
Dungeon-Crawling First Person Shooting at its finest! Fast-paced combat! Dozens of perks, spells and enemies! Level ups! Random Dungeons! Traps! Badass bosses! Carrots!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
♥♥♥♥♥ jakie dobre o ♥♥♥♥♥ oesU JAKIE DOBRE kurrrrrr
Immer noch ein gute Spiel aber 2te is schon besser
[h1]What Hexen should've been[/h1] Ziggurat is a first persion shooter roguelike that is set in a fantasy world So basically, if you are a fan of Heretic, The Binding Of Isaac, Amid Evil, Fatal Labyrinth, Fable or even Hades - this'll be right up your valley. [h1]There is basic lore[/h1] You take on yourself the robes of one of the dark magic disciples and venture deep into (the depths below) Ziggurat - to withstand the whatever challenge your masters prepared for you. [h1]Core Gameplay[/h1] 5 floors (6 on Hard). Totally random, with random magic guns and various perks to make your life easier (or harder, depends on your luck). The more you play, the more variety you'll unlock. It doesnt matter whether you die or win, you'll unlock more according to the scores you've made in the end. [h1]Amazing art style[/h1] Runs on Unity, handled pretty damn good. All those magic crystalls and leaves slowly descending really do create that lost and forgotten magic vibes of old school fantasy games. [h1]Pretty big bestiary accompanied with a large playable roster.[/h1] For the enemies you will encounter Undead, Daemons, Blobs and most scary of them all - Carrots. Yeah, carrots. Hate those. As for the disciples - they're mostly the same class from the start but equipped with certain perks from the start. There are unique ones too, like a vampire dude who needs to kill fast or else he'll die out of starvation or an Oracle who is really weak at the start but by the 2-nd level he's already 12-th level so yeah, prepare your anus. [h1]Great OST too[/h1] I actually wanna save it https://www.youtube.com/watch?v=LQYNpQij1SE&list=PLVVzcFsKk-WqLCOpkm8rlU9Os55iS0MFL&index=5 [h1]The level design is impressive[/h1] Although simple. Since there are only so much levels, it will eventually bore you. But still, those gothic castles, dungeons, lava caves. Absolutely love it. Finally, there's the replay value [h1]Addicting as hell[/h1] You just cant stop yourself from getting back into it [h1]9/10[/h1] Underrated gem among roguelikes. Needs some polish and eventually you'll see whatever there is to see - but its totally worth it. Hoping that Ziggurat 2 would not be a total dissapointment for me in the future.
Ziggurat is a fast, aggressive fusion of first-person shooter design and roguelike structure that confidently channels the spirit of classic fantasy shooters while embracing modern procedural design. Developed and published by Milkstone Studios, the game places players in the role of a novice wizard undergoing a lethal magical trial, descending ever deeper into the mysterious ziggurat through a sequence of combat-focused chambers. Rather than relying on heavy narrative exposition, Ziggurat immediately establishes its identity through momentum and mechanics, prioritizing constant movement, rapid decision-making, and mastery of arcane weaponry. From the opening moments, it is clear that survival depends not on caution, but on aggression tempered by smart resource management. Each run through the ziggurat is procedurally generated, ensuring that room layouts, enemy combinations, rewards, and progression perks shift with every attempt. This structure creates a tense rhythm where players must constantly adapt, never knowing whether the next doorway leads to a brief respite, a treasure room, or a chaotic ambush filled with flying projectiles and swarming enemies. Combat unfolds at a brisk pace, encouraging strafing, jumping, and precise aiming rather than cover-based play. Enemies are numerous and often attack simultaneously, turning many encounters into frantic tests of spatial awareness and reflexes. The absence of a strong narrative focus works in the game’s favor, as the sense of mystery surrounding the ziggurat becomes a backdrop rather than a distraction, letting the core gameplay loop take center stage. The game’s defining feature is its spellcasting arsenal, which replaces conventional firearms with magical equivalents that behave in distinct and often creative ways. Players wield a variety of wands, staves, spellbooks, and magical devices, each tied to a finite mana pool that regenerates only through basic attacks or careful pacing. This creates an engaging push-and-pull dynamic in combat, where powerful spells can quickly turn the tide of battle but leave players vulnerable if mana is mismanaged. Learning when to unleash devastating attacks and when to rely on weaker, regenerating tools becomes essential, especially in later stages where enemy density and projectile chaos intensify. The spell variety ensures that combat rarely feels stale, as different weapons encourage different positioning, timing, and engagement strategies. Progression