
Vicious Circle is an uncooperative multiplayer shooter in which mercenaries compete for loot against a terrifying monster. Dirty tricks are the key to victory, and only one player can come out on top.
Modeled estimate, not a reported figure. How we estimate →
Media

About







Stats
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Polish, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Concept is neat but there are too many problems with the core game loop. I'll follow up with details: Core game loop problems: Game is very luck dependent, by that I mean it depends on how awful / good your teammates are as to whether you can even win as a mercenary. Even then, it's still heavily down to luck. If all the mercenaries but you are bad, there is no chance for the sole survivor to win except gross luck. Even if the sole survivor wins, because there is no penalty to death and you instantly respawn and are able to take control of the last player, it becomes a battle of who can take control at the last second. IE basically all the work you do as a mercenary is pointless in the face of the fact that you're constantly swapping bodies. The monster has a 1HKO attack but is very easily evaded, which sounds fine on paper, but the sound design of the game means that you relying on being able to hear a sudden surprise attack from the monster is trumped by the 3x loud voice overs that occur semi randomly, as well as being bombarded and distracted by the monsters that can take over a host body. The little dippers that can take over bodies are way more mobile than the base characters, and are also take several hits to kill. You're constantly juggling equipment and every other person who dies makes juggling equipment more tiresome as the dippers will destroy your decoys, eat your mines and ignore other equipment. You have to physically shoot them most of the time which isn't possible when you have three of them bombarding you at all times. My Technical Problems: Sound design is awful. Voice overs are pointless and super loud, covering up other sounds which alert you to nearby monsters and such that are out of line of sight. Automatic movement mechanics hinder you more often than helping you. The game has built in auto climbing and vaulting mechanics, which sounds nice but the problem is you will automatically climb every little piece of cover you bump into and try to move around, or trying to jump into a doorway to evade you climb onto it and then get mobbed. Awful mechanic. Players should only have their mobility options, and not some automatic climbing system that takes away skill while also hindering players. Matchmaking. The game put me into an empty lobby after 15 minutes of searching, so I alt tabbed to my other monitor so I could browse while it filled up... then it had the audacity to tell me I was "kicked for inactivity" when I was WAITING in an EMPTY lobby. Of course I was inactive. I can't do anything at all because there's no one in the lobby. My recommended gameplay changes are: Make dipper respawns much much longer, and make them less mobile. Either that or take away their ability to see players at all times and make them have to search for you. Right now they just mob you on respawn and respawn infinitely, sometimes within feet of you just three seconds after death. OR you can give a limited (VERY SMALL, TWO OR THREE) amount of lives for the dippers and make them have to collect nuggets to refill a life, give them some other task to do while they sneak around. They should also be a lot less healthy. Any character that spots them should be able to instantly down them with a single shot, popping them like eyeballs that contain nuggets. Any one of these buffs would make the game so much more enjoyable as a cat and mouse between you and the monster, not 90% of the game battling with the other dippers to take the host at the last second, just for the monster to win because whoever is in the body can't dodge all the dippers, sneak around, collect nuggets and dodge the monster. The monster should also never have a 1HKO instant attack, unless it's some kind of super hard to hit skill shot. Right now the charge is a giant AOE which also gives the monster speed, meaning they can round a corner and instantly use it on you before you can react. One more thing... overhaul the evac zone. It's absolute cancer to fight a player for 15 seconds trying to evac when they don't even have half the required nuggets, just for the monster to burst in and interrupt you when you're one second away. Players who don't have enough nuggets should not BLOCK the evac timer. Sure they can knock you out or delay you, but outright blocking the zone indefinately is cancer, just so neither of you win and the monster gets a free win... awful design.
Related
Related
Trends
Modeled estimate over time.
