
Battle Shapers is an action-packed, sci-fi FPS roguelite in which you shoot and smash your way through swarms of corrupt robots. Wield powerful weapons, abilities, and game-changing new powers stolen from ruthless Overlords.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 0.33/day in the week to Aug 4 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
You play as Ada, a reactivated Shaper tasked with reclaiming New Elysium from the cunning Overlords and their corrupted robots. Using advanced weapons and unique abilities, you will shoot & smash your way through dangerous towers and defeat the Overlords to put an end to their corruption of the city.

Gun down hordes of enemy machines with relentless and punishing close-range combat in which every bot destroyed makes you stronger.
Face the Overlords and adapt to their evolving powers and tactics by mastering highly customizable weapons, movement, and combat abilities.

Steal the Overlords’ Cores and harness their powers to craft and transform both your playstyle and appearance.
Unlock new weapons, abilities and talents to permanently increase your survivability and maximize your combat potential with every run.

Deploy your own traps, power-ups and hacks in each Overlord’s tower to turn the tides of battle in your favor.
Explore vibrant nostalgia-inspired locations to discover hidden upgrades and weapons throughout.
Be warned! Just as you grow stronger by defeating Overlords, the journey ahead will also become more challenging.

Defy the Overlords and save the city to the might of adrenaline-pumping rock music that will have you diving head-on and fist-first into action.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 65 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Battle Shapers is an excellent shooter trapped inside a roguelite that completely disrespects your time. The shooting, dashing, jumping, and double-jumping feel every bit as polished as Roboquest. The artwork is excellent and the enemy variety is solid. That combat is the only reason I tolerated everything surrounding it long enough to beat the game. There are four biomes, most split into two sections. Even skipping plenty of optional rooms, a successful run takes about two hours. You see a boss every 20 to 30 minutes, and the regular rooms usually are not what kills you. The bosses are. I repeatedly spent 90 minutes reaching the third boss, got melted, and had to start over just to learn anything. The game explains very little, so experimentation is required, except every experiment comes with another hour-long commute. The boss balancing is awful. You can choose the biome order, but later bosses receive massive health boosts regardless. Eventually, even powerful weapons feel like pea shooters. Then you reach the final boss, which is basically a 20-minute health bar waiting at the end of an already two-hour run. Easy mode exists, but “lower the difficulty because retrying is too tedious” is not a solution to bad balancing. The meta progression is equally insulting. Unlocking everything looks like a 100-plus-run grind. The builds are nowhere near deep enough to support runs this long. You manage two weapons, one mod on each, and mostly collect tiny percentage bonuses. Individual mods cannot be meaningfully upgraded, the weapon selection is thin, and the game rarely lets you specialize enough to create a ridiculous build. A 10% recharge bonus is not a build. There are four classes that can be mixed between main and subclass, which provides most of the actual variety. Two are interesting. The other two feel like menu filler. Everything else is just as limited. Shops offer a few non-unique items, the hub has almost nothing to do, upgrades blur together, and everything revolves around one very slow-accumulating currency. The procedural generation rearranges the same rooms and generic objectives, while optional paths mainly make the slog longer. If you have played Roboquest or Gunfire Reborn, you have seen all of this before, only with far better progression. Long runs also make bugs unforgivable. During one attempt, an enemy clipped through a wall in the final biome. Splash damage could not reach it, the room could not be completed, and there was no checkpoint to save the run, no enemy/player reset... I finally beat Battle Shapers, but by then I was exhausted rather than satisfied. Great combat cannot carry two-hour runs, shallow builds, glacial progression, repetitive rooms, run-killing bugs, and 20-minute boss fights. This game does not challenge your skill nearly as much as it challenges your willingness to waste an entire night.
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Genres
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*, Japanese*, Simplified Chinese*, Traditional Chinese*, Russian*, Turkish**languages with full audio support
Hours played at review time, across 65 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I'm mainly writing this review because the negative reviews have a ton of misinformation for some reason. I have to assume the authors didn't engage with the upgrade system or the difficulty system back at the base. - "Guns have one mod slot" No, you get upgrades that allow you to have up to five interchangeable plus the mod inherent to each gun. - "Bosses don't change between runs" Boss behaviors change depending on the difficulty you select. You create your own cocktail of additions and restrictions after beating the game for the first time, some of which include updating boss attacks. - "Upgrading to unlock guns dilutes the pool" There's an upgrade that lets you remove unwanted options and prioritize your favorites. - "The final boss is a 20 minute health bar at the end of a 90 minute run" I mean, it is if your build sucks and you don't engage with the mechanics at all. It generally takes me around the same time as the other bosses, like 3-5 minutes. Remember to punch the guy when his head's on the ground and glowing pink like all the enemies the game explicitly tells you to punch at the beginning of the game. - "Everything looks like a 100+ run grind" You can get 10+ upgrades per run if you're remembering to open the boxes of currency (that is, before you get the upgrade that opens them automatically for you at the end of each room fight) and doing the optional