
Wreak havoc on countless foes with mighty weapons and deadly spells! Enhance your skills and face even greater dangers! Army of Ruin is an auto-shooter where you become the Bullet Hell.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.86/day in the week to Sep 7 → 1.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Genres
Sums Steam only; Xbox, PlayStation, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99 | 2.8Kreviews | 88% | — | $534.6K |
| $7.99 | 1Kratings | 94% | — | not modelled | |
Engagement
Reviews
Themes across 86 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[b][h1]Army Of Ruin[/h1][/b]Army of Ruin, for one of the earlier Bullet Heavens, has a surprising amount of content in it's challenges and unlockables and does enough to set itself apart from Vampire Survivors. But it takes way too long to get fun or even playable for that matter, when most lost runs are unavoidable that's on the game, not the player. [b][h2]Gameplay[/h2][/b]Here's a quick speedrun overview of the core features: Lots of characters but they are bland, weapons and passives are very unique, lots of unlockables and grindy meta-upgrades. It's a really slow ramp-up when you first start, barely anything unlocked and only a few weapon/passive slots, you unlock new features as you play, but it's only once all of these are unlocked that the game starts to feel playable, without extra projectiles, revives, weapon evolutions and extra slots you lose runs to no fault of your own. A new wave comes in and just obliterates you with no chance to escape, you have to rely on burning multiple revives to survive on higher difficulties. Certain weapons, while they have cool ideas, are useless because they don't aim at the closest enemy, so you are forced to pick close AOE weapons and those that target enemies which leads to most runs playing similar builds, it ends up feeling more like you have to take the path that makes you take the least damage, rather than other games in the genre where you become strong enough to push through waves or just weave through gaps in the hoard, this game doesn't have that. It doesn't help that certain maps have turret-like enemies that upgrade between waves that eventually become too overwhelming to actually kill, which goes against the games' gameplay loop of running between different points of interest, since you have to loop back to constantly kill them off, then on other maps there are waves of completely invulnerable enemies that surround you to burn your revives, the game literally forces you to take the passive item that gives you a revive per level if you actually wanna play a full run on higher difficulties. Runs are lost not because of a mistake, they are lost because you tried to play something new. The game doesn't respect it's own content, here's 100 weapons, here's 100 passives, but play with the 10 that work while you grind out your measly meta-upgrades that you need to try anything interesting. [b][h2]Achievements (221/221)[/h2][/b]Most achievements can be gotten within the same runs as other achievements allowing you to stack multiple challenges to get them in bulk. [b][h2]Music/sound[/h2][/b]The music isn't bad but there's only so many times I can hear the same few tracks and it not get repetitive. [b][h2]Settings/Accessibility/Misc[/h2][/b]The game runs well on steamdeck. The controls felt good and the twin-stick aiming feels smooth and reactive. The game has attack transparency settings but they don't make a noticeable difference making it hard to see in long runs. Multiple save slots. 14 languages supported. Keyboard, mouse and gamepad support with key rebinding available. [b][h2]TL;DR[/h2][/b]Really repetitive Bullet-Heaven with forced item choices and bad balance. Lots of content but you are punished for trying anything new. Enemies are unfun and unavoidable. Stackable achievements [quote][url=https://store.steampowered.com/curator/39729435-JHG-Reviews/?appid=2218750]Check out my Curator page[/url][/quote]
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, German, French, Japanese, Simplified Chinese, Portuguese - Brazil, Dutch, Czech, Russian, Vietnamese, Italian +2 more
| $7.99 |
| 905ratings |
| 94% |
| — |
| not modelled |
| $3.99−50% | 35ratings | 94% | — | not modelled |
| $7.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 86 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Army of Ruin is a Vampire survivors clone that comes with a better early game, a better evolution system, and a charm system. However, the late game is significantly worse than vampire survivors due to poor scaling of the upgrades and money earned. It becomes grindy as you will be forced to repeat levels in order to earn enough money for getting upgrades that make it possible to beat most tier 6 rounds and all tiers above that. It lacks the explosive end game power creep that makes vampire survivors so much fun.
