
PIXELS is a turn-based combat roguelike where you battle with and against powerful creatures called Pixels. Fight your way through an ever-changing World where you never know what's next! Recruit Pixels and equip them with items to build the ultimate team! What Team will you lead to Victory?
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About
PIXELS has been built from the ground up to deliver a unique fusion of Strategic Turn-Based Combat, the replayability of a Roguelike, all combined with the addictiveness of Creature Collectors! Every feature has been deeply thought about to bring a fresh and unique take on roguelikes. Pick your starter to begin your journey through the Virtual World. Who knows what awaits you?
Experience fighting with or against a wide variety of different Pixels, each with their own moves, strengths, and weaknesses. With expressive personalities and powerful moves, we hope you'll find your favorite!
Every run is different! Which Pixels will you recruit? What moves to use? Equip Pixels with metameals and gear each with unique effects. Every run is an opportunity to build a diverse, strong team of Pixels!
After conquering the final boss, take on Challenge Mode to keep the action going! Each level in Challenge Mode ramps up the difficulty, with progressively tougher enemies and shifting modifiers that keep you on edge. Fight your way through and earn exciting unlocks along the way!
Were you defeated? The Home User Base welcomes your return! Discover Pixels to fill out your Pixel Database! Spend your shards on permanent upgrades to power up future runs! No player has ever reached the end. The rumor is that its impossible. Can you prove them wrong?
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Afraid this simply doesn't deserve a positive review I don't understand why the overall review is positive. There is no sense of progression and only roughly an hour and half of game play. Early Access? yes but it's been there for a year now and still the utter lack of progression is still there. Needs more time to bake, personally wish I waited to purchase the game. going back I would read the update logs and wait until I seen some mention of actual gameplay loop instead of just adding more monsters to collect which tbh. Don't do much to the overall gameplay value
PIXELS is a turn-based monster collector RPG. The monsters in this world are called PIXELS. Every PIXEL has its own type (fire, water, electric, etc.) with strengths and weaknesses against other certain types, i.e., water beats fire, electric beats water, and so forth. The trainers in this world are called coaches. You control a middle-aged man coach with a magnificent mustache. There are a few environments currently - the overworld, the battle environment, the town, and the question mark. The battle environment and town have their own sub classifications, as well. The overworld is a randomly-generated hex grid with branching paths. When you move to the next grid it'll switch to either a battle state, a town, or a random event. You can see what each hex is going to be before you go there so you can decide from the beginning of the game what path you want to take to the end. It's not an open-world exploratory type game and you may only ever move forward, not back. When you enter a battle state it can either be a wild PIXEL or a random coach with multiple PIXELS to fight against. Based on the UI it looks as though you and your opponent can have up to six PIXELS on hand to fight with. In the beginning your PIXELS start with two moves, but as they level they gain more actions. In battle you may choose up to four actions even though the PIXEL can learn more actions than that, though they need to be set up before battle. Actions consist of attacking, buffing, and debuffing. You also have general actions like item usage for healing and revives or switching out PIXELS mid-battle. The battle keeps going until all PIXELS on one side are defeated. If you lose you have to restart the game from the beginning, losing all PIXELS and money you've gained, except for shards which are a secondary permanent currency which I'll detail later. If you win against a wild PIXEL sometimes they'll offer to join your team and you may choose to accept or decline. I haven't tried declining yet because it's always better to have the advantage of numbers to survive in this world. The town is where you can fully heal and revive your PIXELS at the clinic and stock up on supplies like healing elixirs and revive potions. Luckily, the clinic is free, but items cost money which you earn from battles. The town also acts as a checkpoint where you start from when you quit the game. In some towns there are arenas where you must fight all three coaches before you can leave. The arena battles are no different than the random coach encounters in the wild, except the cash rewards are much greater, and the coaches have more personality. In between battles you can heal and restock up on supplies, so you don't need to fight through an entire gauntlet nonstop because like in the wild if you lose you have to restart