
Face waves of enemies as you travel from room to room in your auto-shooting horde survival conquest. You and your companion (AI or 2 Player) must work together and create builds that compliment each other while exploring branching paths through various zones and worlds in a Roguelite setting.
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About
You play as two lowly minions to the Dark Lord, tasked with becoming stronger and conquering worlds.
You may play Singleplayer and be accompanied by your Ally (AI controlled), or play with a friend in 2 Player Local Coop via Steam RemotePlay. Together, you will synergize your builds and work together to vanquish those who would stand in your way.
Annihilate your foes with a variety of auto-attacking abilities, ranging from fireballs and boomerangs to exploding ice sculptures and pushable boulders. Throughout your quest, you will be offered unique relics to further empower your abilities. Gifts from the Dark Lord. Use them well.
From the creator of Nomad Survival, this is a Bullet Heaven unlike any you've seen before.
Auto-attacking Horde Survival Roguelite with a unique twist, 2 characters means 2 builds, and many skills interact with the other player directly.
Play with an AI-controlled Ally, or with a friend using Local Co-Op (compatible with Steam RemotePlay)!
Unique skill level ups - most filler is removed in favor of giving skills more interesting effects when leveling them up!
Each run is unique, with each room presenting various risks and rewards!
Acquire relics to aid you in various ways throughout your playthrough, modifying the behavior of your abilities and more!
Take on a boss fight that awaits you in the final area of every zone. Each boss has their own special attacks and abilities!
Many elemental skills interact with each other. For example, some Water skills make puddles, and Storm abilities electrify them!
Become stronger between runs through meta upgrades in the form of a skill tree!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese, Korean, Traditional Chinese
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 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
its actualy pretty good, but it feels unfinished and its seems like the dev have droped the project, sadly...
It starts out fun then just gets ridiculously hard and depending on how many abilities you have....you wont be able to see where your character is, on top of the 3rd boss having insane AOE. Hopefully we can get some updates
simply not fun. its difficult but not in a challenging your skill way. AoE and enemy projectiles are often impossible to avoid. i feel like im just trying to delay my inevitable failure as long as possible.
This is a hard negative review cause it feels like the kind of game I would make but in the end, it's not really a great roguelike. - The meta is underwhelming to say the least. It doesn't have a significant impact of the gameplay. - Only 2 "classes" (characters, really), one range, one melee. The melee one cannot be properly played manually cause you just take too much damage too quickly so it is relayed to the AI thus you only play the range class. - The controls are weird. I don't know if it's my setup (nothing out of the ordinary to be honest) but if I play with the controller, I can't see what the items or skills do because I have to mouseover to make the tooltips appear(?!?). First time I've ever seen that. - Once you've beaten the game, there is no point in doing it again. The bosses are the same, the skills are the same, the stages are... you get it. There are some plusses though : - The AI part is a good idea. I just wished it would be used in additional ways. For now it's only "AI should be near you" or "AI should be far away". The controls for the AI are really simple but they work properly and the AI will become your second character if your main dies. It will also revive you using some of it's health once the stage you're on is over. - The skills are okay-ish BUT the possibility to chose from a range of type of skills is a neat idea. You only have 2 characters (1 really playable as aforementioned) but you can choose which type of skills they both can use, you have 6-7 to chose from ranging from neutral to different types of magical skills. This is nice. You can also chose what your AI will don as skills during the run so you can build a synergy between the 2 characters. But, that being said, it's bland. The heroes you encounter once in a while are just elite mobs blended in the mobs pack you fight. They are uninspired and forgettable. The relics you find are very limited and their power aren't that good either. The shops will often sell you multiple copies of the same items (don't know if it's by design of accidental). No life regen at all. Runs are quite short too even when you manage to get to the end. I "only" have 4.3 hours played, I finished it twice and I feel there is nothing more the game can provide me. I hate putting on a thumbs down cause I really want the small devs like this one to keep going and better themselves but this not a very good game for the price. This is worth like 5$ tops and even that is kinda high. Compare it to Vampire Survivors (which is 5$) and you will know what I mean. Sorry dev, I really wish I could give it a recommendation.
