both priorities isn't soluble, so you'd surely need three A's to bAke thAt cAke. One in a Krillion gets a B for Barometric, I Suppose.
You can be a shrimp. 🦐 What more could you want? Note: The game recommends using a controller for the best experience, but you can play just fine with a mouse and keyboard. No need to grab a controller unless you want to.
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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