the game. The question mark is a random event consisting of either a shop with slightly better items than what you'd find in town, a PIXEL storage, or a gambling event where you can buy a loot box or roll a dice, though I haven't rolled the dice yet so I have no idea what it does. The last time I was able to afford a loot box I got a healing elixir for my trouble. There may be other random events, but I haven't run into any others yet. When you get to the end of the overworld you get to fight the super boss and have all your PIXELS beaten to a pulp and get to restart the run. That's game set. The purplish color palette works really well with the rest of the character and environmental designs. The animations are also fun and cute to look at. I like the battle music, it's catchy. The way PIXELS have their individual triangles in their mesh appear and disappear is really well done. One of the things the game has a few issues with is balance. I can't even imagine what it'd be like to balance a game like this especially as the number of PIXELS goes up. The random number generator has been working against me more often than not, where I have a set of PIXELS getting one shot as I summon them and their speed is lower than the enemy PIXEL's so they can't get a move in before getting wrecked, or if I get an attack in first it's at chip damage and then my PIXEL gets wrecked in one or two turns. I don't know that I like getting hit for 3 damage and then all of a sudden for 70. The turn order also depends on the battling PIXELS' speeds, so the ordering can also be the difference between victory and defeat. There are various status effects that have also worked against me more than it worked against the enemy. I don't think the game is adding a bonus modifier to the enemy's RNG or a negative modifier to mine, I'm just strangely unlucky in all things real and virtual. There are effects that do damage-over-time, prevent movement, evasion, or any combination of those. Evasion makes it much harder to land a hit, but not impossible. Dizzy is an infuriating one because you have a high chance of fumbling your own attack and damaging yourself. Guess what happened a lot due to my unnaturally low luck? Currently, there are no items that relieve status effects, though a PIXEL or two may have a high level action that relieves status effects, but that's in the late game whereas these effects can be applied from the early game. During battle each action has a limited number of points dictating how much the action can be used per battle and using the same action multiple times in a row makes the action more expensive to use. The cost can be reset by choosing a different move, but the cost-benefit of doing so has to be taken into consideration, such as do I attempt to do the finishing blow and have fewer attacks for next set of enemy PIXELS or risk losing health or even a PIXEL by choosing a buff/debuff to reset the attack cost? Using items also doesn't seem to reset costs which seems a bit unintuitive to me. When you run out of points for actions the only thing you can do is flail which is really low chip damage. I've gotten into a couple battles where both PIXELS ran out of points and so we flail until one of us dies, with me having the advantage of higher health. I like that the AI can also run out of actions. Items are very expensive relative to the amount of money you earn. When you go back into the wild you'll probably only be carrying one or two healing elixirs and maybe one revive before you can restock at the next town or random event shop, or not because it's unaffordable. Also, because of the aforementioned one hit kills sometimes healing is pointless because an enemy PIXEL who chip-damaged you earlier will one shot you from full health when you could've weakened it for your next PIXELS to deal with. There are PIXEL actions that heal, but most of them are for such tiny amounts it's almost pointless. Although there's no explicit saving system there's an implicit one where you go back to the last town you were at when you quit the game. However, when all your PIXELS are defeated you have to start all over from the beginning, losing all your money and PIXELS in the process. I'm not a fan of this because of how chance-based all the battles were in my experience. I was able to get around this by exiting the game when I was about to lose a battle and starting over from the last town checkpoint. The design attempts to mitigate this by having a second currency called shards that doesn't get taken upon loss and can be used to upgrade all your future runs with things like always starting with a healing elixir or revive among other things. However, they're also very expensive and require many runs to afford any of them. I think the game shows a lot of promise, but has a lot of work ahead of it to really make it shine. I like the art direction. The balance is what will make or break the game. Get that down and it won't really matter too much how the rest of the game will be. It's quite impressive what this tiny team was able to achieve with a 3D game. Good luck, developer!