Quite possibly the most unique bullet heaven game out there. Shadowkin's distinctive aspects are readily apparent. The first is the presence of your ally character, a mechanic I've not yet seen executed in the genre. The advantage of this is obvious: double the characters means double the upgrades, which, in a genre that's pretty much defined by its copious upgrades, is a huge boon. The other cool thing about bifurcating players' builds is that you can optimize which upgrades go on which character; considering that elemental interactions are an important part of the game, figuring out how to best craft each of your two characters to optimize these systems is an interesting twist to the normal formula. The other, more significant thing that Shadowkin has going for it is that you go on ACTUAL RUNS. Most bullet heavens plop you down in big, open field that never really changes over the course of a run. Shadowkin, instead, has you advancing through multiple different rooms and zones like 'typical' roguelites. This is a massive boon for the game, as it keeps runs much fresher: not only do the changing backgrounds keep things interesting from a visual perspective, but they also keep the gameplay fresh, as room layouts will change how you approach hordes, and zone-specific elite enemies have unique attacks to avoid. This multi-zone run structure alone makes Shadowkin stand above a huge swath of the genre. The game does have its drawbacks, though. A recurring a complaint I see is visibility: I agree, but I do think the complaints are overblown. Yes, the screen does get hectic from both player and enemy attacks, which will occasionally lead to instances of "unfair" damage. However, the "difficulty" of the bullet heaven genre lies in crafting a build that can out-DPS enemy health scaling, and Shadowkin is no exception. If you're losing a run, it's not because of unavoidable attacks; it's probably because you didn't build well enough. And, that being said, if you hyper-focus and really sweat your dashes, you can dodge somewhat effectively amongst the chaos. The other, bigger flaw of Shadowkin is that... there's just not enough content. You will see most of available attacks and ESPECIALLY most available relics in just a few runs. In terms of attacks, builds are defined more by which attacks you've maxed (which takes significant investment during a run), so attack variety is less of an issue. The relics, however, will become VERY familiar VERY quickly. I actually think the relics are pretty awesome in terms of design, but there are just too few of them. There are about 25 in the game total, and you'll be able to get about 8 each run. That's a third of the total relics each run on its face, but, since you're always offered a choice of three, and relics are divided into tiers that you can actively seek access to as a room reward, you will basically see every relic every run. But it goes further than that - not only will you SEE most of the relics each run, you'll probably actually GET the ones you want each run. Considering that relics are the big "synergy setpieces" of your build, getting the same ones over and over again tends to homogenize how builds feel. This could be solved by the developer adding more relics; however they've stated on Discord that there will be no further development on Shadowkin due to poor sales, which is unfortunate for both the developer and the players. Now, despite these flaws, I do think Shadowkin is ultimately a fun game. It may not have as much content as some of its genre peers, but I think the quality of design for what IS in the game is very good. A lot of bullet heavens feel like "minimum viable concept" games, with the absolute barest of gameplay mechanics to make them function - that's usually movement as the ONLY input in a play space that comprises a single screen. Shadowkin feels a lot closer to a "normal" roguelite with deeper, more mature run structures on top of all the wacky, OP character upgrades you'd expect from the genre. If it's not clear, I think Shadowkin is very much worth playing. I'm actually not normally a huge fan of bullet heaven games, as they tend to be a bit too simplistic for my tastes, but Shadowkin really sucked me in more than I expected it to. If you like bullet heavens, you'll definitely like Shadowkin. And, even if you're only marginally interested in bullet heaven games, you may still enjoy Shadowkin, as I do. Seven bucks is a really modest price for what's on offer (beyond gameplay, the visuals and especially music are pretty great), so I'd say go ahead and up the game if you're interested! I think it deserves more attention than it's gotten.
It [b]doesn't[/b] have cloud save! (lost all progress after doing a clean install of windows) For some reason the game creates a save file and throws it in the bin when you play it for the first time, the binned file is not importent and can be cleared no problem. There are only 2 playable characters and the difference is basically if you want a melee or ranged first ability, this is really boring in the long run. There are not a whole lot of abilities, no modifiers/stats for level ups so builds are very limited for those reasons. The game is cheap though, so if you really want one more "survivor-like" then go for it. bonus points for multiplayer but the AI companion is completely immune so...
有幸曾玩过前作游牧生存,是一款体验不俗原汁原味的幸存者like,在这款游戏中依旧能看到前作的影子,不同的是融合了更多肉鸽、爬塔、合作等元素,玩法增加 爽感依旧!
多人模式2p冲刺有bug,触发后一整局只能原地冲且没有无敌
中了 負面BUFF (流血 燃燒 比我撞BOSS 還痛 ) 2層流血 我直接快半血 BOSS 130層流血 活得好好的
I really like the game. Shame that it is kinda short. You can re-play it of course but at some point you have tried most interesting combinations / relics. Tho you can play it through in like 2-3 hours or even with the first run if you are good enough. I wish it would have more chars or some DLC that adds new stuff. And some QoL. Oh and lets not forget Cloud save because I play it on steam deck and on PC and they are seperate. Would still recommend the game because it is only short, not bad.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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