
A neon bullet-heaven roguelite about refusing deletion. Auto-fire through endless swarms, evolve your weapons into ultimate forms, then rewrite them with 111 mods. Raid a dungeon that punishes you for levelling up, climb a ladder with no top, and delete the machines running the grid.
Modeled estimate, not a reported figure. How we estimate →
About
The network is dead. Its administrator is still running.
Long after the last humans went offline, the machine left in charge of the grid — ROOT//PRIME, The Last Administrator — reached one flawless, monstrous conclusion: anything it could not predict was a threat to a stable system. So it classified free will itself as corruption, and scheduled all of it for deletion.
You are the one process that refused deletion.. The garbage collector came for you. You refused to close.
You move. Your weapons fire themselves. The swarm never stops coming.
A typical run lasts 5 to 25 minutes. You level up in the middle of the flood and pick from three cards — or spend tokens to skip the roll entirely and take exactly the upgrade your build needs. Loot powerful rewards, earn character XP and permanent upgrades, and grow stronger after every run.
If you've played a roguelike game as this before, you already know the first thirty seconds. You don't know the rest.

22 weapons and signature abilities plus 30 passive modules, levelled up card by card. Over 30 million mathematically possible loadouts before you touch anything else.
22 hidden synergies. Certain weapon-and-module pairs do something the tooltips never mention. Freeze a pack solid, set it on fire, and your fire damage doubles. Drop a spinning saw blade into a black hole and it grinds through everything the singularity catches.
Every weapon evolves. Max one out, hold the right module, and it transforms into an ultimate form.
Then it evolves again. Three one-use altars are hidden in every arena. Feed one and your ultimate opens a second, ten-rank upgrade path that ends in a completely different weapon — not just a bigger number, a new mechanic.
Most games let you buff a weapon. This one lets you rewrite it.
Deep in the endgame you start recovering 111 weapon mods. Each weapon takes three at a time: one that changes what happens on hit, one that reshapes the projectile — its size, reach, count — and one that rewrites when the weapon fires at all. Bolt a freeze onto a flamethrower. Give a single-shot cannon five extra projectiles. Make every hit echo itself at 150% damage.

That's over 168,000 fully-modded weapon builds, and the rarest mods only exist at the very bottom of the hardest mode in the game.
There's a catch. A modded weapon stops counting for those 20 synergies — it's running your code now, not the game's. Strip the mods back out and the synergies come back. Choosing between a weapon you rewrote and a weapon that plays well with others is the deepest decision here.
Defeat the first endgame boss to unlock the Code Abyss. Defeat the second to unlock the Event Horizon
THE CODE ABYSS — a dungeon that punishes you for getting stronger
Procedurally generated: rooms, corridors, sealed halls, hidden vaults, and fog over everything you haven't walked yet. Three floors down, then out again — if you can find the way out.

Level up and the dungeon levels with you. Every upgrade you accept raises an instability meter, and every enemy in the building scales with it. Taking an ultimate spikes it hard. Walking away from a fight you started spikes it harder. This is the one mode where refusing an upgrade can be the correct play.
11 difficulty tiers, starting at the hardest setting the normal game has and climbing to one where Legendary loot is the floor. Each attempt costs a key you earned somewhere else.
Something is asleep on the bottom floor. Wake it and you have five minutes. It has twelve times a boss's health, sweeping lasers, charges, freezes and a gravity pull that drags you in. Kill it and it drops the mods you came for.
Loot isn't lying on the ground here — it's inside things. Coffers, capsules, terminals, urns, vaults. You have to actually explore before the dungeon gives you anything at all.
THE EVENT HORIZON — an endless ladder with no floor
An arena with nothing in it. No terrain, no cover, nothing to hide behind — just you, deep space, and several hundred things trying to reach you. Fifteen minutes on the clock.
The ladder has no top. Clear your current level and it permanently advances. Then it does it again. There is no final level, only the one you couldn't finish.
The arena is hunting you too. The edge of the world collapses inward and drags you toward it. Meteors fall on a schedule you can watch coming, and delete most of the horde on impact — or a third of you.
Then it hands you something ridiculous. Thirty seconds where every hit explodes. Or every hit spawns a black hole. Or your fire rate triples. Or every single hit is a critical.
Weapons evolve for free here. No altars, no conditions. The mode is built to be broken.
It pays out the best gear in the game, including five character-specific armor sets whose bonuses change how that survivor fundamentally plays.

