
In this twin stick roguelite shooter, you play as one of the galactic mercenaries, explore a mysterious scientific complex and uncover the secret of the REPLIKATOR project.
Modeled estimate, not a reported figure. How we estimate →
Media

About

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Spanish - Spain
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
⣿⣿⡻⠿⣳⠸⢿⡇⢇⣿⡧⢹⠿⣿⣿⣿⣿⣾⣿⡇⣿⣿⣿⣿⡿⡐⣯⠁ ⠄⠄ ⠟⣛⣽⡳⠼⠄⠈⣷⡾⣥⣱⠃⠣⣿⣿⣿⣯⣭⠽⡇⣿⣿⣿⣿⣟⢢⠏⠄ ⠄ ⢠⡿⠶⣮⣝⣿⠄⠄⠈⡥⢭⣥⠅⢌⣽⣿⣻⢶⣭⡿⠿⠜⢿⣿⣿⡿⠁⠄⠄ ⠄⣼⣧⠤⢌⣭⡇⠄⠄⠄⠭⠭⠭⠯⠴⣚⣉⣛⡢⠭⠵⢶⣾⣦⡍⠁⠄⠄⠄⠄ ⠄⣿⣷⣯⣭⡷⠄⠄⢀⣀⠩⠍⢉⣛⣛⠫⢏⣈⣭⣥⣶⣶⣦⣭⣛⠄⠄⠄⠄⠄ ⢀⣿⣿⣿⡿⠃⢀⣴⣿⣿⣿⣎⢩⠌⣡⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣆⠄⠄⠄ ⢸⡿⢟⣽⠎⣰⣿⣿⣿⣿⣿⣿⢀⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⠄⠄ ⣰⠯⣾⢅⣼⣿⣿⣿⣿⣿⣿⡇⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄⠄ ⢰⣄⡉⣼⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⠄ ⢯⣌⢹⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣇⣽⣿⣿⣿⣿⣿⣿⣿⣿⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣟⣧⡻⣿⣿⣿⣿⣿⣿⣿⣧⡻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⠈⢹⡧⣿⣸⠿⢿⣿⣿⣿⣿⡿⠗⣈⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⠄ ⠄⠘⢷⡳⣾⣷⣶⣶⣶⣶⣶⣾⣿⣿⢀⣶⣶⣶⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄ ⠄⠄⠈⣵⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄⠄ ⠄⠄⠄⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄⠄
Что то мне вот не хочется писать полноценный обзор, разве что не отказался бы влепить копку "нейтральный отзыв", будь она в стиме. А раз игре есть куда расти, то пока поставлю отрицательный, ХОТЯ игру плохой не считаю, Но больно хочется, чтобы разработчики еще поработали над своим проектом, так что просто оставлю здесь свои размышления. 1. Есть ли смысл после зачистки комнаты пихать одного врага? Да еще и с настолько короткой анимацией появления, что если мне просто не повезет, то он появится прямо во мне и сразу нанесет урон от контакта? Лучше увеличьте анимацию до секунды-полторы, но пусть будет появляться больше врагов (от 3 до 6, например), что бы это хотя бы было больше похоже на подкрепление со стороны противника. Более того, накину еще интересную идею: чтоб у игрока и впрямь была мотивация проходить уровни быстрее, пусть вверху экрана будет некий прогресс бар, отображающий в процентах, какова вероятность появления подкрепления в любой комнате. И, скажем, каждые 5 минут этот показатель будет возрастать на 20 единиц. 2. Контактный урон, его необходимость и оружие ближнего боя. Товарищи разработчики, я на данный момент использовать эту, как бы назвать ее помягче, "Зубочистку", кроме как для уничтожения интерьера, вообще не вижу возможным. На легком уровне сложности, на следующей локации после первого босса она как будто бы наносит по единице урона, а любой противник, даже стреляющий, наносит контактный урон. То есть, если у меня кончились патроны, можно сразу перезапускать игру? Это как-то не смешно. Я понимаю, что делать отдельную анимацию врага для атаки в ближнем бою может быть сложным, но коль Вы сами добавили базовую ближнюю атаку персонажу, то будьте добры, увеличьте ей хоть немного радиус, а лучше также добавьте некий щит, именно как БАЗОВУЮ способность, способный поглотить одну вражескую атаку ближнего боя. Господи, а еще у вас турели в ближнем бою бьют, вот умора. Жду, когда столы и ящики начнут драться. Но как говориться, критикуешь - предлагай: пусть атаки милишкой ОТРАЖАЮТ вражеские атаки, да это ж на поверхности лежит! Ну серьезно, если "жир" противников растет с каждым уровнем, то так у игрока будет "динамический" урон отражением, зависящий от снарядов противников. Так бои всегда будут динамичными и не будут затягиваться, а наказанием за плохое отражение станет маслина этими снарядами в лицо игроку. 3. Информативность карты - она скудна, либо добавьте легенду где-нибудь снизу, либо пусть при наведении на иконку отображается значение иконки. P.S. Будут еще идеи, накидаю их здесь или в комментариях.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's a fine rogue-like with a great tutorial and low price at the moment. If you like such kind of games and there is a good discount , you may definitely consider it as an option. I'm just getting too old for this kind of routine, refunded, sorry, developers.
