
Survive the horrors of the multiverse, alone or with your comrades, as you battle against an onslaught of insectoid like creatures. Combine abilities in different ways each loop to overcome and return safely to your universe.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*languages with full audio support
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 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
A great solo or multiplayer massacre experience, if you like being swarmed by enemies and slaughtering your way out grinding for perks and upgrades and unlocks, this game is for you.
[code]Written By Hidden Gems Review : https://store.steampowered.com/curator/38624426/, Follow me! [/code] Rift Loopers looks like the typical average "vampire survivors like" plays like ones then why I have so many hours spend on this game? It's because when you play it you get hooked by the big variety of weapons and classes for play, you want test them and unlock them all then after that you want complete all the achivements like I did. For the price that it's worth it ^^
It's alright but I wouldn't recommend Rift Looper over other survivor clones as there's little replay value and the game isn't well optimized. I know it's an early access game but there's plenty of other much better early access survivor clones such as Rogue: Genesia or Spellbook Demonslayers with far more replay value, upgrade combinations and meta progression. Rift Looper isn't bad for its price but you can find similar priced survivor clones with more fun mechanics if you dig through Steam with Steam's search function.
The top reviews need some refreshing, they're from last year. The game seems to have been very different from what it is now. The current top review claims to have finished the whole game in 40 minutes, and it's taken me roughly 11 hours to unlock every weapon, ability, passive, and difficulty. Still a little short, but nowhere near 40 minutes. This game could really be something special with a little more love. The difficulty curve I think is perfectly fine, as is the progression system. But what would really bring more out of this game would be more of what's already added. [b]TL;DR: It's absolutely worth getting.[/b] [H1]Gun Diversity[/H1] Currently, there's 9 survivors to choose from. Each character has a passive (i.e. bonus starting health, bonus movement speed, etc.) and a starting ability and weapon. The character selection I think is perfect, each of their starting abilities feels unique and you can make a class fantasy out of any of them. However, most weapons don't feel particularly unique, except for the 2 melee classes (solely because they are melee) and the Scientist who has 2 of the more unique weapons (a lightning arc gun and an explosive spore shooter with no magazine). I think the guns could use a little more flavor and diversity, such as giving guns various stats like penetration (excluding laser weapons which already penetrate 100% of the time), knockback, damage fall-off, even crit chance would be a fun addition. Right now they only have 3 stats that matter: magazine size, damage, reload speed, and rate of fire (this aspect cannot be augmented, however, and there is no information readily available on the rate of fire of weapons). Reload speed mostly seems irrelevant and I personally believe is outclassed by magazine size. I've hardly noticed a difference picking up reload speed passive in game, unless it's for a gun with a very slow reload speed, but that isn't many weapons. Scout's snipers, for instance, reload almost quickly as her rate of fire, or at least fast enough that I never felt downtime in which I needed to retreat and reload. I figured a sniper would have high damage, low rate of fire, small magazine, and long reload, but that doesn't seem to be the case. While she does the most damage per shot by far, there's a few guns that feel as though they have the same impact as her snipers. I love the guns, I love all the gun designs and their aesthetics and shooting lasers, but I believe they need to be more differentiated. [H1]Ability Diversity[/H1] The abilities give about the same feeling of "lacking". For example, the laser ability fires a ray down a straight line, and there's another ability that does exactly the same thing but with bullets (I forgot the same, sorry). Their upgrades are also the same: the laser upgrades into a cone, the gun upgrades into a cone. While it's neat to stack them for maximum AOE, and maybe that was the intention, the lack of other abilities makes this just feel like 2 cloned abilities. There are 12 abilities, not including starting abilities, and being able to pick 4 per run makes you cycle through build variations pretty quickly. Beyond that, I felt playing solo that I NEEDED to pick up the stim ability for healing, and in higher tiers the shield. Not having access to easier forms of healing or damage reduction gimps build diversity. I feel as though health could regenerate out of combat, by not shooting or taking any damage, by multiplying the current health regen stat by 4x (including upgrades) or something similar. Heals would still be viable because healing mid-fight is always good, but they wouldn't be [i]necessary[/i]. On top of this, if you want to upgrade an ability, you NEED to spec into its respective passive. For example, the lightning arcing ability requires a maxed out bonus health buff into order to be upgraded, and it's a substantial upgrade. But this means that you MUST spec into this health buff, even if you feel like you don't need health, and it doesn't have synergy with the lightning ability in any way. It doesn't scale off of health or arc to more units with bonus health, it's just added because...because? I think this upgrade system needs to be changed completely. I want to experiment with different passives and