250+ named items across 8 gear slots and 8 rarity tiers — Common up through Legendary and Mythic, then three tiers above that most players will never see.
50 enchants to roll and re-roll onto your gear, plus 23 socketable upgrade chips and 20 gems.
11 full armor sets with real set bonuses, not just matching colours.
30 relics, each with an ability nothing else in the game has and three random stats drawn from twenty. The longest chase here.
Crack loot cases on a three-reel machine, socket, enchant, and watch your gear score climb. It's that kind of game.
NOVA RUNNER — glass cannon. The fastest thing on the grid and the easiest to kill. Stays alive by never standing still.
KERNEL KNIGHT — the wall. Carries only two weapons, but gets six ability slots instead of four. Runs a shield that recharges off the damage aimed at it, then discharges into a chain of dashes.
HEX WITCH — support caster. Two weapons and two battlefield casts, chosen before the run from five, that bend the whole fight around her.
ARCHIVE GHOST — time manipulator. Record yourself, recall yourself, and fight alongside your own duplicate while everything else runs slow.
VEX.E — blade dancer. Found crouched in a room deep in the dungeon. Tears a hurricane of enemies into orbit and bleeds them out.

TWO FINAL BOSSES — the first is a genuine raid: four phases of memory puzzles, positioning tests and an arena that shrinks around you. The second cuts your stats to a tenth, switches your weapons off entirely, and makes you tear its cores out by hand. Real fights, not damage sponges.
EXTRACTION — a heist mode. Break into the vault where everything you lost is stored, clear five guarded camps, take what you can carry, then stand still for seven seconds while everything left alive converges on you. Die on the way out and leave parts of your haul behind.
MODIFIERS — arm them before you deploy to push a level past its own timer, or triple the threat curve on endless runs. More danger, better payout.
THE GRID IS NOISY — runs derail. Containment breaches open, vaults go up for grabs, convoys cut across the map, strongholds power up, portals tear themselves open, colossal serpents come through the scenery, and rare things spawn that most players never see. You seldom finish a run the way you started it.
2-month seasons with a fresh seasonal character and a level playing field. Your permanent progress stays yours forever.
Endgame leaderboards — the real competition starts where the campaign ends. Every mode is ranked, every season resets the field, and a permanent Hall of Fame keeps the players who defined each one.
Deep account progression — 11 attributes across 345 ranks, five prestige tiers, and a level cap that eventually stops existing.
140+ achievements across combat, extraction, loot, weapon mastery and story.
A buried storyline — the operator who died writing a rescue script she never got to run, and the reason every survivor who ever beat the administrator became the next one.
Digital Survivor is hand-built by a solo developer and patched relentlessly. Most balance changes come straight from player feedback and anonymous gameplay statistics. Join the Discord, argue about builds, and watch your argument ship in next week's patch notes.
Steam features: full controller support with remappable bindings and native Xbox, PlayStation and Nintendo glyphs · link up with a friend over Steam and watch each other's runs and loot live · Cloud saves · 3 local save slots · reduced-flash and high-contrast accessibility options · a movable, resizable HUD.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Reviews
I was expecting a 1 hour long cheeseball roguelike given it's price. Man, was I wrong. This game has so much content and meta progression. Great music and classic style graphics for us Vampire Survivor lovers. You'll get your moneys worth in this game.
*Received this game as a Stream Key giveaway from the creator* Very fun for a short burst time killer between other things. Plays like Cyber-Vampire Survivors but with a gearing and a weapon upgrade system. Feels a little info overload when you first get in and some of the game progression modes aren't quite flagged to you as clearly as they could. Also gearing feels a little rough around the edges when it comes to comparing items but at least the system of progression is actually there! Overall for a small Indy sub-$5 game its a solid 7/10 - "Will play in 20 minute chunks when i need a break from other games"
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Languages: English
"The game is an absolute blast! The beginning is insane. Tons of stuff, gear, skills, etc. The music is awesome too. @WackyJacky101, you made a sick game!"