Нормальный простенький рогалик. ХЗ когда и как его получил.
[b]KAMGUSTA'S MINI REVIEW[/b] A nice sci-fi rogue-lite. For a while. I spent a good amount of time playing it - 13 hours - as in its early stages it's very fun - until you reach "danger level" 4 (there are 5 of them). At that time, you'll be short of flexibility on your builds (very luck-based and time-consuming to create) and your character feels too much underpowered. Then, fun vanishes and you'll see all the shortcomings of this game: 80% of weapons and perks are useless, levels are all the same, "secret" doors became evident, enemies have terrible AI, character stats do not improve, countdown timers are not balanced, you'll be always short of keys, opening the map does not pause the timer and last but not least, game becames a bullet hell. Everything could have been easily fixed, but the developer abandoned the game. Let's hope in REPLIKATOR 2. [b]Best played with joypad Recommended buy price: 5$ Score: 5,5/10[/b]
I'd leave this a neutral, but since that's not possible - I'm not going to recommend it as I don't like it. Main issue for me is that the game just feels like a 2D shooter instead of any sort of emergent roguelike. Upgrades don't feel meaningful during your run at all. There aren't many of them -> progress is simply based on getting further during a run instead of getting more powerful. I don't like that at all. Too bad the trailer didn't convey that very well. Doesn't matter that you've multiple weapon unlocks when you're still playing with two weapons - no matter what they are - during the actual gameplay.
Great game. Unlocks are fun, your builds can get crazy with the right perks and weapons. Meta progression, while basic, are meaningful and notable improvements. Plays great on the Deck.
REPLIKATOR, developed and published by R_Games, is a fast-paced top-down roguelite shooter that throws players into a hostile, abandoned science complex in deep space. The premise revolves around a team of galactic mercenaries investigating the aftermath of a failed experiment known as the REPLIKATOR project. The game doesn’t waste time on elaborate storytelling, instead opting for a stripped-down narrative that exists mainly to support its brutal, highly replayable gameplay loop. From the start, REPLIKATOR makes clear what it wants to be: a tough-as-nails arcade experience wrapped in a sci-fi aesthetic with just enough progression to keep players hooked across multiple runs. At its core, REPLIKATOR thrives on the chaos of twin-stick shooting. You navigate procedurally generated levels filled with aggressive enemies, environmental hazards, and traps that require quick reflexes and sharp decision-making. The combat is frantic and satisfying, with an array of weapons that feel distinct and impactful. Each room demands spatial awareness as enemy spawns can quickly overwhelm careless players. Dodging bullets while unloading firepower becomes second nature, and the deeper you get into a run, the more important it becomes to master positioning and movement. Despite the pixel-art style, the game conveys a real sense of intensity, with visual clarity that helps keep the action readable even when the screen is full of projectiles. A major strength of the game lies in its roguelite structure. While each run resets your immediate inventory and level progress, the resources you collect feed into a meta-progression system that allows you to upgrade your base ship and unlock new weapons, implants, and characters. This adds a satisfying layer of long-term growth, giving you the feeling that every failed run still contributes to your overall advancement. The implants system, in particular, introduces passive and active modifiers that can dramatically change how you approach combat, encouraging experimentation and adaptation with each new attempt. It’s a familiar mechanic to fans of the genre, but it’s implemented here with enough care to feel rewarding without being overwhelming. The playable characters each offer distinct starting stats and abilities, making them more than simple palette swaps. One character may favor speed and agility, while another might come equipped with heavier firepower or a unique