
Battle through demon-infested lands in this fast-paced rogue-lite bullet-heaven. Pick unique weapons with powerful evolutions, and hunt down ancient demons in intense boss fights. Loot, upgrade, and unlock new ways to grow stronger after every hunt!
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): 0.29/day in the week to Aug 18 → 0.14/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
Embark on a relentless hunt through vibrant, demon-infested lands in this adrenaline-fueled rogue-lite bullet-heaven experience.
Arm yourself with a diverse arsenal of unique and upgradable weapons, each offering powerful evolution paths that drastically reshape your combat style. Face overwhelming swarms of vividly designed, otherworldly creatures as you carve your way through mystical worlds filled with ancient spirits, celestial beasts, and legendary foes.


Battle intense, varied bosses while a rising threat level adds unique challenges.
Each run feels fresh and fun with new modifiers to adapt to!


Collect weapons and artifacts that work together to make your attacks stronger.
Each weapon can evolve in 3 unique ways, choose the path that fits your playstyle!


Loot powerful items to boost stats and unlock special abilities.
Back at your base, recycle, craft, and upgrade your gear to grow even stronger between runs!


Pick one of three distinct mechas, each with a signature ability and custom talent tree.
Every mecha offers a fresh playstyle. Master them all to unlock their full potential!


Collect Orbs and slot them into specialized nodes to change how they activate.
Customize your mechas with talent points, craft unique combos, and unlock deep tactical builds. The possibilities are endless!


Explore a vibrant environment full of shrines, altars, chests, and hidden rewards.
Slay, collect, and grow stronger with every step of the hunt! With more maps to come!


