
Pixel Ronin is a fast-paced hack-and-slash survival game where you face relentless waves of ghouls and monsters. Tap into powerful abilities and unleash devastating attacks. Outmaneuver your enemies with tactical precision to turn the tide of battle. Hold your ground—this will be a long battle.
Modeled estimate, not a reported figure. How we estimate →
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About
Sharpen your sword, strengthen your feet and prepare for an unrelenting fight as you play as a samurai who must continue the journey in this fast-paced hack-and-slash survival game. Level up and gain new abilities to increase your chances of survival and enhance your combat style to fit your playstyle.
Difficulty System: Want to test your mettle? Try out the different difficulties.
Unlock New Samurai: Prove your skill and unlock new characters to choose from and play, each one with their own unique style of fighting.
Trinkets: Equip unique trinkets to tweak your ronin's stats.
Will you fall into despair, or will your blade carve a legend?

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
Sorry man, the first review for your game - and it's negative, It seems you got unlucky since I'm a picky ♥♥♥♥♥. I played only for a couple of minutes and found out that I don't want to play more. So I won't. But I will try to give you constructive feedback. Anyway, the positives: - The art is reasonably good, simple, not ugly - The price The negatives: - Abyssmal collisions with obstacles. It seems collision shapes are just squares, but what's drawn on the sprite - is definitely not. I also believe upper part of cross sprite should not block the player. The collision itself is also glitchy. Collision with enemies is also not good - Sometimes the character just starts attacking 2-x slower randomly for no reason or staggers against imaginary barrier (not sure with the second one, might be imagining things, but I had such impression) - Unreadable ranged enemy's attack. It seems they attack on timer - you can telegraph that, but the attack animation is nonexistent (or it maybe does but not is pronounced enough to acknowledge) - Animations should not interrupt gameplay. For example - knockback ability does it's knockback thing after the "get hit" animation finalizes. So you attack enemy, the onHit animation plays, then after a second the enemy gets knockbacked. Well, thank you for onhit animations in the first place - After wave ~15 it feels very boring, some enemy pops in once in a while, you kill it and sit wait for another to spawn, but then you die because of idiotic hitboxes - The game seems to have been designed to be playable without mouse. Good. Why then do I need the mouse for ability selection on level up - The abilities selection is not very balanced. So a warrior, 2 choises. Sacrifice 1 hp out of 5 for 2x damage, or get 2x duration for invincibility period after getting hit. Well, of course the first option, absolutely, definitely, always, it is 510 times more useful than the second. - No background music, the "wind" sound loop gets stale after couple of minutes. It commits to the atmosphere, yes, but you just hear the same sound looped with no diversity. What was I expecting - A simplistic survivors clone with less power fantasy and more skill and action What I got - Buggy, clunky, unpolished and boring game, the idea is what I expected, but reflected through a broken mirror
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
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