Army of Ruin is great I don't even want to write this, I'd rather just play more, but here we go. WHY /How is it so much better than most Bullet-heavens I've tried?? [*]Very good pacing of unlocks- every time I feel like the gameplay is starting to become a little stale or repetitive, the game will throw something else at me (a new weapon unlock, a new set of challenges that give rewards, new feature unlock, et cetera) [*]You can maybe...okay, just saying theoretically...play this while multi-tasking watching a tv-show -- the fact your attacks are automatic means you just have to focus on proximity to enemies, collecting EXP gems, collecting coins, and going to the next chest/Relic-pickup [*]There are lots of characters to unlock. I'm 7 hours in and only have 3 characters so far, but I've still been having a blast with it [*]There is no story. just gameplay - some people may think that's a negative, but after a long day/week of work, I just want some satisfying gameplay. I don't need a story. I can watch TV for that [*]This might be a minor SPOILER, so I will block it out: [spoiler]As you progress through the game, you discover you can get Evolved forms of weapons. This changes up the gameplay quite significantly and brings whole new strategies and combos into play! [/spoiler] What are you waiting for? Watch a youtube video or something if you don't believe me, but you won't regret buying this
The game is actually a pretty fun, however there is a single gameplay flaw that kills gameplay. There is no ability to reroll rewards, and there is no ability to banish rewards. In addition to this, the unlocks in the game depend on leveling specific rewards. This means that after the first few runs, the game turns into and RNG grind fest. Need to level a specific weapon to level 5? Get ready to do a bunch of runs leveling to the point where you have 3 weapons and get a pull for your 4th that doesn't work abandon run and repeat. Want to ascend your new weapon? Better hope the elements on all the weapons you pull are not the same. This issue gets worse the longer you play. As you unlock more weapons, it takes more and more early game resets to get characters. This game has been out for a few years, so there is little hope of the devs fixing this issue,
Sometimes you play a game that just makes you go, “These people really understand game design.” Army of Ruin is one of those. The central premise of this game seems to have been, “What if Vampire Survivors had every single quality-of-life update you could possibly imagine?” Unlike almost every other VS clone I’ve played, this is a VS clone that’s better than the original pretty much across the board. The UI is better, the menus are clearer, everything is beautifully organized, there are tooltips everywhere, it’s great. But the real treasure here is just how deliberately and well-designed all the weapons and classes are. This game was clearly playtested to hell and back, and every single weapon was meaningfully different and interesting, every class had bespoke stat growth, an ult, and certain buffs and debuffs. Even the classes that were the same type were meaningfully different from each other, and they all played in unique ways. Every one of the five levels had unique enemies and mechanics, and they all felt meaningfully different. It was honestly so impressive. This is a developer that understands gameplay. I absolutely loved this game. I enjoyed it so much not only did I get all the achievements, I kept going and completed everything there was to complete in it, and then when there was nothing left to do I was so sad to put it down. It’s just a fun, well-made game, and a great entrypoint into the genre if you’re not sure if you’ll like it. My one single complaint was that it’s one of very few 3D games in the genre, and I kind of wish it hadn’t been — it caused the SteamDeck to run insanely hot and Mr Act said the Switch struggled with it. I never encountered any lag or stutters, but man the SteamDeck sounded like a rocket at times. I’m not sure the 3D added anything, and it would have been nice to have it be easier on the hardware. But this is a real nitpick.
Восхитительный роуглайт с отличной графикой, хорошим балансом, в котором действительно интересно качаться и выбивать новые артефакты и оружия! Из нюансов: маловато контента - можно было бы побольше локаций добавить. В остальном - великолепная игра! Даже немного жаль с ней прощаться после сбора всех достижений ...
This is my favorite bullet heaven so far. Everything in the game is very polished and balanced and you can get very creative with the builds. It is straight to the point pure bullet heaven done really well. I have played megabonk, vampire survivors, Halls of Torment and Chuminis and this is my favorite in the genre so far.
Its a mid tier vampirelike. It has all what makes these good but doesnt push any boundries with new innovative features. Its just more of the same with a different theme. Fun if youre looking for a survivors game but nothing groundbreaking.
还行,就是游戏进程的中期会比较难熬,一方面玩家的局外成长会陡然放缓导致战力不太够,一方面局内为了达成挑战解锁内容会为了满足挑战需求舍弃一部分战力。武器之间的dps差距非常大,是数量级的差距,打完记得看dps选出输出高的武器标记上。 有些成就要求玩家在非无尽关卡单局时长超过常规时长很多,这个设置非常难受,要求16分钟以上的关卡我10分钟左右就通关了,为了完成这个成就必须躲着boss,尽可能慢地击杀小怪,非常的反人性。通常这类挑战只会出现在无尽模式中,在非无尽模式我不理解这是在考验什么。
The game is a decent bullet hell, offers a good foundation with good character variety and a compelling arsenal. Standout weapons like the Ink Geyser and Lightspark are really cool and fun to build around, but the nuance behind some character specials isn't always clear. Despite its strong core gameplay, several balance issues, progression hurdles, and interface shortcomings hold the experience back. - Weapon and trinket benefits projectile-focused builds. Prioritizing projectile count and speed easily trivializes content everything else to the point where an Endless Run can be abandoned after an hour without taking a single hit - Explosive-type weapons feel entirely underpowered compared to the counterparts, offering little practical utility - Enemies featuring damage immunity disrupt the core power fantasy of bullet-hell games. Even builds with heavy knockback fail to keep these enemies away making their ability feel arbitrary rather than challenging - I hate that I need to upgrade a weapon to level 5 in a previous run before unlocking its evolutions. This forces unnecessary grinding with weapons you may dislike just to unlock their full potential later - While charms are a great idea on paper, the inability to reroll them makes seeking them out unrewarding, as they often offer benefits that don't synergize with your build - Heavy particle effects frequently obscure ground pickups. Having item overlays rendered above attack would drastically reduce blind, random looting - Off-screen drops spawn inexplicably far from the player. Without a minimap or preview indicator, traveling long distances to collect unknown items often leads to wasted trips for stuff I don't need - With only five maps and minimal points of interest, environments become repetitive quickly. Map-specific hazards or events would go a long way in breaking up the monotony - Reward chest animations feel sluggish over time and would benefit greatly from a skip toggle That's it. I enjoyed the game, but wouldn't revisit it with more content without a lot of QoL improvements.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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