This game is being developed by a solo developer, with the help of your feedback and support.
Engagement
Reviews
Themes across 54 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game was good but was never completed and now is just a waste of money to buy. Sad it could have been so good.
EA abandonware
Unfinished product, 9 months since release and still no final touches being applied. Can't call this anything other than abandonware. Certainly sets a precedence, being a solo developer is no excuse. it's playable and pretty enjoyable but lacks a lot of finishing touches. Still worth if you like the genre but don't expect much more than acceptable gameplay at best.
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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**languages with full audio support
Hours played at review time, across 54 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Fun gameplay loop for the first few hours however since the weapon/starting weapon unlocks are tied to grindy & idk, first of all its not even clear how exactly to unlock other starting weapons & there tiers because its worded bizzarely, im almost 5hrs in and still don't understand it, but regardless that itself is too grindy, Add to that the other mechs are also locked behind not only other levels but certain difficulty levels aswel which massively adds to the grind because you cannot go from one level or biome to the next because the difficulty jump is too high let alone going from biome 1 to biome 2 and needing to beat biome 2 on the 3rd difficulty to unlock the next mech,,, In reality you're gna need a bunch of weapon unlocks/upgrades thats around 8hrs of grind minimum, + good artifacts for your mech which you find during your run but the games in EA so the balancing of these drops and there rarity/effectiveness in helping beef you up for the next biome or difficulty level is not correctly balanced yet, The gameplay loop could be really fun with some important additions & adjusts, theres Alot of potential here, however i cannot continue to play it as it is, My advice for the dev is ya always need to be earning/unlocking things as you play & Never feel like your time was completely wasted even if you fail a run especially if each run takes you 20+mins (i jus failed 2 back to back runs towards the end each time) it drains any incentive of coming back to it, Xtra Long Grind Goals are fine so long as theres a Special/Unique reward at the end of it, as for general rewards, custom paint jobs, custom weapon lights/colours, Unique Rewards could be Cosmic weapon for each mech or etc The crafting UI isn't good nor is that section explained at all (its not self explanatory) recycling stuff is obvious but crafting and the rest is confusing i don't understand how to use it at all, im not even sure its fully functional, a brief tutorial there might be a good idea, in 5hrs i ain't crafted anything or done much back there, its completely confusing Was playing on my Rog Ally, only on the first 2 biomes but ran okay at 15W (will need a big round of optimisation as development continues, do not forget to optimise it as much as possible) This game reminds me of "Grind Survivors" however even in its currect state its a better game then that, though i am concerned it could land in the same place as GS, (wasted potential) i hope thats not the case, with the correct adjustments & more content/additions this could be really really great, (fix the way weapons are unlocked/starting tier weapons) too grindy & confusing, tie em to challenges or something (beat certain boss without getting hit or etc) Unfortunately in its current state i can't Rec it, i would say to atleast keep it on ya wishlist though, i hope the dev takes note of my review, (i do want this game to succeed) I'll edit my review if the game improves
unfinished dead
The dev returned! game is alive
This game is extremely good right now. The dev has balanced the game a lot better in the most recent patch (it was unintentionally harder because of weird things like armor not working, but that has been fixed). The enemies get more difficult as you choose higher levels as they get new modifiers, new attack patterns and more enemy variety. You can learn the patterns and as you complete harder levels you unlock better relics (that you get in your playthrough). My absolute favourite thus far is the one that slows enemy projectiles, followed by a shield that negates one hit (with a fairly long coolddown) and another one that reduces the damage of enemy projectiles. It takes awhile to unlock all these and you have to really push yourself to get each unlock. Then there is the equipment (green sets) which you will get early one (*you create the piece you want based upon the weapons you favor), then eventually the yellow unique ones (that let you get a bonus on max upgraded weapons that you must fully upgrade in a run to get the bonus). Then you have the normalpurple, orange and red gear that has less modifiers than the unique (yellow) and no set bonuses like the green ones. You also unlock new weapons by playing the game and eventually after you upgrade the same weapon enough you unlock it as a starting weapon and if you keep upgrading them and killing enemies with the same weapon in a run, you eventually get the epic version of that weapon that you can choose as your starting weapon. Alll in all, this game is worth it as is and it is not even finished. There are still 2 more areas to be released (I have now killed every existing boss at max level (so I am 6/8 right now, just waiting for the last 2 areas and the bosses to be released). I have been playing this game a lot and it took me awhile to get good lol but this game rewards you for learning the enemy patterns and the new unlocks help. There is also an upgrade tree (general) that lets you unlock orbs and orb slots to change the amount of powerups/their quality, how many health pickups there will be etc. So there is a ton of things to unlock as you play. Just be warned it starts out a little light at first but once you start unlocking things then you have to make a lot of choices on your runs (which weapons do you like, which weapons to fully upgrade, which relics to take, which relics to fully upgrade, etc). This is a game that has rng but the rng does not screw you over completely like it does in some other games. Finally there are 4 different mechs, each with their own "style" or flavour that you gradually get up to max level (which is 30) and then use those upgrade points in the mechs talent tree. My absolute favourite mech is the most recent one that has a secondary drone that fires at enemies (in addition to your main mech and all the guns you have on it). that firepower comes in handy on the last 2 bosses). If you were on the fence, just get the game already. Dev has been great, seems to listen well to feedback and has not altered the game drastically in a new direction (like some devs tend to do as they near completion). This game is actually more fun now than it was when I first started playing and that is saying something. This has been a fun little diversion and I have gotten many hours of enjoyment already. All I have left to do currently is finish maxing out the mechs.
Forget the wife. Forget the children. Dog has peed inside numerous times. Fecal matter scent has spread. However, I avoid the search, but overall very solid game for the genre. Has several bugs (ie. Field starting upgrade won't change from common), but nothing is game changing. The game is very enjoyable and quite challenging, but once solved simply becomes a grind. Great game though.
I find this more fun than Vampire Slayer, a very nice enhancement to the original recipe. Feels like it respects my time and offers a fun experience for every run. Pacing is non-frantic, but does have you moving strategically, walking around to avoid fire, and using your boost move speed to avoid taking damage. Pros: (tired of so many generic pixel classic fantasy games) Pretty nice and clear visuals, weapons make sense. Different runs/biomes/bosses/ascension levels to unlock and choose to start a run in. (so not every run will be the same once you unlock more options). Movement that matters more/isn't just bland walking around, feels like you have more control on your outcome. The speed boost ability, base movement speed upgrades (meta and in-run), and boost upgrades help. Fighting elites and bosses, I was moving around avoiding medium speed projectiles. Most times I took a hit, I legitimately felt like I could have dodged that, but I made a mistake (vs unfair frustration/gimped movement games). Plenty of in-run boosts, like temporary magnet, atk speed, move speed, etc. Builds and meta/persistent upgrades: Mech's each have their own skill trees/maps with perk points [b]earned each run,[/b] things like minor regen, item collect area boost on a boost move, atk range, boost move cooldown reduction, etc. Starting weapons are [b]unlocked via the challenge of surviving a run[/b] with them fully upgraded. (came close so far) Also looks like they can be beefed up in starting rarity or something (haven't unlocked) There's an orbs array that you unlock slots for via accruing various activities (upgrade a weapon x times, pick up a health pack x times, etc). With a currency you get via killing bosses and elites (incentive there) you unlock perk orbs to equip in these slots, each with a double bonus like: +2rerolls & boss kill = +reroll, more hp from health packs + small max hp upgrade, etc. Mech parts/crafting system + finding drops: have 8 or 9 unique slots for sensors, batter, core, plate, etc. These items can be crafted, leveled up via use or using scrap, and increased in rarity. But you can find much better than you can make at first. These (plus the orbs) are what make a build. One battery might boost your leech%, another might boost your shield. Move speed or atk speed? [b]Best part is, unlike most rogue-lites, the parts, orbs, starting weapon, and which mech you choose are swappable slots and builds.[/b] So it has the great momentum building feeling of getting stronger each run. But it doesn't just become, yep unlocked, I always get extra max hp. You can have that, but then you don't have something else. But it starts out with generous gain. After several runs (approx an hour total play time), I have 3 orb slots but just enough boss&elite currency for 2 orbs. That means next run has an empty slot I for me to unlock a perk orb to drop into it. presumably the sizes of the orb slots matter too. But I'm early enough to only have small slots. Lets you keep loading up with weapons. And that feels good. Has a similar mechanic to vampire slayer where bosses appear and a slow moving ring confines you - but it's way more forgiving/larger/less stressful, less frustration (Vamp Slayer had so many fails on good builds because of unlucky circle placement + swarm direction simply not allowing any available dodge). All-in-all, this is a nice enhancement upon the established vampire slayer recipe. Scoop it up.
Very Enjoyable!
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Players by region
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