
Schism is a challenging action roguelike RPG with deep synergies and high broken build potential. The combination of robust stat systems, fully moddable guns, deity worship, intense frequency-switching bullet hell combat, and difficult bosses make for a unique and highly replayable experience.
Modeled estimate, not a reported figure. How we estimate →
Media

About
The far future is now. The world is blanketed in garbage and missing its only source of power – the Schismatic Engine. You are a prisoner, forced into the tallest trash-mountain, tasked with finding the Engine. Your ship CRASHES! Leaving you armed with only a cheap replica of the Engine and a cheaper gun. Success will mean your freedom. If you survive...

8 Main Stats to invest in as you level up, with too many secondary stats to count
230+ Relics to power you up with interesting and synergistic effects
60+ weapons ranging from practical to insane
Special weapon Mods that apply to ALL carried weapons
26 Gods that must be appeased – earning their favor for unique boons

Inspired by Ikaruga, you can dodge colored bullets by matching their frequency
New rooms start Paused to avoid unfair placements and unavoidable damage
Powerful bosses that will put both your skills and build to the test

Top-down, action roguelike gameplay - shooting your way to freedom
The mechanical complexity and interactions of traditional roguelikes
Chaotic RNG that borrows from roguelikes old and new for infinite replayability
Endless mode after the final boss to see how far you can go
MANY more layers and secrets to discover as you play
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 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Schism doesn't love me as much as I love Schism. Schism isn't a roguelike in the sense that many people tend to use that term, and rather because it's like Rogue if Rogue was a twin-stick shooter. That makes it sound quite unlike Rogue, but the secret lies in how it handles meta-progression: scarcely. Beyond difficulty modifiers and the occasional one-time boost to a run for the players who are really struggling (like getting a free level up roughly one in ten runs), the only thing that you'll bring between play sessions is knowledge. People made a lot of hay in the Steam reviews about how the game encourages you to break it over your knee, and it took me a while to figure out what they meant. Schism starts off hard. It starts off really hard. Experiment long enough, though, and you'll start to get a keen sense of what works and what doesn't. You'll learn all of the little interactions and events you can exploit to pull further ahead. You'll figure out what religions give you the strongest boosts relative to the others. You'll uncover what happens when you flash your starting pistol to the guy in the fifth floor gun shop. Once you understand what Schism is asking of you, finishing a run becomes almost trivial. Your strongest weapon, after all, is your big wrinkly ape brain. You've got a little Ikaruga mechanic where you can become immune to projectiles of a certain color, while remaining vulnerable to those of the opposite color. This would have been a centralizing build-around system in any other game, but Schism barely gives it attention. None of the religions give you a bonus for engaging with the mechanic, no weapon nor piece of gear make you any better at doing it, and I ultimately decided that I was better off just moving out of the way of the bullets rather than trying to absorb them. This sounds like a criticism, but it's not; I think it's neat how engaging with this is more a matter of player expression than of optimization. What really drove Schism's hooks into me was that it made me laugh. Far too many games out there want to be funny without actually being funny, and I often find myself laughing at games rather than with them. Not so here! There's a sort-of old internet chaos to Schism, where shrieking drug addicts turn into effete scholars after you pass a one-line speech check, or you pick up a bunch of "Sloppa Fairies" who talk like t3h PeNgU1N oF d00m and can be sacrificed to any 3D printer for free items. I can't put my finger on exactly why this all works so well for me, but it does. I really like it. Hell, I love it. I put a whole lot of hours into Schism long after I beat the final-final-final boss. It might have all the systems and personality it needs to be a perfect game. But video games are still computer programs, and are saddled with the burden that they need to run properly. This is a problem unique to the format; points of catastrophic playback failure have been eliminated in basically every medium we've got, barring issues local to your own device. Movies don't have this problem unless the projectionist gets drunk and inserts the reels the wrong way around. Nobody has ever accidentally made a new painting that leaks memory. Everyone's got their demons, and Schism's is that it crashes all the ♥♥♥♥♥♥♥ time. I don't think I've ever played a game that sends me to desktop this frequently. On a good day, I can get through about half of my runs. See, the game is seeded, and the crashes are also seeded. If you run into a bug that causes your game to crash, that's the end of your run; reloading causes you to start the floor over again, and you'll always crash in the exact same spot no matter how many times you try. You crash, your run is dead. No way around it. Despite saying that it's out of early access, I don't think Schism actually is. Perhaps that's inherent to the nature of any game in which you can put as much ♥♥♥♥ on the screen at once as this; The Binding of Isaac suffers similar issues where an overpowered build can become so strong as to make the game unwinnable by causing a crash whenever you try to shoot. Still, this is unacceptable. The crashing and subsequent run-forfeits damage my enjoyment to such an extent that this would probably be the best game I've played this year if not for the myriad technical issues getting in the way. It sucks, but there's nothing to do besides hope it gets better with time. I know better than to think so wishfully. Play the Law religion and commit as many crimes as possible and then thank me later.
