
Toroom is a dungeon crawler roguelike-like top-down shooter, where the protagonist just wants to come back to his bedroom after waking up in a world of fantasy. Fight your way through multiple biomes, clear rooms full of enemies, get as much loot as possible and defeat the bosses in your way.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Portuguese - Brazil**languages with full audio support
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
At this rate, I'm gonna say they made 3 games least with just reskins. This is at least THE MOST diverse game amongst them. However it still needs more variation. Also this game max needs to worth 3 bucks.
Decent twin-stick roguelike in the Isaac/Gungeon/Nuclear Throne vein, but not in the same class as those heavyweights. The arenas are cluttered with trees and other objects that you can walk through and they become transparent when you do, which is a weird choice. I'd rather the arenas to be simpler and less cluttered in a fast action shooting game. But really the biggest thing holding Toroom back is the weapon and item drops, and how dependent your runs are on them. If you don't get a good weapon by the time you get to boss #1, you're probably not going much further. Some runs you can be drowning in all sorts of helpful buffs while others you can still be working with your starting weapon 20 minutes in with very few buffs. That leaves too much up to luck rather than skill because like I said, you really need some decent equipment to make a deep run, especially on hard mode. The controls are nice and tight with the typical L stick to move, R stick to aim/fire, and a dash button on the RT. That's all you need. Cute pixel art graphics but there's just too many repeated elements in every arena (jars, jars everywhere!). A solid game but one that feels like it could've taken a big step up with a few tweaks. 7.5/10
A mind numbingly boring and soulless asset-flip that I can't refund, and it isn't even worth 50 pence. It makes you smash pots constantly just for a few measly coins which slows down the game and killing mobs isn't fun. It is nothing like good twinshooters like Vampire Survivor or Holocure. I can believe they took the Game Maker template and did nothing with it, but they keep remaking the same game after they made Gemini. Stay far away.
The game is extremely bland. While it's elements aren't actually terrible, they also aren't great. It's like eating unseasoned chicken - you won't get sick from it, but you won't be looking forward to the next time either.
https://youtu.be/oE1UX879Fhk Fully functional but ultimately without a strong unique hook to allow it to stand out among numerous other games in the same genre space.
Yeahhh this just kinda feels bad all around. Generic pixel art assets, broken English, boring gameplay. Balance is all over the place, some rooms are so easy you can just stand in a corner or walk in circles while others throw 37 enemies at you that spit out splitting slowing shots and like- after dying to the first boss by realizing my roll doesn't have i-frames and is just there to look cool, I really don't care to start another run.
I nearly dropped this game after 10 minutes because of the atrocious screen shake that you can't turn off! Seriously, maybe five people on earth enjoy screen shake and this game doesn't even let you disable it. Anyway, after tying my head to an electric chair and syncing it with the screen shakes on my monitor, I could play without noticing it too much. /s The game feels brutal at first. Most starting weapons for each character are incredibly weak and you often have to clear several rooms to find something slightly better. But once you adapt to enemy movements and attack patterns, surviving battles becomes manageable. There are only 3 different biomes, each with its own boss. The first area is usually the hardest, while the last is the easiest. The game seems balanced around having multiple items, but since you start with basically nothing, it's tough early on. You typically end up with 7-9 items before facing the first boss, and if you don’t have enough damage or attack speed boosts, you’ll likely fail (especially on higher difficulties). I liked the item design. Some items can instantly make your run 50% easier and if you’re lucky enough to stack more of them, everything (including the final boss) melts before your eyes. I didn’t like how weapons are tied to biomes. In the first biome, you can never get the good ones. Just decent enough ones to scrape through the first boss, if you’re lucky. Overall, this game is as much about skill as it is about luck (and honestly, much more about luck). You’ll only die to bosses and no matter your skill, it’s going to be tough unless you get good rng and acquire strong items. That’s kind of disappointing. For a roguelike, the game should offer more ways for players to grow stronger. Relying on rngesus as the sole difference between victory and defeat isn’t good enough. I enjoyed the challenge, but this game isn’t for everyone. There are better alternatives out there.
I’m really struggling to put my thoughts together on this game, because while Toroom might seem to have a personality on its face, underneath the facade, it’s incredibly generic. Functional, but dull and clunky. Your character falls asleep and dreams of a “world of fantasy.” I use quotes because that’s not how I’d describe a standard roguelike grid of a contiguous dungeon consisting of functionally identical ice, grass, and desert biomes. I think it’s admirable that the designer wanted to make something more than a run-of-the-mill dungeon, but there’s not enough diversity or scale to make me buy into it being anything more than a game board. The gameplay is generic too. The enemies cluster at the center of the room, then make a beeline for you when you approach, so you have to circle around, attacking them until they’re all dead. There doesn’t seem to be much in the way of strategy, they just group together into this amorphous threat. There also isn’t any noticeable damage feedback, so improving on the room clears and boss fights is entirely on you checking your healthbar to see if that last attack hit, a very tedious way to improve your skills. I found the game to be playable with the fox character, but the default rabbit character's range and mana are so poor that I couldn’t make it past the first boss. It’s also a pain to use melee weapons playing on controller since there’s a stark disconnect between the low speed and range of the attacks and the feeling of pushing the control stick to its limit. Why have melee options anyway if all the bosses are going to jump around the room shooting spreads of projectiles? The sword and spear options already feel clunky to use, why put them at such a clear disadvantage? It doesn’t seem intentional since, again, the melee character is the default. I only fought the final boss once, and I don’t think it would be impossible to grind and practice towards him again, but for what? To fight repetitive hordes of monsters with a new animal friend? To face Santa Claus, Kubfu, and the Peanut Butter Jelly Time Cactus a dozen more times? It’s such a shame, because this isn’t a game worthy of hatred, there’s far more cynical and broken games than this one, but this is still an imbalanced mess wanting for more creativity and content.
I got this in a 3€ bundle with 4 other games, so it cost me about 60 cents. I lasted 15 minutes and 3 runs. Not exactly the worst game I got out of the five, but the one I had least fun with. The game is quite difficult, but it's hard to tell whether I suck or it's maybe a balance/curve problem. All rooms are samey, each containing many enemies that take several hits to kill with the starting weapon. Damage feedback is weird, maybe too weak; I found myself dead without even knowing. There's a mana bar, there are different weapons, there's a boss at the end I saw once; expect to traverse many very similar rooms before finding something different though. Some enemies fire projectiles, which feel too fast and they seem to hit even when you think they didn't; imagine Enter the Gungeon with tiny rooms and regular projectiles that go 1.5x faster. There are many trees (at least in the first area) that hinder movement and obscure enemy placement/projectiles making things worse; they become transparent when you're directly behind, which is better than nothing, but it's not enough. This was rather miserable for me. I hate dropping games so quickly, but I was having zero fun and not looking forward to discovering more. Granted, I'm not a roguelike dungeon crawler guy anymore these days, but you can bet I'll look elsewhere if I find myself needing to scratch that itch in the future.
Feels bad to give a negative review to a cute game revolving around my 2nd most favorite animal - rabbit, but yeah. It's basically "roguelike is my passion" type of game that could very well be a project made for school. And I see it's indeed the author's hobby. But they made multiple games like this and they don't seem to improve author's skills, even if you just take a glance. Maybe it's time to learn that quality > quantity. The design is lazy and random all over the place, the balance is completely off, the map and NPCs don't make a lot of sense, everything feels clunky. It has 0 redeeming qualities. It's the worst roguelike I've installed yet. Anyone buying this for $10 should be considered crazy.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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