stuff that gets you the upgrade currency. - "The regular rooms aren't what kills you" This can be changed with the aforementioned difficulty cocktail. But also bosses are supposed to be harder than regular rooms. - "Weapon selection is thin" Obviously a different person than the one who complained upgrades dilute the weapon pool; you can unlock a good number of weapons. - "There's nothing to change your whole playstyle to adapt" Want to play around crits? Want to stay in the air as long as possible? Want to get a ton of synergies from dashes? Want to prioritize reflecting projectiles? Want to group up enemies and AOE them to death? All possible with Core (read: class) upgrades in-run. - "Upgrades are statistical" Some are. Others let you double, triple, etc. your projectiles, fire extra stuff at the end of a clip, grant kill effects, and more. You also unlock Corruption for weapons, which changes their behavior. - "Critical hits do +3 damage" There are Precision Hits (hit weak spot) and Critical Hits in this game. I know Critical Hits operate on a multiplier and I think Precision Hits do too. If you have a high rate of fire weapon that does a ton of small hits, you might get +3 on a Precision Hit, but you'd definitely get more on a Crit (and you can improve the crit multiplier).
Strictly talking about the gameplay this game is definitely enjoyable, while the guns are a bit mixed especially since You're likely to just use the automatic weapons due to easier usage. the bosses that it has is actually pretty well done and gives good enough chaos in the fight while still being clear on how to fight them. But that's also where it kinda just ends. The game, in my opinion, is lacking in content. You fight through the exact same boss set (but you can choose whom to fight first) to fight the final boss. Granted or in the game defense, I'm still stuck unlocking difficulty modifiers 4 so maybe there's actually more content within it if I just play more. But fr, had the game has another set of bosses (or 2) it might've made replaying a run not boring to do.
The visuals are great, and the art style is fantastic all the way. The sound design is flawless, with shot effects for weapons sounding particularly engaging and satisfying. But unfortunately this feels more like a proof of concept than a fleshed-out idea. "Could we make Mega Man as a FPS?" was the question they asked, but forgot that every game needs some sort of a hook to make you want to play more. The power-ups seldom feel exciting or playful. The long-term progression does not feel impactful or satisfying. Without one of those becoming a standout game feature, every playthrough just feels....OK. It was fun to shoot things, but after the run is done so is the interest to dive back in for another go. This game has shown this dev team can make remarkably functioning games, they just need to bring someone in to incorporate better systems to keep players coming back.
One of the most underrated rogue likes I've ever seen. Honestly give me the same kind of adrenaline you get from games like Doom Eternal. Don't know why this isn't more popular. Play this!
Roboquest inspired FPS roguelike with some good innovations in mechanics and upgrade potential. However runs are definitely too long but you can save and quit and come back. Good game.
Battle Shapers: Beautiful, Punchy, and Just a Bit Confused About What It Wants to Be. Let me start with the important bit: it's gorgeous. It runs like a dream, looks fantastic, and plays like someone actually knew what they were doing - which, frankly, is a nice change of pace. My mate Johan watched me play for about ten minutes and went "oh, that's lovely," and Johan doesn't say nice things about anything. He once described a sunset as "a bit much." So this is a fast-paced FPS roguelite, and the shooting feels right. That's the part nobody can fake. There are ranged weapons and a melee attack, and the melee isn't just decorative fluff for the trailer. It's got proper uses, lovely animation, and this little slow-mo moment when your punch caves in the last robot standing. Genuinely satisfying. Like popping bubble wrap, but violent and legally distinct from assault. The combat's the good bit, so naturally it's the smallest bit. Fast FPS roguelite, brilliant shooting, and a melee punch with a little slow-mo when it caves in the last robot. Genuinely lovely. You dash, wall jump, dodge everything. Congratulations, you're a gymnast with a gun. Now the catch. For a roguelite shooter, the "rogue" is doing very little heavy lifting. Same four bosses, same four levels, every single run. You unlock stuff with currency - guns, abilities, stat boosts - except you grind for weapons that turn out worse than your starting ones. Nothing motivates quite like a reward that's a downgrade. There's a story, a few cutscenes, some dialogue, but don't go expecting Shakespeare. The 4 Cores are the interesting part, special abilities that reshape your moves. But the good traits are locked behind random loot, and the game adores offering upgrades you can't use yet. It'll hand you the thing that needs an effect long before the thing that causes it. Very generous. Useless, but generous. Then the elements. Fire, vibro, plasma, and kinetic - kinetic being "no element," the beige one. Sounds fun until map modifiers corrupt enemies so only the matching element or kinetic works. Kinetic hits everything and does more damage. So elemental weapons exist purely to be ignored. Every piece works alone; together it's a lovely meal served in a blender. A run's 90 minutes to two hours. Less if you die - no judgement. Still, if you like roguelites, you'll enjoy it. I do, flaws and all — enough to chase the true ending. Flawed and fun beats polished and boring. A lesson Johan's still not grasped about that sunset.
I saw someone say Megaman + Returnal and that's the best explanation I can think of.
Dont bother, boring repetitive and about as deep as a puddle.
ENG : This game is a mix of cartoon-style graphics and Doom. If you're looking for a fun, stress-relieving game to take your mind off things, I'd say give it a try. TR : Bu oyun dooma benzeyen kafa dağıtmalık ve stres atmalık bir oyun arıyorsanız ve bu tarz oyunları seviyorsanız tavsiye ederim .
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