
An arcade arena-shooter FPS about slipping into the flow-state and getting directly to the action as fast as humanly possible. Get overwhelmed by enemies and compete with your friends for hi-scores (nobody has beaten mine yet... just sayin')!
Modeled estimate, not a reported figure. How we estimate →
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About
An arcade/arena-shooter FPS about being swarmed by enemies on all sides and fighting back for a hi-score!
It's that simple really! Think Geometry Wars but in first-person-3d!
*Inspired by Swarmlake and Devil Daggers.
Features:
-- Silky smooth gameplay with a top-tier movement controller that provides a blissful feeling to the player!
-- A dynamic HUD that not only provides visual flourish and connection to the player character but that also reacts to what is going on in the game-world!
-- A roster of 36+ weapons and power-ups!
-- Level-up for passive rewards and art/image unlocks!
-- Leaderboards and competition (which are indeed the whole point of the project)!
-- Magnificent art, created by BlackTar!
-- Joy!
: )
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 29 reviews with recorded playtime.
Reviews
(Full disclosure: I worked on the game.) -Very addictive gameplay, especially when you learn the flow of the game. -Shooting or blowing up the enemies feels and sounds satisfying. -There are a ton of different guns, randomly switching every round, which can be a blessing or a curse. If the gun sucks, it adds to the challenge of getting through the round with a slow, garbage piece of ♥♥♥♥ (everyone knows which gun I'm referring too:D) -There's a leveling system to reward and aid you in the game. Out of the three Rule games, this one definitely feels the best and most polished.
It's decent. Gameplay generally is improved over the previous games, but I miss the hand drawn Weapons & enemies of the previous games. I think the levelling up system would make a lot more sense if you got to pick upgrades from a web, rather than the linear progression being used here. It's early access though, so I'm cautiously optimistic that the level up system we have now is placeholder, & we will get more hand-drawn stuff over time. I'm confused about the fire-in-a-red-diamond icon things are seem to disappear when I jump into them. I'm not really sure what they do, & the tutorial doesn't seem to tell me.
纯粹的竞技场射击游戏,我不知道我是谁,我不知道我在哪,我只知道我要拿着大枪射爆眼前那些会动的东西,就像游戏开发者说的那样“自愿被困在‘愤怒发泄室’里,而周围有得是易碎品与近战武器” 与前两作不同,这一代在屏幕左下角摆上了很色的立绘,并且会随着玩家开火而做出对应武器射速的开火动画,如果能多画几个新的立绘和适配更多的枪械将会更好 3代的手感明显要优于1、2代,XY轴的灵敏度也终于是统一了,明显舒服不少 抢先体验版本没有战斗音乐很正常,但是连准星都没有也太夸张了吧XD 如果能出电子艺术设定集与steam点数商店就更好了:3
This game is an absolute blast! I'm already addicted and want to spend the whole night playing it, but I have work in the morning! Easily the best 5 bucks I've ever spent.
Oddkins said we needed 1 more review! So here I am! It's a good game. There are huge changes compared to the previous ones like no more dashing around or double jump but you are encouraged to bunny jump and target things first to be able to handle the stage better. Oddkins and Blacktar are also working along to include more and more art to tell the players how to play and add the needed spice from the previous titles. Common, just get it, it's not even that expensive! 🫵
Best of the trilogy. Smooth and fun — the action feels really nice. Competing on the leaderboards is fun, and the game is challenging enough to make you want to attempt it. The community is really cool too on Discord as well. Shapes must die!
Rule No. 3 Downpour is a nice game to unwind and blow things up. The explosion effects are incredibly satisfying. I am still figuring out the best strategies, how to use the different weapons, and how to maximize my score, but I am getting better. One improvement that would be interesting to see would be skill points and a way of selecting upgrades that increase likelihood of getting different weapons and items. That would make things more customizable and personal, allowing players to try different strategies. I've already had a lot of fun with it as is though. Definitely worth the money.
