
A reversed survivors-like where you are sending waves of monster to stop the survivors.
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About
At it's core, Reverse Survivors is about sending waves of monsters to take down pesky "Hero's". Customize the waves you send as you unlock monsters to get the perfect combination to take that "hero" down!
Fight up to 5 "hero's" at a time!
As you level up, select upgrades or new monsters each round to find that perfect combination to take down a specific "hero"!
Instantly spawn monsters if you have the MP, or mix up your normal zombie waves and select monsters to spawn as a part of each wave ever 2 seconds!
Meta Currency awarded after a run based on how quickly you took down the "hero's"!
Upgrades purchased with Meta Currency!
A simple to grasp, affordable and interesting experience
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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
Reviews
I mean it's okay... Dev confirmed will be updating in the reply to this review, so I'm optimistic. Kinda barebones at the moment. Meta upgrades are minimal (unless more unlock) and currently the monsters you can summon all feel pretty same-y. Like some are faster with less HP, some are slower with more HP, some are middle of the two. But they're just multiple variants of those 3 (with the exception of the skeleton, which summons 2x per summon. Need more specializations like that) Still, good time killer for $4
This is an absolutely great game! 4.0/5.0, it has a great idea and a very good execution, however, I found a bug. While i was finished playing, I wanted to upgrade. But it said it was not available in the demo version. I was on the normal version, however. After rebooting the game, it went away. Very good game, keep improving. I'm not exactly a fan of the UI, but that's it!
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Too many technical issues, couldn't even run 5 heroes without having to reset my pc due to the devices framerate spiking, good concept but needs technical assistance.
As of right now, this game is great for relaxing and trying something different compared to other rougelikes/wave style games. A couple things to note at this point: The universal upgrades are not explained in the tutorial or anywhere else. Also, every time I adjust the volume in the game, the next run I do the volume is switched right back to maximum, which has hurt a few times. Gameplay-wise, I think everything is in a good spot right now, though some things should be addressed. -Monster Speed: I've gotten it to +50 on one run, but I could not tell the difference between +5 and +50. It could be attributed to the npcs levelling up, but it still feels like nothing changes -MP rate/Display: I think the starting rate is a little low, but otherwise fine. What I don't like is how the MP bar is displayed and changed. The value only goes up once every 2 seconds, yet the MP Rate value is per second, which does make it annoying to deal with. -Monsters: Almost every monster, in my playtime, is completely useless besides the slime and basic zombie. Every other unit just costs too much MP as compared to how quickly they're dispatched. Doesn't matter how much the health upgrades are: orc, snake, bat, skeleton, fungi, and ghost legitimately die in one hit and can never get close to the character. The only monster that ACTUALLY does something is the slime, and it makes the gameplay loop act something like this: Get MP Upgrade first -> Get health/speed/monster summon upgrade -> Get slime -> Win about a minute later. Another bug/thing I've noticed: when using 5 heroes, in some runs you can never get any xp, because the amount of heroes just take all of the xp no matter how you try and space the monster waves. If I immediately quit the run and start a new one with the same parameters, I instantly get a full 1 level within 10 seconds. Overall I think the game is fun and a good concept, just needs a bit more work.
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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