Schism, developed by Fami and published by 2 Left Thumbs, is a frenetic, system-rich action roguelike that thrives on complexity, experimentation, and high-intensity combat. From the opening moments—your character tumbling into a vast mountain of scrap in a dying world—it becomes clear that Schism is not merely another top-down shooter. It is a layered ecosystem of intertwined mechanics where buildcrafting, reflex-driven bullet-hell dodging, and long-term strategic planning constantly feed into one another. Rather than relying on heavy storytelling, the game frames its world through atmosphere and gameplay: you search for the broken Schismatic Engine while navigating ruins, bizarre enemy factions, and divine entities whose powers you can invoke. The narrative mostly stays out of the way, but the stark mood and environmental touches do enough to establish tone without slowing down the relentless flow of action. Where Schism excels is in its breadth of customization and its willingness to let players break the game in creative ways. Each run begins with a modest weapon, but the arsenal quickly spirals into an elaborate workshop of upgrades, attachments, frequency conversions, and relic-based enhancements. The game features an unusually large number of interacting systems—over two hundred relics, dozens of weapons, and a philosophy-driven deity alignment system that reshapes how your character behaves. Weapons aren’t just found; they’re tuned and modified, gaining new firing patterns, elemental effects, or utility functions as you stack upgrades. Relics further alter the rules, introducing synergies that can shift a mediocre build into a devastating one. The gods add another strategic layer: aligning yourself with specific deities grants blessings, demands sacrifices, or alters the trajectory of your run depending on how you appease them. These overlapping systems give each attempt its own flavor and encourage players to experiment relentlessly. The game’s bullet-hell inspiration adds another defining layer of depth. Schism adopts a color-frequency mechanic reminiscent of titles like Ikaruga: matching your character’s frequency to incoming projectiles allows you to pass through them unharmed. This transforms combat into a dynamic dance of switching frequencies on the fly, dodging contrasting shots, and weaving through kaleidoscopic barrages. The mechanic is not a gimmick—it is central to survival, and mastering it becomes just as important as perfecting your build. Because the game demands constant attention to both positioning and color, even experienced roguelike players will find themselves tested in new ways. Boss fights, in particular, showcase the game’s commitment to fast-paced spectacle, with arenas lighting up in patterns that challenge both reflexes and mental focus. Visually, Schism embraces a gritty sci-fi aesthetic infused with neon accents and industrial decay. The graphics lean toward stylized pixel art, but the clarity of effects, projectile patterns, and UI elements ensures the chaos remains readable. This is important given how dense the screen can become during high-level combat. While the environments repeat in structure due to procedural generation, their thematic identity—a blend of techno-ruins, scrapyards, and arcane machinery—supports the atmosphere well. The soundtrack complements the intensity, offering pulsing electronic beats and dark synth backgrounds that push the pace forward without overwhelming the senses. Of course, with depth and complexity come barriers. Schism’s learning curve is unapologetically steep. New players may feel overwhelmed by the volume of stats, relics, weapon mods, and deity effects, especially before learning the nuances of the frequency system. While this complexity is a selling point for enthusiasts, it may alienate those seeking a more approachable or narrative-driven experience. Additionally, though performance is solid for many, certain players have reported minor UI quirks, scaling issues on handheld devices, or rough edges from its indie development roots. The storytelling is also minimal, which may disappoint players who expect a more substantial narrative arc. However, for those who enjoy games where mastery emerges through repeated experimentation, Schism is immensely rewarding. Each run introduces new