
Be a contestant on StratoBash! Race up the floating islands along the stratosphere, bashing off Eyeoids, solving puzzles & more to score. Use VR controllers to throw Bashers, or play with a mouse & keyboard.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
Unique take on the level-climbing roguelite. Combat is Smash Bros style, where damage only serves to increase knockback range, and all KOs are ring-outs. The variety of "bashers" (weapons) gives you a lot of options in combat style. Each one is completely viable too, avoiding the "two or three good archetypes and a bunch of vendor trash" trap that many randomized games fall into. Staying alive isn't just a matter of not getting hit, it's about not being too close to the edge when you do, especially if your damage is high. Recovery is possible if you get knocked off, but you can't count on it, especially if you're on the lower platforms of a level. Keeping track of where the restore powerups (debuff removal) and heal powerups are in the level is also critical, as you can find yourself needing one in a hurry. Falling isn't a game over, but you lose a random item when you do and if that item is your main basher it can bring your run to a grinding halt. Your inventory is ten slots, which is a good reason to hang onto old items just as a buffer to lower your odds of losing the good stuff if you fall. The level randomization works well. Occasionally you get jump platforms or ramps to nowhere, but never inacessible platforms or jumps that are too difficult. Item randomization also stays balanced most of the time, but like all roguelikes/lites sometimes you roll an absurdly overpowered item that boosts you for a few levels, or have to make do with a string of not so good items. That unpredictability is part of the fun though. The learning curve is a bit steep, but since falling isn't a game over learning it isn't a grind, you're just probably not going to finish on your first run. It's a simple game, but at four bucks you'll more than get your money's worth. Even if you don't plan on powering through the levels, just bashing on the floating eyeballs is a satisfying form of stress relief. P.S. I don't have a VR set, so I can't comment on that. But this dev has done VR before and gotten good reviews on it, so I expect it's well executed. Hopefully someone with a Vive can confirm that here soon.
Well now... this is certainly a strange one. Now, I've been a fan of Phr00t's games for a long time now, and have played most of them. Going into any of them, I know to expect some surreal procedural weirdness, which is something that I really like but that most developers dont seem fond of doing (which is a shame). I can think of only a few that are willing to make this sort of thing. Phr00t though is one of them, and this game doesnt break the trend of creative bizarrity. How do I even describe this one? Okay. So, think of Smash Bros, right? Nintendo's wild fighting game, where instead of smacking your opponent until they pass out, you try to knock them off the stage to score a KO. Well, it's like that, except in first person, and you punch eyeballs, except instead of punching you sorta throw rocks kinda? And it's all procedural and you have an inventory. Sometimes there's a boss or you solve a riddle, because why not. The game does a good job of explaining the basics. Your only true goal is to ascend, clearing 30 levels to end the run. However you're also after a high score here, but how you go about things is up to you. Each floor has portals that lead to the next one, but the portal activator has some sort of condition. Maybe you have to find a star in a crate, or maybe you have to knock at least 5 weirdos off the stage. Whatever it is, you'll traverse astonishingly strange landscapes in your pursuit of that goal. Most levels are combat levels, but some will involve friendly eyes that give hints as to some sort of riddle, and you solve that instead. Traversing the different levels is an experience, that's for sure. These places sure arent boring, being a huge tangle of ramps, floating platforms, jump pads, and so on. Phr00t's games, in my opinion, have always been very good at creating levels/worlds that I actually like exploring, and this game does that too. However, it really takes some getting used to. At first you can expect to be VERY confused and get lost easily. After awhile, you'll get the hang of it though. To help you out, these little green signs are posted everywhere, pointing in the direction of various things. Learn to pay attention to those and your progress will get much easier. Each level will be populated with lots of eyeball dudes. While sometimes they will fight each other, they will prioritize you if they spot you. As is typical of games from this developer, they can attack from a seriously extreme range. These arent enemies that have limited vision range. The more damage you take, the further you'll be knocked back when you get hit, and the same with the eyeball guys. You can tell how damaged they are by the fact that they get more and more red as you hit them, so it's easy to keep track of how much damage you've done, and to which enemies. These guys are everywhere, and you're never safe. What's more, some of them can cast nasty status effects, giving you all the more reason to learn to dodge them. Fortunately, that's not all there is in each level. All sorts of things are there for you to find. You have health recharge stations, and a station to undo status effects on each level... so pure attrition isnt going to kill you. Getting a bit beat up early in the game cant ruin your entire run, which is good. Items of all sorts can be found lying around too. You have an inventory and can hold many of them at once (easily accessed with the mouse wheel). There's all sorts of weapons, potions, passive effects, and so on. These often have some randomization applied to them, so you never quite know what you'll get, particularly with weapons. Whenever you fall to your doom, you'll respawn with full health, but you'll lose a random item out of your inventory. Interestingly, there is no true lose condition. This seems a bit strange to me, but it works out in the end. You decide when you think you've lost. If you've lost enough items that you just feel you're too weak to get further, that's a time to quit. If you feel you can persist and overcome, you can do so. It's an odd design decision, but one that I've seen before. The