[i]I'll be posting a comment both in english and french, since this is a small game made by a team of two (the credits indicate the participation of a third person) which is already pretty impressive given the features that already exist in Pixels : Digital Creatures.[/i] [h1]The future is filled with odd creatures and data cruelty. [/h1] After a couple of runs, the overall impression emanating from the game is stunning. The combination of rogue-lite mechanics, die&retry, and Pokemon/Digimon inspirations -both in gameplay and aesthetic aswell, even if I'll come back to this last point later on- are bold, well-thought and dynamic. Each run is indeed unique. So if you're lazy and don't want to read an essay about a random game that launched in early-access a week and a half ago here you go : buy it. Support it. Let's start by the points that make Pixels an original and entertaining game. Starting with the character design and world conception, the lore behind it is very Orwellian, dystopic almost, cyberpunk for sure ; the Eye is watching you fail, newcomer, and it laughs everytime you get rekt by Satan (Alice) itself. The main character is an old, pretty creepy dude, Owleene (your... hu... virtual assisting sassy Pixel) makes fun of you, and nobody truly believes in you. You're the opposite of Ash Ketchum, you're not a hero, and your opponents are as deliciously wrong and twisted as you. The gameplay fightwise is Pokemon-like, buffs/debuffs must be used with attacks to take down the ennemy team, but varies from the Nintendo (old and boring) mastodonte in the fact that you have to get across a map with randomly chosen events and Pixels to face and collect. It adds a lot of depth and a true feeling of playing a game like Slay the Spire in addition to the teambuilding. You'll go through towns, where you can fight Arenas, and eventually slay all the competition to become the ultimate Pixel collector. The design of the Pixels themselves is what makes the game shine, in my opion, and Marty Martini is an absolute perfection of a creature. Every single one of them feels unique, and the fact that the three starters each give you a special passive trait makes a plethora of teams imaginable and playable. Stalling, pure attack or debuffs are all equally strong but keep in mind that the game is hard. You will fail. Dark humor, excellent references, and a well-thought gameplay make this game one of the most promising independant games that I've played recently. However ; bear in mind that Pixels is still in beta (0.64 I believe as I'm writting this review), bugs exist -I fell through the map, and sometimes on the end of a run the game will crash- and the animations are overall... lacking. The addition of a codex listing all the debuffs that you can inflict should also be included, it is very frustrating to not have access to the indepth game mechanics in order to have full knowledge of what you're doing in battle. (If I may also suggest that a true difference between burn/bleed/poison is made, it'd be amazing. Like Charm, Charm is amazing.) I have high hopes for Pixels, and time will tell if it's really worth 19$, but for now and given the number of people involved in it (only two, again) it's fresh, original, demented even, and has an insane potential once more Pixels and a bigger map (acts maybe ?) will be added. [b]So cheers to Jon and Jen. You did amazing, I'm hooked, keep up with the amazing work.[/b] <3
I'm not one for creature battlers (check out my library) but this game's doing it right. The characters are fun, and their little animations are really fun and cute. It is in early access, but ANIGRAM (the development team) seem to be very vocal in the community hub, and open to questions and compliments. Overall a great gameplay loop that you can pick up easy enough, but with a high skill ceiling. Lot's of opportunity this early to be one of the foundational meta game trendsetters.
The move cost and leader systems seem like they've got a lot of potential. Battle system's simple but fun. It's a good foundation and should just get better with time. More creatures, more types of spaces, etc. The fact that the main character is just some random middle aged dude is fairly funny on its own.
fun, addictive, easy to play, 8/10
I've been following this game since it was announced, and love all the ideas going into it. I'm frankly terrible at the game, but getting better with each run. Which is a nice change of pace to creature collecting games where you start out really slow and over powered. Keep up the good work devs, excited to see what comes next
PIXELS: Digital Creatures is not very far in development and there really isn't that much to do that would warrant endless gameplay like other roguelikes. However, PIXELS does have a lot of a charm which makes it possibly worth checking out despite the lack of content. The monster designs are by far some of the best in the monster taming genre, and the music fits the setting so well. I've enjoyed my time playing the game and I can't wait for more content to be added. For someone like me who enjoys monster taming games but hates a lot of the designs in the genre, I'm glad there's a new game with some seriously great designs. After all, what's the point of monsters if they're not enjoyable to look at?
Game is really fun and has a lot of replay value. #LOVEBOB
Finally...FINALLY! I can finally be the middle age dad i wanted to be, beating people with my team of cute monsters. So I had to check it out. Game its obviously early access and done by a team of two I heard. Battles can come out like a clown show, but in GOOD way. Game is simple to play, but is not going to baby you. I had fun!
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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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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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