abilities, but not being able to upgrade abilities seriously gimps you a lot of the time. Like for the stim ability, sure you can ignore its upgrade when you're playing solo--it just turns into an AoE. I can live without the shield deflect damage, too. But the massive bonus damage on the lightning arc? The wide cones of the gunfire and laser abilities? The massive screen-wide frost debuff of the frost nova? The upgrades are impactful, and skipping them feels so, so bad. Tying them to passives, while I understand the intention and simplicity of it, just ruins build diversity. Upgrades could come from random chance chest pick-ups, encouraging exploration. They could also be rare level up options, not always guaranteed but exciting when you're lucky enough to get one. There could be some alternative form of currency in each level to spend on these upgrades. Something, something that allows me to build more freely. I think this is probably one of the stronger priorities the dev should work on. [H1]Monsters[/H1] The monster designs are all right. They have unique enough identities to know what to look out for, such as one being fast and another being ranged and another being tanky, and the silhouettes of the monsters are easy to learn and understand. They also don't dogpile TOO high on you, which leaves room for kiting and quick thinking. What I would like to see is a few more boss designs (there's currently only two), and [i]maybe[/i] unique enemies on different maps as a stretch goal. The latter is far less important, but boss diversity would be very welcome. I would also like to be able to dodge roll through enemies. Being pressed into a corner with no way out does not feel good, and sometimes there's instances where you think you can squeeze through a tight area, only to be invisiwall'd. This has happened a few times, and it feels cheesy. [H1]Maps[/H1] There are currently 4 maps. A passable amount, but I would welcome more. The balance between their environments is a little off to me, though. The city map has high chest spawns and a straightforward design. You're walking between big squares with a few obstacles along the road, like cars or spore gunk. It's easy to kite through, getting to objectives is simple [i]most[/i] of the time, and the aesthetic of it I think is my favorite. But I can't tell you much about the other maps, because chest spawns feel so rare on them it doesn't even feel worth visiting them. Like the forest map, chests seem to only spawn in camps, but you don't really have a direction to go off of to reach any camps. If there were some sort of forest path leading you to them, that would circumvent this nicely, but as it stands finding chests here makes me feel lost. The city just has chests simply on any road you go down. The desert I have went to the least, and probably can't give chest info on it, so that's my fault. But the suburbs, oh boy, this map is hell. There's SO many nooks and crannies and corners to get stuck on and wiped out by incoming enemies. If you go inside a house, you're likely going to be blocked in by waves of monsters. If you want to leave the house, finding the exit is weirdly difficult with no strong indicator of where the doors are, and if you want to even leave the [i]lot[/i], you have to find a break in the long rows of white picket fences. Apply this to every house, and you'll never want to enter a home. It feels so inconvenient traveling on this map, you think you found a shortcut to the objective and instead you made your trip twice as long trying to maze your way through. While the map is charming and well designed, its environment is unfortunately a hindrance on gameplay.
Ця гра - це шутер з виглядом згори, де ви будете протистояти на арені ордам жукоподібних і зомбоподібних монстрів. Спочатку вам буде доступний солдат із початковою зброєю. По мірі зростання вашого скіла ви зможете відкрити і інші класи, бо в грі на даний момент їх лише 9. Доступні такі класи: солдат, медик, сапер, інженер, скаут, мечник, андроїд, вчений і валькірія. Кожному класу доступно по 4 види зброї. Також у кожного класу є своя певна особливість у вигляді пасивного бонусу і унікальної здібності. Зараз гравцю вже доступно 4 мапи: велике місто, ліс, пустка, і наче як село. Із режимів гри: хвилі, і вижити протягом 20 хвилин (за цей час при перших спробах вас часто будуть з'їдати). Після певної к-ті знищеної нечисті будуть приходити міні боси, які і б'ють сильніше і здоровля мають побільше. Після смерті, з таких босів буде падати кейс з апгрейдом чи кристалами. Також під час битви у вашого героя буде підвищуватись рівень, наскільки він буде високим - це вже залежить від вас і від складності, яку оберете. Доречі складності можна відкривати також проходячи челенджі. З підвищенням левелу можна качати пасивні навички + обирати собі активки в залежності від синергії. У грі присутня таблиця синергії, яка доступна якщо натиснути Esc. Періодично з монстрів будуть падати кристали бо це внутрішня особлива валюта + також ці кристали можна здобути із кейсів, що розкидані по всій карті (вони постійно оновлюються). Кристали вам знадобляться для перманентної прокачки пасивних навичок, купівлі одноразових бонусів, відкриття нових класів, відкриття нової зброї для кожного класу. Також можна купувати і скіни, але то таке...вони тут ні на що не впливають, та і покращення візуалу не сильно додадуть. Плюси: [list] [*]Графіка [*]Гарні локації [*]Наявність великої кількості класів і непогана система прокачки [*]Два режими знищення монстрів [*]Є як сінглплеєр, так і кооп. В коопі можливо навіть буде цікавіше пограти. [*]Тут немає підтримки російської мови) [/list] Мінуси: [list] [*]Музика мені здалась одноманітною і швидко набридає. [*]Потрібно витратити не мало часу щоб відкрити все. [/list] Любителям Vampire Survivors зайде ця гра) P.S. Додайте будь ласка українську локалізацію, буде круто.
