
YOU ARE DEATH. The Grim Reaper. You must travel throughout various action packed scenarios, Reaping enemies and collecting their souls. FEAR THE REAPER
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About
REAPER is a medieval-themed first-person shooter, drawing inspiration from such classic titles as Doom, Quake and Hitman.
Play as Death Incarnate, and follow the guidance of a mysterious spirit, tasking you with collecting the souls of a series of targets, and condemning them to the Hell below.
Following the "bite-sized boomer shooter" ethos of DOSMan Games, REAPER is the culmination of a year of hard work, trials and tribulations. What we have here is a short campaign, secrets in every level, a diverse enemy roster, and boss fights aplenty. There are also many voice cameos -- see if you can guess who's who!

Cover Art by Kromenoi \\ Bret Ware
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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
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Better than some other Dosman games, but still very forgettable overall.
overall pretty repetitive combat that lacks depth, and I also got sucked into the floor unable to move.
A fun old school expired game :)
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I know I haven't played it long, but I grew up with boomer shooters. This is a shell of games gone by. Hit detection is a joke, My scythe seems to have shorter range than a punch? WTH. Levels seem hastily put together, cheap enemy placement and ammo count is a joke. One time I got 8 shots on pickup of a new weapon, died, and when I got it again, it had 20. I can't in good conscience recommend this game.
Good level design (an improvement) but overall too little to love. + Loved the bosses + Loved weapon 2 + Levels are okay - Gets stale fast - Too repetitive - No clue what the story was or who that ghost was. - Not enough to like (and beatable in less than 1h) - Forgettable and mediocre. 5.5/10
It's as if Wolfenstein and Witchaven had a baby. This DOSMan game actually could have been my all time fav if not for a few glaring faults. But we'll start with the pros. I love the setting. Medieval fantasy is one of my weaknesses and it looks great in this pixel style. Enemy wise, they all distinctively look different but the majority is just a variation of a melee attack. Just damage and speed differences between them. A couple of long range like bow and magic users too. Weapon wise and combat wise, you're basically going to be doing the same over and over. Bait an enemy's attack then hit them. And you def feel like a reaper cos most enemies die in 1-2 hits. More so when you get a pair of floating daggers which are disgustingly overpowered. Like I felt guilty using these things because they essentially stun lock enemies to death. Even bosses. Even the FINAL BOSS. So if you want to feel even remotely challenged, don't use them. Here comes the cons. Game is short. Finished under an hour again. This one, I don't know if it's a bug or not, but there doesn't seem to be an ending? Once I killed the final boss, it basically put me back on the map where you start again and pick difficulty. Honestly, it's a shame about those cons. Cos if it wasn't for those, this one is easily my favourite of the DOSMan games I played. Said shortcomings may put you off especially if your mileage for the fantasy medieval/melee combat is low. But me personally, I loved it. Wished it was longer and would like a sequel.