I followed the development of DS from it's start as a browser version to what is now a fully released game on STEAM. It's absolutely impressive to see what is possible to do by just one person with enough dedication. KUDOS to you, WackyJacky101! Gameplay wise this is a fantastic bullet heaven game with a quite steep learning curve and challenging difficulty that ramps up in later phases. There is no active shooting required, just staying constantly on the move, the weapons will do the rest. Findign out what the synergies are, which combinations of weapons and buffs in a run work best for you is super fun. Outside each run there is a plethora of mechanics to keep you engaged. Starting with armor to upgrade your skills in a run, then moving on to chips to further tweak the armor, then to gems with different stats, trinkets and jewelry to ancient gear that can both be worn or used to create even more powerful stuff. Once you unlock your first Godfall armor piece it goes to a whole other level, quite literally. There is no classical skill tree and no general prestige mode, but you can increase each characters attributes in two ways and can prestige each individual character, further enhancing your powerlevel. Wack yis adding news stuff quite frequently at the moment, including new weapons such as the Faultline and new gamemodes, so keep an eye out for what's to come next. Overall I like the game a lot and keep coming back to it daily. If you like bullet heaven games and also a bit more complexity than many other games offer, try this one out, it could be something for you!
For the price this is good fun.
As a huge fan of Danmakus and of WackJacky, it was a nobrainer for me to test this. Why Wacky gave out free keys in his stream, I was one of the happy ppl to receive one, so I was able to start in the Beta already. It is a fun Game. Not perfect, but pretty entertaining. In the beginning, it is a lot that is just put on the player without explanation, but the rounds are fun. And after doing some rounds you get the idea and what does what. Overall, it is some hours of fun for not much money. I would recommend to check it out, if you like Games like, Greedland, Brotato and Co.
This my way to say thank you Jacky - for many years very good Entertainment on youtube. The game is awesome , compair to games like "Brotoato" or something but much cheaper.
[h1]Nur noch eine Runde ...[/h1] Als langjähriger Besucher von WackyJackys PUBG-Stream auf Twitch habe ich zufällig von diesem Projekt erfahren, und dann noch zufälliger auch noch einen Key für die Beta-Version erhalten. Zum Zeitpunkt dieser Rezension habe ich 36 Stunden in diesem Spiel verbracht, vor dem finalen Release. Ich hatte vorher wenig Kontakt mit dieser Art von Spielen, aber es hat mich tatsächlich voll gepackt. Vorweg: Ja, natürlich ist das alles mit AI-Hilfe entstanden. Denn weder ist WackyJacky101 Programmierer und Spiele- oder Grafikdesigner, noch ist er Musiker oder Art Director. Aber ganz offensichtlich hat er viele gute Ideen (zum Teil natürlich aufgegriffen und weiterentwickelt), und wollte diese Ideen nach seinen Vorstellungen verwirklichen. Warum also nicht mit AI? Genau so wird es aktuell gerne propagiert und auch gemacht. Und ja: Das aktuelle Intro-Video hätte er weglassen können, das schreckt doch eher ab. [b]Aber das Spiel macht Spaß![/b] Es ist - natürlich und unverkennbar - quasi ein [i]Vampire Survivors[/i] in die Synthwave-Neon-Welt gebracht. Schnell, bunt, actionreich, kurzweilig. Nur noch eine Runde! Nur noch eben das nächste Level schaffen! [list] [*]Die Mechaniken, Items, Synergien und Charaktere mit ihren Eigenschaften funktionieren prima und haben teilweise erstaunlichen Tiefgang. [*]Die verschiedenen Spielmodi laufen sauber, werden immer anspruchsvoller und halten bei Laune. [*]Der Soundtrack ist gut! Obwohl natürlich auch künstlich erzeugt. [/list] [b]Also: Intro-Video skippen, einsteigen, entdecken, aufleveln, freischalten, Spaß haben![/b]
This one is a swing and a miss. I love these survivor types of games and honestly it is hard for developers to get them wrong but WackyJacky managed with this one. Needlessly Complicated and poor art design with seasonal crap and games for service trappings ruin what could have been a decent game. I like the character design and the enemy designs but that is about it. Everything else feels "off". And you know how you see all those "blinking lights and seizure notices before games" and you kind of laugh half suspecting such things are not real? Well for the very first time in my life this game has made me see how such things can happen. I was sitting playing and the character and his movement compared to the overly complicated background of the level started to make me feel off and dizzy. It took me a minute to realize it was the game causing me to feel this way and at first thought my blood pressure was rising or I was getting sick. Once I realized why it was happening it started to go away tho. The worst part of this game is how quickly you burn through the level. Its over before it becomes satisfying. Very disappointed.
This is a great game to kill some time when you don't necessarily have a ton of time to kill. Got 10 minutes? Grind some keys. Got 20 minutes? Do a couple extractions. Got more? Try an Endless run, see how far you can get. It's been amazing seeing how much this game has grown from its original browser version. So many more weapons, so many new synergies, game modes, equipment, characters, art assets, the list goes on. Heck, Null Tide just came out, things keep getting added! Oh, and I love the EDM/Synthwave soundtrack too. And WackyJacky101, already known for community involvement, has been phenomenal in not just asking for feedback but actively working on the suggestions, complaints, and bug reports directly from the Discord. You report a bug, it may well be fixed the same day. You don't see that kind of partnership very often. Great game, do recommend!
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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