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[INITIAL THOUGHTS REVIEW] TLDR: While on release this game suffers from pacing and balance issues, the price tag in combination with fun gameplay and the Devs assurance that future content and such will be free means this will be a game that lives up to expectations in the end. Before this past weekend I had heard nothing of Vicious Circle, but a quick stop by their steam store shows the kind of chaotic fun that is promised, and it does deliver on that note. Though currently few in number, the survivors available on release are varying and entertaining, both visually and in terms of their loadout, and while the game is not as cutthroat as the page would suggest (your weapons don't actually damage the other players) there is a modest variety of power-ups to be found that can cause a few headaches for your "teammates". The biggest problem I have with these, however, is there is never time to be working together long enough to put together a backstab attempt. Every round I have played so far has started off with one of my fellow survivors dying within the first 30 seconds. This is not the end of the game for them because they get to turn into a wonderfully ugly little spiderman alien that can attempt to take over a living body (a fantastic addition from a gameplay perspective, with movement similar to the PvP zombie in Dying Light), but it happens so fast that soon (usually ~4 minutes into a round) everyone is a vengeful alien except the one person running for his life from the boss monster. That takes me to my biggest point of why these rounds feel like such a different pace of gameplay than the trailers would suggest to expect. The only boss monster currently available in this game is a swollen, over-sized alien chicken which fits perfectly in with the theme of this game, but whose abilities are widely over-powered to the point of being ridiculous. The ability to see the survivors through walls at all times unless they are crouching is countered nicely with a pickup that acts as a decoy for this sense, but until you find one of these you are stuck crouching around to avoid detection or, more likely, found within seconds and killed with one of the bosses other abilities, which is a 1-hit KO with a ridiculously short cooldown. I could say that maybe a solution to the abililty would be to lengthen the cooldown, but as I have found out in one particular round, you will never catch any of the survivors without the speed boost the charge provides, as they all have an escape perk unique to the survivor chosen, and can lock the occasional door they go through. So by 4 minutes in you have one survivor running for his life from the Boss, but in doing so showing the Boss and the vengeful aliens/ex-teammates exactly where he is at all times, with the aliens constantly taking the one survivor over (due to some of the most satisfying movement abilities out there) and continuing the run from the boss until death, in which the round is over and the Boss has won. If you are still with me at this point, you might feel confused as to why this review has a positive rating. The truth to that is everything I have mentioned above that gives me hesitation, I believe can be fixed with balance patches as the Devs figure out where exactly stats need to be. They have all the right elements in there, and between their hard work and a player-base ironing out a survivor "meta" (maybe taking things a little slower at the beginning of a match, who knows?) I think this game can have a silly arcade feel that makes it easy to pick up and play, then wonder where the time went. *edited to correctly reference a dev post*
TL;DR at the bottom Before I get into the myriad of problems this game has, let me first say I thoroughly enjoy the gameplay of Vicious Circle. I think it's a unique idea, with fun mechanics and a good art style reminiscent of Overwatch. I've had plenty of fun in the 10 or so hours I've played at the time of writing this. Don't get me wrong, I bought this game. Then I bought it again for a friend of mine. So I'm not against this game at all. I want it to succeed, it's just that there are some things that definitely need looked at before I can recommend anyone else pay their hard earned money for it. The premise of this game is to run around the map and shoot deposits of nuggets, picking up 75 of them, and evacuating with them, all while avoiding the attacks of the (only) monster, peggy, and your "team". It's not really a team, because the rounds are too short to have any sort of teamplay and the backstabs start before you even pick up your first nugget. I don't mind that part of the game however, it's all in the spirit of the game itself. What I do mind is when they suggest that you play as a team at all, because nobody in their right mind is going to, and it only turns off the less aggressive players. Now, lets get into the mercs. I play mostly Blitz, the fastest character in the game. He has a blink ability, much akin to Tracer's ability from Overwatch. However, it has only one charge and it essentially doesn't work. Sometimes when I activate the ability, It'll teleport the full distance. More often, though, It will send you two feet forward, the complete wrong direction, or nowhere at all. There are many occasions where you'll clip into walls, terrain, objects, or the monster/other mercenaries. I've encountered more problems with Blitz than any other characters, the only problems I've noticed with Cpt. Boom, Zella, or Cr4sh, are that they aren't balanced particularly well. Boom has an invulnerability shield and an automatic rifle. The shield protects you from the monster's attacks, stage hazards, enemy mercs gadgets, and the dippers' attacks. It's cooldown is way too low for how good it actually is, and his gun has too many bullets for how much damage it does. Zella has the ability to turn invisible, hiding