
Take control of a cyberdragon and annihilate swarms of rocket propelled chainsaws either online or via LAN in this high speed, high skill 8 player co-op twinstick shooter.
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**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
AAAAAHHHHHHHHHH super difficult but insanely fun when you get in a flow, i just wish progression was clearer as sometimes i dont know if im even fighting for a reward
XenoRaptor is a frenetic, customization-heavy twin-stick shooter that embraces the chaos and momentum of the genre while adding a layer of depth through modular ship-building. Developed by Peter Cleary, the game channels the spirit of classic arcade shooters but expands it with modern sensibilities—persistent upgrades, flexible loadouts, escalating enemy types, and optional co-op play. Rather than presenting itself as a simple wave shooter, XenoRaptor positions you as a lone cyber-dragon fighting through increasingly hostile reaches of space, stitching together improvements from scavenged technology while learning the quirks of weapons and support systems. It aims to satisfy players who crave adrenaline, spectacle, and mechanical tinkering in equal measure. The game’s core loop is immediately accessible: you maneuver your agile, dragon-shaped craft through asteroid fields and cosmic debris while firing in all directions using twin-stick controls. XenoRaptor excels here, offering smooth movement, tight input response, and a sense of speed that keeps combat energetic. What elevates the moment-to-moment gameplay is the sheer density of visual and mechanical feedback. Explosions bloom in bright flashes, laser beams slice through the dark, and enemy ships shatter into debris that scatters across the map. These touches give combat a visceral punch without overwhelming clarity, and they help maintain a satisfying flow during intense encounters. Each level introduces new enemy variants—from nimble hunters to heavy gunships—ensuring that battles rarely feel predictable. Where XenoRaptor truly distinguishes itself is in its customization system. Between levels, you can experiment with a wide array of weapon parts, hull augmentations, and supporting tools. Whether you prefer rapid-fire energy weapons, slow but devastating missile barrages, flame-based crowd control, or exotic payloads with bouncing or homing properties, the game encourages you to tailor your loadout to your playstyle. Upgrades drop from enemies, so every victory becomes an opportunity to transform your build. This gives the game an almost RPG-like sense of personalization: you aren’t just piloting a generic machine—you’re engineering a bespoke engine of destruction. The customization variety ensures that each session can play out differently depending on what you prioritize or experiment with. The visual identity complements the customization well. XenoRaptor emphasizes scale and atmosphere through its cosmic backdrops and asteroid environments. Space feels vast, cold, and dangerous, a trait amplified by the way enemies emerge from off-screen or hide just beyond your field of view. Thematically, the game walks a fine line between gritty sci-fi and stylized spectacle. Its effects are bold and colorful, its enemies sharp and distinct, and its environments rich without feeling cluttered. The soundtrack and sound effects reinforce the intensity, delivering thumping rhythms and satisfying weapon audio cues that help make repeated playthroughs engaging. Despite its strengths, the game exhibits some rough edges typical of a solo-developed project. Pacing can fluctuate, with some early waves feeling overly slow or sparse compared to the high-energy segments later on. Occasionally, a single surviving enemy drifts off-screen or circles the map in a way that stalls progress, creating moments of downtime that break the game’s otherwise steady rhythm. Interface readability can also present minor frustrations: menu text and icons are compact, and certain upgrade explanations lack clarity, forcing players to experiment through trial and error. Over long sessions, the repetition of wave patterns becomes more noticeable, especially once you’ve unlocked a comfortable, high-efficiency build. However, these issues rarely overshadow what XenoRaptor does well. The game remains consistently entertaining because its foundation—tight controls, responsive shooting, and meaningful customization—is solid and enjoyable. Co-op mode adds another layer of fun, turning battles into chaotic shared experiences where combined firepower can overwhelm even the most aggressive enemy swarms. For players who enjoy testing builds, chasing high scores, or perfecting their reflexes, XenoRaptor offers a rewarding amount of replayability. In the end, XenoRaptor succeeds as a stylish, aggressive, and mechanically flexible twin-stick shooter that punches well above its weight. It may not rival the polish of larger studio releases, but its sense of speed, spectacle, and player-driven customization give it a distinct identity within the genre. For fans of arcade shooters, roguelite-style experimentation, or couch co-op chaos, it offers a fast-paced adventure that continues to open up the more you invest in it. It’s a strong example of how focus, creativity, and smart systems can elevate a simple concept into something memorable and satisfying. Rating: 7/10
基本的に敵は物量で押して来るので難易度は結構高めです。 それだけならいいのですが、第2ステージ以降ステージ中に小惑星をバラ撒いて(当然ぶつかると大ダメージ、画面の数割はこれで埋まります)こちらの動きを制限して難易度を高めようというゲームデザインなのであまり面白くはないです。
Mindless fun but, sadly, not much fun to go with the mindless.