REAPER is a focused and aggressive first-person shooter that embraces old-school design philosophy while wrapping it in a grim medieval fantasy aesthetic. Developed and published by DOSMan Games, the game casts the player as Death itself, moving through a series of compact but intense combat arenas where momentum, positioning, and raw mechanical skill matter far more than cinematic storytelling or modern shooter conventions. From the outset, the game makes its intentions clear: this is an experience built around constant forward motion, decisive action, and the satisfaction of mastering combat under pressure. The structure of the game favors short, self-contained levels that emphasize repeated bursts of high-intensity combat rather than long-form progression. Each area is designed as a lethal playground filled with enemies that aggressively pursue the player, leaving little room for passive play. There are no systems built around cover or regenerating health; survival depends entirely on movement, spatial awareness, and efficient elimination of threats. This design choice reinforces the game’s boomer-shooter roots and gives every encounter a sharp edge, where hesitation is often punished and confidence becomes a core skill. Combat is where REAPER truly defines itself. The player’s scythe serves as a brutal melee weapon that feels heavy and purposeful, encouraging close-range aggression even when surrounded by danger. This is balanced by ranged magical attacks that allow for crowd control and mid-distance engagements, forcing players to constantly shift between offensive styles depending on enemy placement and behavior. Encounters are tightly paced, and enemies are designed to pressure the player from multiple angles, creating chaotic but readable fights that reward situational awareness and quick decision-making. Boss encounters escalate this philosophy further, demanding pattern recognition and disciplined movement rather than sheer firepower. While narrative is not the central focus, the game provides just enough thematic context to ground the experience. Playing as Death collecting souls gives purpose to the violence without slowing the pace with exposition-heavy storytelling. The world feels hostile and decayed, populated by creatures that fit naturally into its dark fantasy tone. Environmental storytelling, visual motifs, and enemy design all reinforce the idea that this is a realm shaped by mortality and punishment, even if the plot itself remains deliberately minimal. Visually, the game opts for a gritty and stylized presentation rather than high-end realism. Environments are compact but detailed enough to convey atmosphere, with gothic architecture, dim lighting, and ominous color palettes setting the mood. Enemy designs are distinct and readable, which is essential given the speed of combat. Sound design plays a major role in selling impact, with heavy audio cues for attacks, enemy movements, and hits that give weight to every action. The soundtrack supports the pacing well, driving combat forward without overwhelming the senses. Replayability comes from mastery rather than content volume. Hidden secrets within levels encourage exploration and experimentation, while the game’s tight mechanics invite players to replay stages with improved efficiency and confidence. The relatively short overall experience may leave some players wanting more, but the concentrated design ensures that every moment feels purposeful. Rather than padding its runtime, REAPER focuses on delivering a consistent, high-energy experience that respects the player’s time. That said, the game’s narrow focus can also be limiting. Players expecting a lengthy campaign, extensive progression systems, or modern shooter conveniences may find the experience sparse. The difficulty curve can be unforgiving, especially for those unfamiliar with classic FPS design, and the lack of variety in mechanics may feel repetitive over longer sessions. These choices are clearly intentional, but they do define the audience the game is built for. Ultimately, REAPER succeeds as a sharp, unapologetic homage to classic first-person shooters, filtered through a dark fantasy lens that gives it a strong identity of its own. It values intensity, mechanical clarity, and player skill over spectacle or accessibility, making it especially appealing to fans of boomer shooters and arena-based combat. While compact in scope, it delivers a memorable and satisfying experience that captures the thrill of relentless action and the satisfaction of mastering a demanding combat system where Death itself is the player’s weapon. Rating: 7/10
I'm in the process of playing through all DOSman games. This is my 2nd one. The first was their Blake Stone homage "Space Aliens in Space". To be honest, I liked that game better. Don't get me wrong, the melee combat and enemy design are great! I just had a couple issues with the game: * As others have mentioned, save files getting corrupted are common. I had it happen 3X to me. Luckily, the game is short enough that starting again isn't overly frustrating. * Some later levels seem half baked. There were a few which were just basically a big room, there was really no exploration to them. Some levels didn't even have an introductory speech, telling you what is happening with that level. * Related, I know we don't go for retro FPS games for the story, but this one is very threadbare. It seems to be "kill this guy for me" each level. Though the core mission of both DOSman games I've played is really just "kill everything", at least "Space Aliens in Space" had a bit more variety to the reason for the mission each level. Now, with all those caveats, I still recommend this game. It's only $3 list and can sometimes be found on sale for even cheaper. For that price, you get a few hours of slicing and dicing townspeople and some really strange bosses. For fans of old PC style FPS games, it is a easy buy.
The game just constantly crashes every few minutes. Im on a rtx 4090 and playing at 3440 x 1440. I cant recommend this game in its current state.
Decent little old school fps with a focus on melee combat. However my save file got corrupted once and I had to restart the whole game from the beginning, thankfully it only happend after like 15 minutes in.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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