her from everyone's sight and giving her a slight speed boost for about 3 seconds. The only changes I would suggest to Zella is lowering the amount of damage her attacks do, or raising her reload time. Cr4sh's escape ability is called eject, and as you could assume, it ejects you forward a good distance, while lowering your movespeed until your body regenerates a few seconds later. It's important to note that you lose hp when you eject, but it doesn't subtract a percentage of your hp or anything like that, it sets the current hp to a predetermined amount. Usually, this isn't a problem, but when you're the monster and you damage Cr4sh to say, 1 hp, he can use eject and actually GAIN health from it, and by the time you catch up, it's off cooldown already and he's probably regenerated it back already. The monster, which at the time of writing is only Peggy Sue, has been balanced into a much better place than she was at on day 1. She's slower than she was originally, and her charge ability has a higher cooldown. The charge can be used to instantly break down locked doors instead of having to hit it four times with the regular attack. or rather, it can be used to instantly break down locked doors sometimes. The game seems to have problems with realizing the door was hit by the charge, even if you hit it dead center. I've had multiple problems with the charge, whether it's the aforementioned door bugs, or when I'll charge someone, get a confirmation of a kill (the screen turns a bit red and a skull appears), and when I check the killfeed, it's empty and I turn around to see the person I "killed" running the opposite direction. She has another ability where she spits an egg at mercs, which breaks on touching the ground and creates an AoE of damage while slowing. Again, this only works sometimes. Another problem holding this game back is the servers. They have their own dedicated servers, which is always nice in a multiplayer only game as opposed to peer to peer, but they aren't particularly good. I've had MANY occasions of lag for seemingly no reason other than I jumped. I know it's not my internet, and it seems that it's not anyone else's either, because you'll rarely see anyone with a ping of over 30. So it's either displaying the ping incorrectly, or it drops packets constantly with no indication or explanation. I've had instances where I've been hit by a shock grenade, or hit someone else with one, and the server seems to not notice, and nobody drops any nuggets. Hit detection is iffy at best most of the time, and you'll often have swings that were right on target miss. Overall, Vicious Circle has too little content to justify the price. 4 maps, 4 mercs, 1 monster, 20 dollars. some half-baked cosmetics that are just recolors. In other games with cosmetics, the recolors are usually the lowest tier of skin, costing less than any other skins of higher quality including changes to the actual model. I admire the decision to have free battlepasses, but the "Coming soon! Store!" button doesn't leave me enthusiastic about what is to come. Free games have stores. This game isn't free. I don't mean to be overly critical of this game, again, I enjoy it. Devs, before you give me the typical canned response of "We're sorry you're disappointed in the game! we recommend you experiment with new strategies! we hope you give it another try!" Please understand that I'm not saying that the game is bad, or that I hate it and I'm never going to play it again, because I plan to keep playing it and watching it grow and develop. I believe in your project and truly hope it will live up to my expectations of it. But if you were to ask me what I think the biggest thing that's missing from the game right now is, my answer would be an Early Access tag. TL;DR A plethora of bugs stop this game from achieving what it sets out to do, and I can't recommend buying it in it's current state. Grab it on sale.
There is potential here but unfortunately the game is already dead. No hate but I remember when The Know laughed at Boss Key's Lawbreakers for being dead so fast XD.
I've been having a ton of fun with this game. There are a few things that could be fixed but it seems that the majority of people are complaining about this or that being broken even though they haven't put the effort into figuring out how you can play against certain things. This game has a lot to offer, it reminds me of Evolve in a way and gives me the same rush of excitement when something happens. I love this game so far and if they keep adding new stuff and rounding out the rough edges this will be a game everyone should try.
Gunplay - Solid Combat - Chaotic and Fun Playing as the monster - Powerful if in the right hands, terrible if you don't know what you're doing Maps - Nice and unique Artstyle - Wonderfully cartoony Voice acting - Pretty good - a bit hit or miss on a few lines, but mostly good. Balancing - More then Playable This game needs more characters and maps. That's all it's lacking. It needs new monsters BADLY as well as new characters to play as. outside of that, wonderful game!
非協力的1vs4の非対称マルチシューター。 以前よりインストールしたまま放置してたことに気付き起動したものの、人口は一桁と完全に過疎って遊べない模様。 日本語対応してる上に、1vs4という構図に脱出可能なプレイヤーは一人だけというゲーム性が新鮮で結構気に入ってただけにとても残念。 カジュアルだが戦略性の高いゲームコンセプトなのに遊べないほど過疎るのは、やっぱり話題にならないと同時にチュートリアルを強制されるからなのかなと。 個人的にチュートリアルをプレイしないとマルチを遊べない仕様は万歳だけど、それが逆に面倒で折角始めたプレイヤーはチュートリアル時点で辞めていくのが原因かもしれません。 ゲーム全体の雰囲気やゲーム性は好みなので人口回復するようなことがあれば、一回でも良いのでちゃんと遊んでみたいと思います。
The game was dead on arrival - pretty much within a week of launch, it became nigh impossible to find a game. Heck, you can't even download the game off Steam anymore, so that should tell you all you need to know.
why on earth are you reading this? no really, you are reading a review of a game that has been shut down for a few years now. what are you doing here?
WHY NOT MAKE IT FREE AND ADD COSMETICS PLEASE GOD
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.