difficulty overall is pretty high. Enemies are aggressive, with fast shots that arent so easy to dodge. Defending yourself isnt just about dodging, but also positioning and angles, so that when you do get hit, you're less likely to end up falling. Like everything else in the game, combat takes alot of getting used to. Fortunately there are no issues with the controls or anything.... mostly. The ONE major thing that bugs me about the game: There's no settings for mouse sensitivity. It's not THAT big of a deal really, and doesnt stop my enjoyment of the game, but it's still annoying. The one other, less major thing that bugs me is the portals. Portals that go to the next level, and portals that go to the previous one, look exactly the same, except for the beam that shoots out of them. It's easy to accidentally wander into the wrong portal if you're not paying attention to that beam. It's a fairly minor issue to be honest... it mostly stopped happening for me after about 20 minutes, but it was still annoying. Overall, this is a fairly simple and easy to understand game compared to some of the other ones. It's not like the X089 series where there's a zillion stats and a gigantic workd to deal with. This is a much more arcadey affair, not a gigantic adventure like those are. However, it does have the same "feel" that Phr00t's games usually do, if that makes sense. And again, this is fantastically strange... there just isnt anything else that plays like this, and there isnt much else that looks like it either. As such, it's a very niche game. You might really like it, or you might really hate it. I personally quite like it, it's definitely my sort of thing, even if it can be frustrating at times. I find myself coming back to this developer's games fairly often (particularly as they work on my junky other computer) and this one is likely to be no different.
I wish it supported Rift and Touch :( UPDATE: it does play on Rift/Touch, I just had to add -force-d3d11 in the launch options. Great game!
game where you throw stuff at eyeball dudes. i had some issues with the vr mode but its a funny game for 4 dollars.
No Trading Cards as advertised.
very jank but coollio
StratoBash, developed and published by Phr00t's Software, is an experimental indie title that blends platforming, physics-based combat, and light puzzle elements into a vertically structured challenge set high above the clouds. Framed around a game-show-like premise, it places players on a series of floating islands where the primary objective is simple: keep climbing. What gives the game its identity, however, is how it mixes movement, environmental hazards, and chaotic interactions into a constantly shifting obstacle course that rarely settles into a predictable rhythm. The gameplay centers on navigating small arenas suspended in the sky, each filled with enemies, traps, and environmental quirks. Players must rely on movement and timing to survive, using throwable objects to knock opponents off platforms while avoiding the same fate themselves. The physics-driven interactions add a layer of unpredictability, as success often depends on positioning and awareness rather than strict mechanical precision. Environmental factors such as wind gusts, unstable terrain, and sudden hazards further complicate each encounter, forcing players to adapt quickly as they move upward. This constant variation helps maintain a sense of tension, even if the underlying mechanics remain relatively simple. Progression is tied to clearing these arenas and advancing through portals that lead to higher levels. Performance is rewarded based on efficiency, encouraging players to refine their approach and replay sections to improve results. Alongside the action, the game occasionally introduces puzzle-like elements that require players to interact with objects or solve small challenges before moving on. While these moments add variety, they are not deeply developed, functioning more as brief diversions than as a core part of the experience. The inclusion of modding tools offers additional potential for creativity, allowing players to experiment with custom content and extend the game beyond its base offering. One of the more distinctive aspects of StratoBash is its support for both traditional controls and virtual reality. In VR, the act of throwing objects becomes more physical, adding a sense of immersion that changes how the game feels. In standard mode, the focus shifts toward precision and timing, offering a more conventional experience. While this dual approach is interesting, neither mode is fully refined, and the game’s mechanics feel somewhat basic regardless of how it is played. The concept is strong, but the execution does not always reach the same level. Visually, the game is functional but modest. The floating island setting provides a clear thematic identity, but the environments themselves are relatively simple, with limited detail and variation. Character and enemy designs serve their purpose without standing out, and the overall presentation reflects its small-scale development. While the visuals do not detract from the gameplay, they also do little to enhance it, leaving the experience reliant on its mechanics rather than its aesthetic appeal. Where StratoBash struggles most is in its cohesion and depth. The combination of platforming, combat, and puzzles is interesting in theory, but the systems do not always feel fully integrated. Gameplay can be inconsistent, with certain interactions lacking the responsiveness or polish needed to feel satisfying. The relatively short length of the game further highlights these issues, as there is limited time for its mechanics to evolve or deepen. What remains is a series of ideas that are engaging in short bursts but do not fully develop into a more substantial experience. Ultimately, StratoBash is best understood as an experimental project that prioritizes creativity over refinement. It offers moments of genuine fun, particularly when its physics-driven chaos aligns with its level design, but it also reveals the challenges of blending multiple gameplay styles into a cohesive whole. For players who enjoy trying unconventional indie games and are willing to overlook rough edges, it provides a brief but interesting experience. For those seeking depth, polish, or long-term engagement, it may feel more like a prototype than a fully realized game. Rating: 6/10
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