
PASS THE FEAR is a roguelite bullet-hell shooter. A catastrophic Witch’s Disaster strikes without warning, and chaotic magic forms the ancient Wall of Storms. Its corruption spreads relentlessly across the island. As a demon hunter trapped within, you must find a way to escape before dawn breaks.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Scraped together mid-escape, this motley crew consists of the Iron Bucket Knight, the Explosive Cutie, the One-Eyed Codger, the Money Whiz, and a mysterious nun picked up by the roadside... Every single one of them is deathly afraid of kicking the bucket, yet they have no choice but to grab their guns and face the fight head-on!
Your mission is to flee the island within 12 hours. But as you reach the coastline,a despair-inducing Storm Wall blocks your path. As the monsters multiply, a dark conspiracy slowly begins to unravel...

Fancy weapons, special Weapon Parts, Relic fusion, Tarot Cards, elemental effects, random events...
Every pickup is another experiment in weapon customization.
Stack up Projectiles and become a "Fireworks Master", or pour everything into a single shot and melt an entire health bar—your weapons, your rules.

[Shatter], [Embarkation], [Growth], [Final Shot], [Disruption]... There is no single right answer—only increasingly outrageous combinations.
Mix and match them to create Transmutation chains, endless Ultimates, looping triggers, exponential damage scaling, and more.
Every time your build comes together, it turns into a wildly satisfying run you will not want to put down.

As you venture deeper, [Character Talents] and [Team Talents] will help you grow ever stronger.
Higher difficulties bring tougher enemies—and better drop rates. They also unlock the unique [Chaos Battle Scar] mode, where every Battle Scar comes with both a boon and a curse. High risk, high reward.
Harness the boons, master the curses, and forge a one-of-a-kind ultimate build that pushes beyond the limits!