passive effect. Unlocking and mastering each character extends the game’s lifespan significantly, especially as you begin to tailor your playstyle to suit their strengths and weaknesses. It’s a clever way to encourage replayability beyond the standard roguelite formula and gives each run a new flavor depending on who you choose to bring into battle. Visually, REPLIKATOR adopts a retro-inspired pixel art design that suits its mechanical focus. The environments are gritty, industrial, and filled with atmospheric touches that evoke a cold, derelict science facility. While not flashy or particularly intricate, the visual presentation is clean and practical, ensuring that gameplay remains the central focus. Enemy designs are varied enough to be easily distinguishable during the heat of battle, and the boss encounters do a good job of escalating tension without relying on excessive visual noise. The game’s art direction is more functional than stylish, but it does the job well, especially for an indie title focused on moment-to-moment action. Sound design complements the visual style with a synth-heavy soundtrack that enhances the sci-fi mood without becoming repetitive. Weapon fire, explosions, and enemy death sounds are crisp and satisfying, giving each encounter a tactile punch. While the music and sound effects don’t necessarily stand out in isolation, they come together to create an effective atmosphere that supports the game’s relentless pacing. There's little in the way of voice acting or narrative audio, but the minimalist soundscape feels intentional and consistent with the game's stripped-back approach to storytelling. REPLIKATOR’s difficulty curve is steep, and the game doesn’t offer much in the way of handholding. Early runs can feel punishing, especially before you’ve unlocked useful upgrades or figured out optimal weapon combinations. The procedural generation, while a strength in variety, occasionally leads to unbalanced encounters—certain enemy and trap combinations can create brutal choke points that feel more frustrating than fair. Nevertheless, the game manages to avoid the worst pitfalls of roguelite randomness by ensuring that deaths always feed back into some form of progression. That loop of failure and growth becomes a core part of the appeal, rewarding perseverance and adaptability. Performance-wise, the game is stable and lightweight, running smoothly on even modest hardware. Load times are minimal, controls are responsive, and there are no major technical issues to report. The user interface is straightforward and uncluttered, allowing players to focus on the action without distraction. These elements help support the game’s pick-up-and-play appeal, making it an excellent choice for short, intense sessions or longer grind-heavy marathons depending on your mood. Overall, REPLIKATOR is a solid entry in the indie roguelite shooter space. It doesn't try to reinvent the genre, but it executes its vision with confidence and a clear understanding of what makes these games compelling. With tight controls, engaging combat, meaningful progression, and just enough variety to encourage replay, it offers a compelling experience for fans of fast-paced action. While it may not have the polish or scope of bigger-budget titles, it delivers a concentrated dose of sci-fi chaos that’s both challenging and rewarding. For players who enjoy the roguelite grind and aren’t afraid of a steep learning curve, REPLIKATOR is well worth diving into. Rating: 8/10
Fun little roguelike shooter. It's pretty short, but enjoyable.
BORING
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Fulfill Wishes and Save You | $5K | 59 | 92% | $3.74 |
| After All | $5K | 74 | 53% | $2.99 |
| Mustache in Hell | $5K | 74 | 88% | $2.99 |
| 武道残编 | $5K | 78 | 77% | $2.39 |
| Shooting Saucer | $5K | 54 | 91% | $4.99 |
| Black Jewel | $5K | 125 | 78% | $1.99 |
Related
| 7 Days to Die | $425.3M | 403.5K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 293.9K | 88% | $49.99 |
| Palworld | $279.6M | 445.8K | 94% | $20.99 |
| Clair Obscur: Expedition 33 | $263.7M | 178K | 95% | $47.99 |
| The Forest | $254.8M | 678.5K | 96% | $19.99 |
| Ready or Not | $238.1M | 338.9K | 78% | $49.99 |