Bought only for emoticons letters. The game sucks.
3/10 Askin' the wrong guy. Bullet Hells are not for me and I don't understand the joy that is gained from forcing your eyes to water from straining and stressing over and over with ostensibly arbitrary rules on what is or isn't OK to do in a game that seemingly revels in sadism. I was forced into this game and, of course, my completionist self is all, "Hey you GOTTA do 100%, especially since you managed to do 90%! Just ONE more, man." But the last achievement is what really makes this game terrible for me. The goal of getting 1million points is virtually impossible because a lot of the ways to get it (certain bosses and long-winded endless runs) are either extremely difficult for the reason mentioned above or will crash because of poor programming. And since this game is no longer supported, the chances of you earning this final achievement is much more difficult. Sound design is relatively poor as well. It has what I feel like Warcraft 3 and Starcraft 2 did: try to soyboy the sounds so that it's just a bunch of soft pewwwwwwwwws and booooops so that the destruction of your enemies feels like an afterthought and have powerful weapons just feels like your thumb slightly twitched. If you're going to do Bullet Hell, you should ramp up the feelings of what makes players enjoy Bullet Hell. RNG is a natural part of the genre but this game does it a lot more by peppering you with 10-20 smaller enemies that fly around on their own patterns while big bosses have their artillery, missiles, and beams firing on you on independent patterns. Meaning - you see the boss face you so you dodge to the side thinking you'll evade its cannon only to be blasted by it anyway because its on it's own turret while the bombs litter the front of the boss all while little ships are whirling around you with unblockable buzzsaws that you either have to dodge or block (both of which were used up because the boss unexpectedly just blasted you in the face). It could be that I'm simply not good at these games and playing on nightmare takes a lot of the fun out, but then you're arguing for what the true experience of the game is. Is playing on EASY mode what the developers intended? Is fighting the toughest boss on the highest difficulty not the only way to achieve 1million points? Are players supposed to just sit in a comfort zone and not experience the rest of the game because it's too hard? Are you supposed to laugh and go, "GEE WHILLIKERS! THE GAME SHORE GOT ME! HUH HYUK! GUESS I GOTTA PLAY THOSE LAST 10 MINUTES AGAIN AND STRESS MY EYES TILL THEY TURN PINK! OH BOY!!!" Maxed out weapons? Naw, the Boss has BILLIONS of HP so your mere 1.6k damage per super blast is not gonna take less than 20 min of constant fire to kill it. If you can recommend a GOOD bullett hell game, perhaps I will re-evaluate on how good this genre is. Otherwise the genre itself already causes this to be a 4/10 and the general ♥♥♥♥♥♥♥♥ of the high difficulty decreases it by a further -1. Reverse the score if you just love maiming yourself. 7/10 for you psychos.
çok iyi oyun
uçmalı kaçmalı piu piu yapmalı oyun fena değil.
Fun game. but it's dead, and no content, and it's grindy. 7/10
super Spiel, bis auf den Schwierigkeitsgrad. leicht sollte auch wirklich leicht sein. Egal welche Schiffskonfiguration, irgendwann hat man selbst auf leicht keine Chance mehr, Gegner von allen seiten. Wer programmiert nur so ein Frust?
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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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