Multiplayer has everything you would expect: clutch saves, item swapping, and fighting through tough encounters together...
But the real fun is farming up quietly in the early game, then surging ahead to overtake everyone in damage later!
Check the DPS rankings—who is the true damage king of your squad, and who is the poor soul stuck doing all the thankless work as the team's "support bot"?
Join the Community / Discord!
If you’ve found bugs, want to share suggestions, or just feel like showing off your insanely cool build—our Discord is the best place to do it!
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1420 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
游戏最好玩是最开始,越到后面数值越烂,游戏严重不值他的售价
好无聊的分解分解分解分解*99叠属性,跟暖雪天差地别。整个游戏就在那分解,跟个傻子一样,我看了下我的对局,一把2个小时以上的时间就在那分解一地破烂,这叫玩游戏?玩自己吧! 我很少打差评,一般下不去手,但是这破机制真是够够的,纯外挂风的游戏机制。弃了,再玩这沙雕游戏是狗
Slop
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, Traditional Chinese, English*, Russian, Japanese, Spanish - Latin America, Korean*languages with full audio support
Hours played at review time, across 1.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is a mixed bag for me. While I love theorycrafting and finding great synergies in roguelike games... this game has way too many of them. Most of the ways to break the game involves using effects that loop into themselves, for example you have keywords to effect such as "embarkation" which triggers when you enter a room, and "destination" that triggers when you end combat in a room. There are effects that give you stats based on one of those conditions, but also effects that makes "embarkation" trigger "destination", or items that trigger keywords when you cast a spell, but then there's another item that makes you gain spell cast bar based on stats, which due to the looping nature of stat gain based on keywords mean you can sit in a room and suddenly gain 1000% bonus damage. Then you have effects that happen when you break items, such as stat gain on item break. But there are effects that makes breaking items happen twice or chance to not consume the item, but then you have items that give you items once you break them creating some stupid loops. So overall score from me on this game is... a 6.5/10? The gameplay itself can be quite fun in the start when you're exploring game mechanics, but due to the ease of game breaking builds, I honestly have never seen the attack patterns of the last 3 bosses because it's very hard to not one shot them once you setup one of those loops. I found myself spending more time doing loop shenanigans and breaking the item system than actually fighting. I recommend this game for people who just want to go in and not think too much about it, because it will likely be much more enjoyable that way than whatever the heck I'm doing dealing over a billion dmg a shot.
非常好玩的肉鸽游戏,有多种难度供你选择,可以和好朋友一起联机打怪,游玩沉静感很好
Второй рогалик, который получилось в удовольствие пройти на платину. Хорошее разнообразие синергий, все персы в кайф пройдены на кровавой луне. Буду рада, если разрабы в дальнейшем как-то усложнят игру, добавят больше веток в дереве и добавят какое-то взаимодействие с питомцем (помимо использования него как рюкзак). Всем добра!
[h1]你需要的核心秘宝可能刷不到,但你碎掉的数值又弥补了一点[/h1] 作为《暖雪》制作者的新作,《风暴怕死队》以被 “魔女之灾” 封锁的孤岛为舞台,搭配戏谑感十足的 “怕死小队” 人设,虽然采用的是主流的俯视角 Roguelite 弹幕射击玩法,但上手门槛低、构筑爽感足、联机乐趣突出等特点,都在表明本作走的是和多数同类肉鸽不太一样的路——不再追求过于深度的构筑策略,而是把“上手就爽”作为第一目标,带来了相当亮眼的整体体验,但在构筑平衡与长线体验的设计上,仍有一定的打磨空间。 [h1]Gameplay[/h1] [b]1.辨识度鲜明的手绘美术风格与后期扰眼的弹幕特效[/b] 我一直觉得美术表现可以视作游戏体现商品属性的“包装”,无论是让玩家能第一眼相中或是要进一步推广,都能发挥相当重要的作用。《风暴怕死队》便通过辨识度鲜明的手绘美术风格与视觉表现充分发挥了这一竞争优势,腐化的孤岛废墟营造出黑暗压抑的逃亡氛围,但卡通风格的角色形象又中和了题材的沉重感,在同类独立肉鸽中颇具竞争力。不过同屏敌人过多、特效叠加等情况依然会存在干扰视线、影响走位判断的问题,这也可以算是这类作品的通病。 [b]2.扎实的关卡设计与低门槛的联机合作体验[/b] 《风暴怕死队》的单局通关时长约1~2小时,流程还是比较长的,关卡采用分区域推进的房间式设计,不同区域的怪物与 Boss 机制有明确区分,但核心循环基本是清怪→选取奖励。此外,本作支持四人联机合作可以算是一个亮点,且联机战斗的门槛远低于单人,主要靠能救人,因此有小伙伴的轻度玩家体验起来相当不错,美中不足的是联机可能存在延迟问题。 [b]3.机制+数值相互容错的构筑逻辑[/b] 本作的核心玩法沿用成熟的弹幕射击+肉鸽构筑机制,同时可以将不需要的秘宝“碎裂”掉,换取永久增加生命上限和全局伤害,这个核心构筑逻辑为游戏提供了更大的容错空间,即便随不到体系适用的机制,也可以获得简单粗暴的数值成长,毕竟数值也是build的一部分。目前已开放7名可玩角色,各有专属天赋与主动技能,搭配40余种枪械弹头、200多种秘宝与22种塔罗牌以及武器搭载的随机词条系统,整体build组合的丰富度还可以。 [b]4.平衡设计不佳且长线体验动力不足[/b] 虽然本作的构筑逻辑很优秀,但构筑的平衡设计把控仍然欠缺,核心秘宝掉落权重不够平滑,部分冷门枪械与流派的强度难以入眼,运气差时反复刷新硬凑数值垫子也只能刮痧,运气好时拿到超模组件就直接毕业可以玩大数字全程割草了,流程体验落差较大,反而是变相压缩玩家的构筑空间。同时,房间类型和布局的重复度偏高,怪物种类与攻击模式变化也不大,终局内容也相当有限,多周目的重复感较为明显,长线游玩动力不足,说是正式版,感觉离EA也没差太多。 [h1]结语[/h1] 《风暴怕死队》是一款定位相当明确的肉鸽,构筑得当可以让玩家在短时间便内获得高强度的爽感,有朋友一起联机的话则体验更佳。但如果玩家追求的是更加平衡的构筑深度以及更为持久的长线内容体验,那本作还有待进一步打磨。作为一款以反复游玩为核心的肉鸽作品,目前的内容深度确实不足以支撑长期的探索欲望,比起量大管饱的《暖雪》而言性价比还差些。好在制作组持续更新的势头正盛,可以把本作暂时当成EA来体验。 [h1]+/-[/h1] + ①手绘美术风格观感属实,角色人设有趣 ②机制+数值机制+数值相互容错的构筑逻辑,上手更加轻松 ③联机体验加分,合作门槛很低 - ①build平衡性欠佳,拿不到关键组件很容易刮痧,缺乏构筑策略深度 ②内容体量偏少,长线体验动力不足,首发价格性价比不高。 [h1]7/10[/h1] 2026.8.1 [code]欢迎关注我们的鉴赏家【[url=https://store.steampowered.com/curator/10566883]中国玩家鉴赏组[/url]】 加入我们的小组吧【[url=https://steamcommunity.com/groups/875486]点这里[/url]】[/code]
何为真正畅快的游戏体验?绝不等于数值无上限溢出的无脑割草。 当玩家费尽心思研究搭配、反复调试构筑属于自己的 BD,探索流派的可能性时,一件神话品级装备的出现,如同手握核按钮,直接提前宣告一局游戏的终点。极致膨胀的数值彻底碾碎所有挑战:哪怕是最高难度的 BOSS,也撑不住一两轮输出,连合格的交战靶子都算不上。 单人游玩尚可依靠自我约束控制节奏,多人联机的失衡问题则被无限放大。部分机制存在恶性联动,技能互相触发形成无限循环,可以无休止刷取金币。经常出现队友手握数万金币,在商店疯狂梭哈,即便输出早已严重溢出,依旧无休止囤积资源。 短暂的碾压快感转瞬即逝,仅仅游玩两三局,新鲜感便荡然无存。崩坏的数值体系掏空了游戏长线乐趣,各个难度梯度形同虚设,快速通关之后再无探索动力。 最可惜的是,大量构筑思路、不同 BD 之间的差异化乐趣被彻底抹杀。这套失衡的数值设计严重拖累游戏体验。以 60 元的定价来看性价比严重不足,综合品质,30 元才是更加合理的价位。
和朋友一起玩的,尽管目前没完全通关过一次,不过特别有趣,差一点就通关了,玩着很爽,唯一就是我回血有点回不上来,有点搭配不好回血的,经常躺地。
卡通动漫风格比较讨喜,枪械射击手感很好且战斗非常流畅,跟朋友组队玩起来很爽
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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