
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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 1425 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
非常好玩,給好評。 缺點是關卡重複性有點高,玩久了真的會膩。 優點是 build 很有趣,有些流派的道具可以互通,搭起來很好玩。雙屬性的道具目前感覺有點偏廢,不過整體割草爽感很夠,而且限制不算多,只要不要太衰基本上都能贏。 高難模式的正負面效果也增加了不少變化,每場玩起來都不太一樣。 整體玩得很開心,期待後續更新新關卡。 最後想抱怨一下花炮,我不知道是我不會玩還是怎樣,這把槍真的能不能改一下?射程短得不像槍,靠換彈放大便給敵人踩也很蠢。
找好友玩游戏
ladyboy approved
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.8M | 945 | 86% | $69.99 | |
| $2.8M | 4.2K | 88% | $19.99 | |
| $2.8M | 5.6K | 98% | $19.99 | |
| $2.8M | 11.2K | 88% | $9.99 | |
| $2.8M | 2.4K | 43% | $49.99 | |
| $2.8M | 8.1K | 96% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.1M | 2.6K | 83% | $14.99 | |
| $10.1K | 59 | 75% | $5.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $9.9M | 119K | 96% | $4.99 | |
| $506.8K | 3.3K | 92% | $4.99 |
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
没玩多久就遇到两个问题,一个无边框画面显示不全,一个是手柄按键显示的是A确认B返回,实际上是B确认A返回,非常变扭,据说联机还有问题,等修了再改成推荐 OK啊,误会解除,是我手柄有问题
没有背包太难受了,玩家不知道后面到底会胡什么,很容易想玩a流派但是一直来b流派又全分解了导致崩盘,二是就算同一个流派的遗物物,玩家想贪成长的话受困于遗物格子就不能拿,后期又刷不到了,就很崩溃。 第二个就是恋人卡,这个难道不该是常驻效果吗?游戏内的资源我玩到真实都不够养两把武器,没有恋人的话这个双武器系统完全就是鸡肋,不如大大方方常驻恋人。
更新迅速,听取意见。
爽!禁锻起源圣杯,加一个分解+1的塔罗牌;我直接电表倒转爽刷数值有没有懂得!希望后面章节的商店刷新费用再降低一点,脸黑遇不到货很难受
爽爆 --2026.07.27-- 更正,是低难度爽爆 第四难度开始刮得太明显了,特别是小怪,感觉比boss还难打 武器数量感觉不多,材料获取不容易,武器配件难升级 总体新鲜能玩,可改进空间还是很大的
目前来说,几个小时游玩体验.暂时只有两个点想提一下 1.铁匠安排的位置能不能跟boss前商人房间放在一起 2.我伤害屌炸天boss都撑不过我3s..但是为什么我感觉小怪很难死.这玩意动态加强的吗?? 总的来说还是推荐的,爽玩!!!
抛开暴毙不谈,游戏是真的好游戏,正反馈给满了,只要拿宝物就全是正反馈,不过格子危机确实有点难受了
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.