Having played the previous 2 entries, I was deeply curious to see what new direction this entry would take. So lets get started: Pros: -This game is pretty, well, pretty! The effects and computer error-esque explosions are a visual marvel when enough is in the air- with some drawbacks I'll get onto later. I audibly chuckled when the Big Bomb (trademark) made the game briefly bluescreen. -The general feel of the game has been stripped back and refined- this is not a bad thing! The dodging, bombs and snapping from the previous entries have been dropped in favour for TIGHT movement controls that at points make you feel like you're flying around the map. -The dastardly geometry feels so good to shoot at. Each explodes into a cluster of candy like particles with a hefty BAM, a level of feedback that was definitely missing in the previous entries. Now, while I have a fair few cons I do want to preface that this being a review of an early access game, some things may just be a result of how early in the game's life I decided to take a look. That said I will sort my cons into major and minor as some are just small nitpicks that are more to do with the creative direction in comparison to the other Rule No. games. Let's begin. Cons: MAJOR: -The game is SO visually busy, often to its detraction. Working out what needs to be dodged and what is just a partical effect is confusing, and can often feel like pure chance. The screen is cluttered; the often oversized weapon model swaying about combined with the visual effect chaos means at times I'm just guessing where I'm trying to shoot, combined with a lack of crosshair and slow projectiles result in me more often than not relying on explosive pickups to destroy those Darn Cubes than the actual gunplay. Maybe I need to practice but the lack of visual clarity and contrast is frustrating. -The Rule No. series is known for its randomised weapons, since latter updates to the first title. I have my own nitpicks to that but ultimately it never stopped especially Rule No. 2 being enjoyable. That said for a game marketed on the 'flowstate' the lack of control over weapon choice can bring the game to what feels like a grinding halt. Unlike in Rule No. 2 where the weapon switches out after the magazine is emptied, Rule No. 3D opts to give the player the same randomly chosen weapon for a whole wave, and when moving from a fast firing submachine gun to a slow slowwww revolver the flow hits a major lull that has often caused me to die as I attempt to adjust to this jarring shift. If this was intentional perhaps it's a skill issue on my end- either way, the 'favourite weapon' ability from No. 2 would alleviate this greatly. -The lack of humanoid enemies, zombies, knights, harpies and slimes (oh my!) which were a major factor in the first two titles. The entirely geometry (evil things) based gameplay lacks the same dynamicism of balancing ground and bouncy combat. MINOR: -I love a weird doom guy face in my shooter HUD. And even better, fantastic illustrated ones! But the lack of control of the costumes frustrated me. I hope future updates will allow the player to choose a specific costume OR have it random, as I only really wanna have Irulan's basic and tactical ones, I have no need for Leon Kennedy cosplay hehe -The lack of ingame music was confusing, the Rule No. series in my eyes being known for having a few funky beats in the background of gameplay the silence was jarring. On that matter, the voicework we've come to know and love will be sorely missed if not brought back in future. -I miss the dodge button, as while the movement is TIGHT (tight, tight) it often feels lacking in the air-control department, unable to change established direction easily. If you jump and see a (nasty nasty) cube flying towards you, hope and pray your trajectories arent aligned to hit. -Needs more rain. Overall a promising entry in the series, and I look forward to further updates as the game progresses to completion!
This games movement feels soo much better than the last 2. leading your shots feels amazing and satisfying, the guns are hit or miss with their own challenges. i kinda miss the weapons system from rule 2, but still. each iteration of the rule series comes with its own challenges and difficulty curves. id say rule 3 is probably the most fun and forgiving as far as the learning/difficulty curve, with fun little comic strips explaining what each enemy is and does/how they behave. i genuinely like this one. i have seen the dev for the second time acknowledge shortcomings from the previous game and improve on them, streamline them, re-implement them. i love this devs work. thank you.
had fun with this one. Premise is simple but still manages to present itself well. One thing I'd love to see is some sort of campaign mode. Maybe a boss every x levels or something. Overall a solid lil game.
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Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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