
WE ARE DOOMED is a twin-stick shooter where you zap polygon baddies with an absurdly overpowered laserbeam. Dive head-first into the action with reckless ambition, charge the SUPERBEAM, and zap everything out of existence in an instant.
Modeled estimate, not a reported figure. How we estimate →
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Portuguese - Brazil*languages with full audio support
Engagement
Hours played at review time, across 29 reviews with recorded playtime.
Reviews
This is one of my favorite games on Steam. If you like twin-stick shooters, this game is a must buy. The action, visuals, controlling, and music are excellent. I like how the weapon is limited for the most part. The weapon generally has a short width and short range. There are opportunites to upgrade the weapon, but only briefly. This keeps the game challenging. The only thing missing is a way to earn extra lives, as far as I can tell. I just finished the waves mode. Maybe there can be an update to add more waves. Endless mode is there, though, so that's fine. Please buy this game and support this fine developer!
WE ARE DOOMED looks like another Geometry Wars clone, or a Robotron clone for you old-school folks out there. Twin-stick score-attack shooting against waves of swarming enemies in a rectangular arena, yawn, seen it. But look, if you still think there's life in the sub-genre (or if you wish there was), you must play WE ARE DOOMED. It hits you first with the look. The simple, colorful shapes look a bit flat in screenshots, but come alive when they fill your screen in motion. And, importantly for an arcade game, the action is always instantly readable through all the chaos. The real smarts in WE ARE DOOMED's design take a bit more play to come through. The SUPERBEAM system is a simple bit of genius, almost too simple to notice, so I'll unpack it here. Pickups spawn semi-randomly around the arena, often in inconvenient places. Each pickup charges your SUPERBEAM. When the meter is full, you can unleash it to (1) temporarily replace your ordinary beam with one that reaches across the arena and tears through enemies in an instant, (2) multiply your score gains for the length of the effect, and (3) gain a brief moment of invulnerability. Pickups disappear quickly, though, so you may need to carve your way through a horde of enemies to grab one. If you try to play conservatively and avoid hard pickups, not only do you miss out on score opportunities, you end up without enough firepower to keep the arena clear. The risk/reward tension of the SUPERBEAM system gives a session of WE ARE DOOMED the close-range enemy-dodging frantic fun of late-game Geometry Wars for almost its entire length. This pacing improvement over similar games, combined with plenty of polish and generally thoughtful design, makes WE ARE DOOMED my favorite coffee-break shooter. I hope to see you on the leaderboards!
So... Robotron:2084 and Asteroids met up at an Electric Wizard concert...dropped some acid...and...some 70 years earlier...their daughter,Candice Swanepoel was born. Would time travel again.
I don't think I've ever known a twin-stick shooter, or indeed any game, to be so relaxing and stressful at the same time...
Fun little twin stick shooter. Well structured achievements for completionists and no big bugs or flaws. Worth buying on sale.
It gets rather hard to see with all the colors and shapes that explode whenever the game picks up. But, overall, darting around to laser polygons was pretty fun and I’d say it’s worth tossing a few quarters at this game while it’s on sale.
Quality title. Heart-pumping arena-shooter. Once you master it, it becomes a great timewaster (although it definetly has a halflife).
Кайфовая игра, хорошо оптимизирована
TOO HARD BUT FUN BUT IT IS INSANELY HARD OH MY GOD OMG OMG OMG!
hahs godo tiemas
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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