in Ziggurat follows a roguelite philosophy, blending temporary run-based upgrades with longer-term unlocks that expand the game’s possibilities over time. As players defeat enemies and complete rooms, they gain experience and select perks that offer incremental improvements, such as enhanced mobility, increased survivability, or bonuses tied to specific playstyles. While these upgrades are randomized, they often synergize in ways that subtly shape how a run unfolds, forcing players to adapt rather than rely on a single optimal strategy. Unlockable characters further deepen replayability, as each wizard variant comes with unique stats and starting conditions that meaningfully alter the flow of combat. This variety encourages repeated attempts, even after failure, as each run feels like a new experiment rather than a repetition of the last. Visually, Ziggurat embraces a dark, arcane aesthetic that complements its relentless action. Environments are built around stone corridors, ritual chambers, and mystical arenas, lit by glowing runes and spell effects that punctuate the chaos of combat. While individual rooms can blur together over long sessions due to the procedural nature of the design, the clarity of enemy silhouettes and attack patterns ensures that gameplay remains readable even during the most hectic encounters. The sound design reinforces this clarity, with distinct audio cues for spells, enemy attacks, and environmental hazards that help players react quickly in high-pressure situations. The music, though understated, maintains a steady intensity that underscores the game’s constant forward momentum. Difficulty is a central pillar of the experience, and Ziggurat does little to soften its edges. Early runs can feel punishing, especially for players unfamiliar with fast-paced shooters or roguelike conventions, as mistakes are often lethal and recovery options are limited. However, the game is generally fair in its challenge, rewarding skillful play, situational awareness, and familiarity with enemy behaviors. Death rarely feels arbitrary; instead, it serves as a learning tool, reinforcing the importance of movement, mana control, and tactical prioritization. Over time, the accumulation of unlocks and player knowledge transforms the experience from overwhelming to exhilarating, making progress feel earned rather than handed out. Ultimately, Ziggurat succeeds because of its focus and confidence in its core design. It does not attempt to dilute its intensity with excessive narrative or overcomplicated systems, instead delivering a tightly tuned loop of action, progression, and replayability. For players who enjoy high-speed combat, old-school shooter sensibilities, and the unpredictable thrill of roguelike structure, it offers a satisfying and highly replayable experience. While its procedural environments and minimal storytelling may not appeal to everyone, its commitment to skill-based gameplay and relentless pacing makes it a standout title within the indie action space, proving that sometimes a sharp focus on fundamentals is more than enough to leave a lasting impression. Rating: 8/10
It is stupid. No checkpoints, no healing, no save option. Graphics is surprisingly nice and smooth, gunplay good for better weapons.
There are way better things out there. Heck, try Ziggurat 2, that one is fun without the frustration of this one.
What is level design? Could feel my neurons dying from the repetitiveness.
Don't want to fully recommend, but don't think it deserves a thumbs down. It's an alright game, that doesn't do anything egregiously wrong, but it get repetitive fast and the weapons and enemies do not feel great to use and fight respectively. Some of the rooms and spawns feel like bs at times. It's a game I'd put on while trying to listening to something in the background. Would just suggest on a sale or part of a cheap bundle.
Fun game that gives you a nice pacing of unlockable content as you complete runs. The weapons have a good variety even if the balance between them is hit or miss sometimes. Movement is smooth and floaty which works for the game. Was my go-to offline shooter game to just knock out some hours on.
Не супер интересный рогалик с не очень графикой. По геймплею сильно напоминает какой нибудь "Killing room", только в магическом сеттинге. Ходим по комнатам, стреляем магией во врагов. Находим новые посохи с ограниченным количеством заклинаний, лутаем небольшие усиления. Находим босса, спускаемся на следующий уровень. С одной стороны, побегать и сделать пару забегов можно, а с другой как-то не интересно и скучновато, за полную стоимость точно не рекомендую
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Momentum
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Audience
Languages: English*, Spanish - Spain, Hungarian, French, German, Italian, Russian, Swedish, Portuguese - Brazil, Simplified Chinese*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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