
TraumaCore Violence is a 2D Action Game with a focus on intense, snappy combat and in-depth movement mechanics; set within the psyche of a woman who has just had her mind snap.
Modeled estimate, not a reported figure. How we estimate →
About

"You always hear about this happening, but never expect it to happen to you"
'TraumaCore Violence' is a 2D Action Game starring "Uzi",
a girl who has just receded into the depths of her psyche.
//COMBAT:
Combat is done through crazy high flying combos with an in-depth input and animation cancelling system.
Almost all attacks are frame-1-startup leading to a particularly snappy and fast paced combat feel,
allowing you pull off to insane chains and combos once you master your moveset.
//MOVEMENT:
Your attacks aren't just attacks, each move can alter or add to your momentum,
allowing for insane speed once you understand how every move works and effects your speed/direction.
//COMBO SYSTEM:
Every kill, a combo.
Kills will increase your combo meter, keep a combo going until the end of the level and you will receive a massive point bonus,
or cash-out your combo for its weight in health, whichever you feel matters most.
//FULL CAMPAIGN CO-OP:
At any time, you can go into the game options to enable a fully functional 2-player co-op mode,
take on your problems with a (imaginary) friend.
(This requires two controllers to be connected)
//STORY&VISUALS:
Uzi is trapped within her own psyche, plunged into the depths of her own mind trying to figure out how to escape.
The atmosphere and visual style intentionally pulls from a style coined "TraumaCore",
in which heavily edited stock and/or familiar images and/or art are used to fuel a sense of overwhelming stress and dread.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
if this is ur type of game, you can probably already tell. if not, give it a try, its three freaking dollars
A good time if you're the type of person who loves canceling one move into another into another into another, managing your movement and momentum, barely able to keep track of where you are and what's flying at you and not minding it one bit because it's just so cool. Metal and emotional in both its narrative, presentation, and gameplay, sometimes you just gotta let loose and lash out. Highly recommend trying Trauma Mode after a normal-style play as it really does become heavily parry-centric in the original mode. Learning how to play without it does bring you to appreciate your moveset more. Even though it makes one particular room with one particular enemy type absolutely infuriating to deal with. If I ever have a child and they start doing Rain Storm and multiple forms of animation canceling, I won't pressure them, I'll wait for the day they wish to open up and talk, accepting them. But if that time comes, I will let them know I've noticed the signs.
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Languages: English
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Я ПАРИРУЮЩАЯ ЭМО-ДЕВОЧКА!
i loved the game so much the combat is very unique and AMAZING i kinda got addicted but i dont have much time to play UGHHHH anyways story is also interesting and i am hooked up by the style of the game
Pretty fun to play once you get used to the controls/movement which is very confusing
finally got around to playing this game. its so sex 10/10
Melhor que pizza tower
great gamem
messy, brutal, maudlin, extreme, crunchy, and in a lot of ways really beautiful. [i]traumacore violence[/i] is never going to be a [i]hollow night[/i], [i]cuphead[/i], or [i]celeste[/i] in the "tough as nails 2d platformer" category, but it makes up for it by being completely earnest and unashamed, pushing forward at a breakneck pace to the point that there are times where the player doesn't even really know what's going on beyond an overwhelmingly visceral experience of blood and combat. the game has it's flaws and is not really going to please those looking for a mechanically logical and fair experience. it can for the most part be completed by just mashing to parry button and spin attacking completely negating a lot of the more mechanically dense and nuanced movement options. it's controls feel more than a little unresponsive, the wall jump in particular feels like it only works about half the time and the other half of the time it's hard to judge whether you'll get the height or momentum to actually reach the place you're trying to get to. the player will constantly find themselves juggled by enemies to the point where you will enter a room and just immediately die from a barrage of projectiles even if you're at full health. the health system itself feels pretty inconsistent, and there's simply so many attacking moves you can do through directional inputs that it times it feels imprecise and it times it just feels overwhelming. but regardless i was still incredibly fond of my experience with this game. even as it can be difficult and unfair it's also deeply cathartic, when you land a big hit on an enemy you really viscerally feel it as the game simulates impact frames and serves you crunchy sound effects and copious amounts of gore. when you feel yourself getting into a rhythm of parrying and attacking, moving between different enemies before taking out a barrage with a single spinning bullet spray the actual phenomenological experience of this game is second to none. a large portion of that is simply the visual design. the game wears its heart on its sleeve, drawing from anime, christian iconography, hyperviolence, bullet hell video games, and surreal horror to create this world that feels steeped in overwhelming maudlin depression that it then punctuates with a ludicrous amount of particle effects and flashing lights to the point where it's difficult to even really understand what is going on at times, and while that might turn a lot of people off it's this overstimulation that kept me going and willingly engaged me in a genre i usually tend to stray away from. the narrative here is sparse but punchy, told within brief cutscenes in the start and end of the experience and text that is easy to miss when speeding through these levels, but it nevertheless is conveyed in a way that works hand in hand with the aesthetic sensibilities of the game itself. i won't go too in depth because it really should simply be experienced first hand, but the way that the final boss played into the narrative being told felt like such an incredible gut punch to me i kind of couldn't believe it even as it's a trick i've seen done in video games dozens of times before. suffice to say, trans girl excellence.
cool artstyle that suits the tone, cool and interesting story, not lots of music, mostly ambient noises, combat is by far the star of the show, super fast and just the right level of challenge, easy to learn but has a lot of depth to it, and movement is fast and fluid, just like the combat game's a little short but has good replay value since the combat is so enjoyable worth way more than the price
Players by region
Where this game's players are, estimated from review languages.
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