This game is awesome. A rare breed of twin-stick, roguelike shooter with RPG elements and distinct character classes. Just wish it had some kind of story mode. But it's excellent in terms of class design, challenge, and balance so far. And boy will it shine in co-op.
First off a word of advice: take the negative reviews with a pinch of salt. I don’t mean to criticize them but most of those were made during the Early Access period and the game has changed a lot during that time. Now then, let’s begin. I’ll start by explaining some of the core points and then summarize the good and bad. Game: Rift Loopers is a roguelite twin stick shooter. It comes with both passive and active skills and a few classes. There are two games modes, being the self-explanatory wave based endless mode and the scavenger mode. During scavenger, you have to survive for 20 minutes while completing as many objectives as you can to rail up precious crystals, the in-game currency. You’ll need those to unlock classes, skins, weapons and passive skills. During a map, your character will level up, allowing you to choose between a pool of 3 (or 4 with the Lucky passive skill) either active or passive skills, up to a limit of 6 passive and 2 active skills. Which you’ll then need to level up by… leveling up. If you can survive the bosses, that is. Classes: The game features 10 classes, 8 of which are unlockable by completing some achievements and the last one being DLC locked (the Pyro). These 10 classes come with a unique ability and a unique weapon as well as either a healing skill or a shield depending on your choice. Active and passive skills: As I mentioned before, during a map, you’ll get a total of 4 active skills (one unique ability coming from your class, and the other being either a healing skill or a shield) and 6 passive skills. They range from buffs to huge AoE explosion as well as some touch based skills. Keep in mind, any passive skill you unlock with crystals will always be active whether or not you choose it in your passive skills pool during a map, and they are additive. Meaning if you unlock the health bonus and then choose the health bonus passive, you can get a total of 100% bonus health, as an example. Maps: There are 4 maps, 2 of which are city based, while the other 2 are more in nature. Now, let’s sum up the good and a few issues I’d like to mention. Although not dramatic enough to ruin the game which I really enjoyed, I like to make honest reviews. Let's summarize what I think of the game now! Good: + The classes and the game are pretty well balanced. + The unlock system is really good. All the upgrades you get have some meaningful impact on your game performance, meaning by the time you unlock most of the stuff, you’ll have a comfortable time even in the highest difficulty mode. + It’s a cheap game. Nowadays, that counts. + It’s co-op! You can play with up to 4 players, either online or in LAN. + The game looks nice. Bad: - There are a few bugs as well as collision issues with the maps. I’ve completed all the achievements and didn’t run into any game breaking issue yet, but there were a few times I should have been able to walk down a certain way and couldn’t despite the fact there was, visually at least, more than enough room for a guy to walk through. Mostly in the urban map. - This is a bit subjective but some aspects of the game lack a bit of oompf. eg the weapons are too similar, the objectives visual and audio cues aren’t dramatic enough for them to feel varied and the classes all feel the same. - The game could use a bit of performance optimization. All in all the issues are quite limited and I really, really had a good time playing this game in co-op. Especially considering how cheap it is. I’ve paid ten times that amount for way worse games. If you liked Helldivers or Red Solstice, you can go right ahead with this one.
Finished game in 18 hours, all achievements. 9 playable characters. 4 player co-op, but Online is dead. only bug is when you level up sometimes there is 1 sec were you cant move a certain direction. its annoying in normal and hard, but can get dicey in nightmare.
Bought this game for myself and my 2 boys (7 and 10). We - absolutely - love it. We load it up and keep trying over and over again. Each run is different because of the randomized upgrades you get along the way. Can't wait for this game to evolve with all the suggestions and plans the developers have ahead.
Rift Loopers is good enough. Graphics are okay, game play is okay. Single player works. Co-Op works. I haven't noticed any big or game breaking bugs. It doesn't do anything innovative or amazing, and it's pretty easy to quickly unlock everything. It's just good enough really. Slightly more than a cup of coffee, but I got 5 hours out of it. I've never gotten 5 hours out of a cup of coffee. So there you go, thumbs up.
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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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