
Still Not Dead is a challenging roguelite FPS that merges the fast satisfying gunplay of Doom with open stages, insane weaponry, tactical choice and being pursued by death itself. The unique blessing and curse system, plus unlockable skill skulls set the game apart from everything else.
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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
Now it's clear that I'm here for a real reason 'Cause he got hit like I got hit, but he ain't fckin' breathin'
## Resenha — Still Not Dead *Still Not Dead* é um jogo de tiro em primeira pessoa que mistura a velocidade dos FPS clássicos com elementos de roguelite, hordas de criaturas e uma boa dose de caos. Sua proposta é simples: atravessar diferentes estágios infernais, reunir armas cada vez mais absurdas e sobreviver enquanto a própria Morte permanece no seu encalço. O combate é o principal destaque. A movimentação é rápida, os disparos produzem uma sensação satisfatória e o grande número de inimigos transforma cada confronto em uma batalha frenética. Em diversos momentos, o jogo lembra títulos como *Doom* e *Serious Sam*, especialmente pelas arenas abertas, pela violência exagerada e pela necessidade de permanecer em movimento constante. Ficar parado quase nunca é uma opção. A estrutura roguelite acrescenta variedade às partidas. Entre as fases, o jogador precisa escolher bênçãos acompanhadas de maldições, formando combinações que podem facilitar determinado estilo de combate enquanto criam novas dificuldades. Essa mecânica dá personalidade às tentativas e impede que todas as partidas sejam exatamente iguais. O sistema de caveiras de habilidade também permite desbloquear modificadores e ajustar o nível de desafio. O arsenal possui armas convencionais e alternativas mais excêntricas, incluindo espingardas, machados e outros equipamentos improvisados. Como os recursos e as escolhas mudam ao longo das partidas, o jogador precisa adaptar sua estratégia ao que encontra, em vez de depender sempre da mesma arma. Visualmente, *Still Not Dead* aposta em gráficos pixelados desenhados à mão e ambientes com aparência deliberadamente agressiva. Os cenários podem ser destruídos e contam com efeitos de fogo, clima e grandes quantidades de inimigos na tela. A trilha sonora acelerada ajuda bastante a manter o ritmo e combina com a sensação de fim do mundo apresentada pelo jogo. Entretanto, sua simplicidade também pode limitar a experiência. Os cenários e os confrontos podem se tornar repetitivos depois de algumas tentativas, especialmente para quem não gosta de repetir fases para desbloquear melhorias. A apresentação visual é estilosa, mas bastante rudimentar, e determinados efeitos podem deixar a tela confusa durante as batalhas mais movimentadas. A dificuldade elevada faz parte da proposta, embora nem sempre pareça completamente equilibrada. Algumas combinações de inimigos, maldições e equipamentos tornam uma partida consideravelmente mais difícil do que outra. Isso combina com o gênero roguelite, mas pode causar frustração em jogadores que preferem uma progressão mais previsível. Apesar dessas limitações, *Still Not Dead* entrega uma experiência divertida para quem procura ação direta, violência exagerada e partidas rápidas. Ele não possui o refinamento ou a variedade de produções maiores, mas compensa com personalidade, velocidade e sistemas que incentivam novas tentativas. **Nota: 6,5/10**
Good game, sadly not developed or updated anymore. I love the fact that you can break literally all scenery with enough force. Currently 2 achievements are broken, although I have developed fix for them (available in my guides).
It really feels like an Early Access game. It needs more work. I have a couple issues with the gameplay loop. 1- You are against the clock and I'm down with that concept. But there is no timer displayed anywhere. Yet, you have a kill counter to unlock the exit? A clock would be more useful IMHO, especially since a curse can reduce the time and there is no way to keep track. At least, you can outpace Death once it appears, so it is not too catastrophic. 2- Because you're in a race against the clock all the time, it's another game where you need to keep SHIFT pressed pretty much all the time. It sucks. Just allow me toggle run, or make sprint the default and use a key to slow down/walk? 3- You need to purchase ammos and weapons and that's fine. But the E key is tricky to register it seems. I often pass by items and lose time just trying to actually make the purchase happen. Not sure what the issue is but in a game where you need to run all the time, it feels glitchy and frustrating. I should get my item instantaneously the moment I press E, all the time. These are the type of issues that makes the race-against-the-clock concept frustrating. While I am down with the idea, the implementation makes it not all that fun to play.
Procedurally generated simple maps, tons of weapons and enemies. The blessing / curse system is interesting. Personally it does not bother me that much but fyi for others - it still says "Early Access Upate 9" in game but not on store page - is it an early access game now or not? (Guess that was never fixed even though I found it reported in reviews and discussion posts from 2020.) Has a horrbile mouse sensitivity bug. Besides that, I had a couple of hours of fun and taking the price into consideration I recommend it.
Still Not Dead is a fast paced pixel arena shooter which I can see myself picking up when I have a few mins to kill and want to jump into something quickly. It gives me vibes of quake with the pixel art and movement of the character. Interested to see how this game goes!
fun
Short, weird and very hard. That's going to be you playing the game.
It might look cheap and irrelevant at first blush, but scratch the surface and you'll find this is one of the best arcade style treatment of the Extraction-Shooter subgenre you can get. It perfectly hits that risk vs reward feeling of constantly trying to take just the right amount of risks to pay out with immense power without getting completely overwhelmed. Don't sleep on it, give the dev a chance.
This is a pretty fun game lacking one major feature that, according to me, completely kills the fun of it. Which is character upgrades. You need to "complete" a run - AKA get through 6 stages to call it as complete. I kept dying in stage 2 itself. So I could not upgrade (if that feature even exists). It's a fun shooter with lots of enemies coming at you. Except you don't know how much health you have left. I wish that data was also present like in other shooters. Also, the health items somehow are very difficult to find. They almost always spawn right next to a building or inside a building so that you're searching around endlessly before giving up. If you're okay with mindlessly dying constantly until you get better enough to get your first upgrade then you might enjoy this.
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Trends
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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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