
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.
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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
👍 definitely not worth 10 bucks but i got it on sale
Like playing Robotron: 2084 and Gridrunner 2: Attack Of The Mutant Camels. This game is really, really good if you love twitch games! Really recommend this for anyone who wants a great dual-stick shooter that will split your brain in half.
pretty good stick shooter
We have here yet another arcade masterpiece from Vertex Pop. What really strikes me about this one is how the setup of the game tells the newbie to play cautiously, but trains the more experienced player to a surprisingly aggressive play style. One might see it as a minimalist distillation of a cosmic horror narrative where the protagonist is well-armed and driven by a will to fight. EDIT: It might just be me, but something sounds off about the music. The game has a rich enough aural palette without it. I suggest you try muting it if the game just "sounds agitating".
One of the best Twin Stick Shooters I´ve ever played. Simple and effective mechanics. The limited range forces you to play proactively and everything feels finetuned and well thought out.
Serdecznie polecam. Uczta dla oczu. https://www.youtube.com/watch?v=Yvb0ENL8Hjs
Love this game! Be warned, this game is very simple. Some people might not like the $10 price tag, but if you like arcade twin stick shooters like Geometry Wars, you'll probably like this. You play as a little white puff (reminds me of the Pokemon Woobat) that shoots a beam out. You control movement right the left stick and you aim the beam with the right stick. Purple cubes and diamonds spawn after killing enemies. These increase a superbeam meter that, once full, can be activated with a shoulder button. This is a large and more powerful beam that also gives you a brief shield upon activating it. That's all there is to this game. Don't let its simplicity fool you, though. There is a lot to keep track of and it's what I really love about We Are Doomed. For starters, those cubes/diamonds that spawn are complex in their own right. These pick-ups disappear after a few seconds. Cubes are worth the equivalent of four diamonds, but the catch is they degrade in how much they're worth over time, which means to optimize, you want to pick the cubes up as fast as you can. You'll constantly be paying attention to where these pick-up drops and which pick-ups are where. These pick-ups also increase your score mutliplier and award you points in addition to filling up your superbeam meter. Collecting these is of absolute importance for a high score. Once you've charged your superbeam, that's not where the complexity ends. While the superbeam can be used as a get out of jail free card when you're in a tight spot, it's also crucial to scoring. When you use superbeam, your multiplier doubles as does the amount of multiplier you get from each cube/diamond drop, which also coincidentally partially recharge your superbeam time. Timing your superbeam properly is key because not only are you doubling your score intake, but you are boosting how fast your multiplier increases. Be warned, though, while you have multiple lives in a run (4 for wave mode, 3 for endless), getting hit drops your multiplier down a bit. Of course, scoring wouldn't be a challenge without enemies to clutter the screen. The enemies are really the best thing about We Are Doomed. There is SO MUCH to keep track of. It starts off fairly easy with your basic green jellyfish and blue triangle enemies that mostly clutter the field more than anything, but it starts to ramp up to enemies that shoot at you, chase you, split into more enemies, etc. In addition, there are environmental hazards. Blue asteroids will fly in across the field. There's a vertical laser that slides back and forth horizontally across the field that periodically shoots a vertical beam. You must always keep tabs of where that laser is or else you may leave yourself with no escape to the oncoming beam. There are also small yellow enemies that typically rotate around the edge of the play field, making edges and corners unsafe if they are nearby. Sometimes they'll even follow lines placed into the play field itself, adding additional hazard. These can be shot, but respawn frequently and reward no points. Dodging all these hazards, prioritizing enemies, and paying attention to enemy spawns and movement gives you a lot of information overload when paired with trying to collect pick-ups and maximize your scoring potential. It's a real rush. If there's one negative to say about We Are Doomed is that it's a very visually intense game. While not frequent, sometimes you will run into things just because there is so much going on both visually and spatially. One thing I really dislike is how the blue space background that sits behind the pink/yellow play field can really mask the blue asteroids that come in from off screen. I wish asteroids were a different color. I also hope you like bright colors, because everything in this game is colorful. There also are not a lot of modes, but I feel satisfied with what's there. There's wave and endless mode. Wave mode has 30 waves total, which checkpoints every 10 levels, but you'll start with no score if you start at a higher wave. To get the best score in wave mode, you'll have to start from wave 1 and survive all the way to wave 30. Just completing waves 21-30 was a challenge for me. Endless mode is probably my preferred mode because it doesn't feel as structured. Waves get harder and harder as you progress, and you try to survive as long as you can while maximizing your score. With online leaderboards for each of these modes, you can score chase to your heart's content. Overall, when I pick up We Are Doom, I can't put it down. I'll tell myself one more game and I end up playing 5 more. That's the sign of a good arcade game.
abstract asteroids on alien acid
fun gammmeee I suck lol
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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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