
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.
Reviews, worldwide (the counter carries no country): 5.29/day in the week to Sep 18 → 7.6/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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 1458 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
已经到了想不出缺点的程度了,联机程度的稳定性让这个游戏拥有了免死金牌。 除此之外,游戏的道具和装备搭配凑成了非常明显到一眼就能看明白的combo,使得联机时完全可以根据游戏进程跟朋友互相商议,分享道具,组成彼此的combo。 然后就开始爽了,所有人都开始爽了。 特效好看吧?伤害好看吧?轮流当大爹的感觉如何? 另外游戏设计了很多让人会心一笑的小桥段,这一点也很不错。比如蜗牛的debuff,比如第一次看到大秘藏的惊喜,诸如此类的小设计让游戏的前几十个小时体验感非常非常地舒服。 除个别词条实在过于超模之外,游戏本身大部分的内容设计都让人感觉适应性强,门槛低,作为聚会游戏一把也就是一小时刚刚合适。游戏本身的剧情也算好懂。 方方面面来说都是非常优秀的作品。
也看过很多游戏的视频了,真的被这个画风所吸引,忍不住自己买了,玩了下体验很不错,无脑爽~
制作真的很精良; 但是作为肉鸽游戏,没有体验到构筑的多样性。
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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 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
在更新些内容吧
怎么说呢 一开始是在朋友家玩的,后面感觉还不错又是《暖雪》团队做的,冲这个招牌来支持了一波,希望团队越来越好 希望能玩到2.5D或者半俯视角3D(暗黑或者黄天逆途那种建模画风)的《暖雪》重制加量版 先说玩下来感觉的优点:画风可取,背景设定和BOSS设定、圣物和武器设定都很贴合游戏,初玩20-30小时到血月难度还是有点意思的,boss的设计也非常有趣 下面就是缺点:1.相比暖雪 耐玩性下降不少,肉鸽居然有一个唯一解(启程终点物理圣物永固),玩不玩启终是两个游戏,这样就显得其他属性圣物和武器很多余,每次都是二书一珠叠一波然后换没皮肤的武器配件镀金,不是说削弱这个流派 而是其他流派给个同等待遇,要么给个每个属性都有物理面具那种道具,要么就加备战圣物格子,不然其它流派跟摆设一样,成长上线也是被生长和余烬点护盾点上限卡死,相比物理的成长简直就是垃圾中的垃圾,你不玩启终物理就很难胡 2.神话武器和传说药剂的刷新率和爆率过低,你铁匠药剂但凡好刷点 启终物理面具也不至于那么高地位,或者说大小boss必掉一个铁匠药剂或者有个铁匠NPC帮忙把圣物打碎永固,体感会好很多,神话武器刷新这件事让我知道你游概率是真随机,1000配件点数刷不出一个神话也是让我服气的,1000点数的获取难度是5件神话武器,爆率就不提了,前期根本见不到,希望新增局外天赋让选一个白板初始武器然后花钱升级依次提升上去,这个胚子锻造到神话级可以自己选定一个神话武器,不然我就算是爆了10个红莲 没有天元突破那把主武器也显得有点多余是吧,提一句物理系真是人上人,特色神话武器和配件都比别的系别多,希望赶紧给其他系加一波 3.角色职业平衡,因为塔罗牌的重要性 某职业能多一张牌和开局选牌,后期每关都能享受7张塔罗牌的效果,成长性和上限就远高于其它角色,不是说这职业不好 ,而是其它角色相较之下上限巨低 在数值对比下那些被动和大招像玩笑一样,龙女稍微好点,有个被动勉强算是吃到战技倍率加成,其它职业真的一言难尽,武器大师小萝莉在武器上就是多了点数量,质量和稳定一点也无,给她上个物理面具同款的被动会不会好点,第一次发动天赋时自选或者随机一个系别的武器她能把其它同系武器的被动叠在一把武器上,或者三个武器位置,自带恋人系圣物卡牌效果能双持或者前台享受后台武器及配件被动;兰尼,能不能玩存钱流,大招上限提高花钱越多或者持有金币越多开大加的最终伤害越高,能在商店买到其它职业买不到的东西,解除被动最高只能触发2次的限制,2次后能通过递增翻倍的消费来获取除传说武器配件之外的传说物品,药剂和圣物随机,或者说消费到一定程度超过10000金币左右有一个专属武器通过射击来发射金币作为子弹,发射需要消耗金币,击中造成伤害或者击杀敌人永久增加此武器基础攻击力,伤害属性为背包圣物最多的那个属性,然后有个专属配件和此枪械一起商店刷出,效果是返还战斗关卡消耗的金币的多少(壁垒枪那个配件效果的金币版),战记根据本关消耗的金币来造成伤害,造成伤害后立马返回金币什么的,然后该角色能刷到加钱的圣物或者增加金币获取量的圣物频率变高之类的;马库斯增加个自带猎王子弹那种被动和物理项链那种,越打越强 击中越多越强那种,每关过后保留关内成长的百分之1,且击中越多二连射三连射概率越高;猎手小姐姐加个赏金通缉令的被动,每战斗关进入随机给一个敌人附件通缉令击杀后永久提升被动技能伤害倍率、子弹攻击力上限和主武器属性伤害,子弹重击率和重击攻击力上限最终伤害装填速度射速之类的战斗属性,BOSS小BOSS增加的属性翻5-10倍或者享受多项加成,随机一项就行但是可被启程多次触发效果影响,或者搞一套触发战斗开始时系列效果,让她能单场战斗多次触发,每个敌人上限加1个通缉令buff之类的,反正还是平衡一下成长性吧 4.音乐和子弹发射打击音效要优化一下 确实欠一点 最后希望工作室能越做越好 能赚钱又能做出有趣有特殊玩家们又喜爱的游戏
De lo mejor que ha salido este año en su genero, aunque es cierto de lo que se queja la mayoria, la unica build con buen escalado de daño es la de fisico, las build de elemento necesitan añadir reliquias mucho mejores, aun asi totalmente recomendado para unas runs cuando no tienes nada que jugar y con el tiempo que balanceen todo mejor, más aun, pero eso sí, aún esta un poco verde.
奈斯!很爽
big numbers, big dopamine
Nice gameplay, good amount of heroes with different playstyles, and a nice talent trees for progress after each run. Lots of weapons and gear makes each run feel interesting. Several difficulties with a variety of modifiers so it's not just "enemies have more HP".
一場時數約為1-2小時,整體遊戲內容完整且豐富,透過boss的對話內容與筆記內容可輕易看懂遊戲劇情。 且製作團隊修復以及更新非常快,快到我擔心團隊有沒有正常休息。 有一些小缺點或待優化: 1.難易度差距過大,個人認為是數值過於膨脹的問題,某些流派玩著玩著就突然左腳踩右腳上天,一秒1兆也是不在話下 2.祕寶的詳細內容,例如某祕寶提供每[生長]層數的%子彈攻擊力,希望能將算好的值提供在該秘寶上以供參考 3.優化問題,已經修復很多,但特定高彈道數量且特效浮誇的武器仍能造成大量的延遲(ms),希望後續能改善 4.角色之間平衡差距過大,個人認為占卜家斷檔式強大,希望下修或微調與其他角色平衡 結語:在這個steam遊戲有大量"正式版遊戲"發售卻讓玩家認為不完整的時代裡,風暴怕死隊無疑是將整個遊戲打磨至最好的狀態交給玩家,繼年初的"夢之形"之後這是唯一一款讓我感到完整的遊戲,也讓我有想要解全成就的意願。 推薦程度:★★★★★
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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