synergies, new relic combinations, and unexpected weapon setups that can dramatically alter how you play. The game encourages creative problem-solving and rewards players who think beyond traditional builds, pushing its systems to their limits. Even failed runs contribute to long-term growth, making progress feel steady and meaningful. With its exceptionally positive community reception and high build diversity, it’s clear that Schism resonates strongly with players who appreciate complex, replayable roguelikes. In the end, Schism stands as a bold and meticulously designed entry in the action-roguelike genre. It combines intense bullet-hell mechanics, deep customization, and a flexible progression structure into a cohesive, exhilarating experience. It is not designed for everyone—its difficulty, density, and lack of narrative focus demand a particular kind of player—but for those who enjoy digging into mechanical depth, pushing the limits of a system, and refining reflex-driven skills, Schism is a standout achievement. It offers a world where every run is an experiment, every build a possibility, and every chaotic battle a new chance to reshape the rules of the game. Rating: 8/10
Lotta roguelikes set limiters on you to stop you from going nuclear on every single enemy and boss if you get a build that works just right. For example, most roguelikes will give bosses damage limiters, so they don't get killed frame-1 when you enter the room, so you HAVE to engage with the fight and dodge and take damage. Schism does not do anything like that. This game was MADE for you to go nuclear, and it makes it VERY easy. There's like 20 damage types and they are all explained pretty well, but honestly all you need to account for is whether or not your current weapons/spells deal a certain type of damage, and pick any items that increase it. It's that easy. The game's artstyle is ugly, but in a Y2K skater bizarre graffiti kinda way. Or early internet era doodles you'd find in a forum. It ♥♥♥♥♥♥ rocks
This is up there for the weirdest game I've played in a bit. It's remarkably hard to describe and pin down. Sure it's a top down, twin stick ish shooter, but ... The closest I can think to describe it is an amalgamation of Dungeon Crawl Stone Soup and Tiny Rogues. If that means nothing to you, you are among the blessed. If you understand it: You know just how weird this gets. The god system is almost a character class system and the weapons make no sense (Laudatory). Absolutely worth the play and buy.
FAMI, RELEASE JUST ONE FINAL GAMBLING UPDATE TO SCHISM AND MY LIFE IS YOURS
You know how in action roguelikes your build suddenly breaks the game, and everything you do just increases exponentially? Every game of schism is that, for better or worse. The game has a lot of stats, bars, effects, and system and it seems scary at first, but everything is clearly explained when you hover over them, so there's no problems. One thing i dislike is that you kinda have to go exponential in your build or you just die, as the bosses hp scales quickly, but then, you outscale all the enemies and just instakill everything, at which point you don't have to engage with the super fun buillet hell dodging mechanics. Scaling should be less aggresive, because the game is less of an action roguelike, and more of a puzzle game with the goal of using limited resources to achieve immortality as fast as possible. The graphics and the writing carry this. everything is so bizzare, but flows together, i did want to keep playing to see if it leads anywhere, or is just weird for its own sake, and the story does indeed go somewhere interesting. Overall, if you like action roguelikes where you get stupidly powerful or die trying, this is a unique take on that mechanic.
I love doing drugs and getting 30 diseases while my god who i've bound my soul unto rearranges my limbs in new and interesting ways
deep/fun/charming/SOUL
Dope game feels very schizoid
SPACE FUNERAL x TINY ROGUES (??)
Related
Related
Trends
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.
Related
| Super Idol | $50.1K | 121 | 80% | $11.99 |
| Roll | $50.1K | 423 | 92% | $4.99 |
| X-Fitness | $50.1K | 134 | 87% | $19.99 |
| Zup! Zero 2 | $50.1K | 1.3K | 95% | $1.99 |
| Laura of Reigetsu | $50.2K | 117 | 88% | $17.99 |
| Jumpdrive | $50.2K | 149 | 42% | $9.99 |