
Plan, Aim, Shoot! FLICK SHOT ROGUES blends the tactile satisfaction of flicking stuff across a table with the strategic depth of your favourite turnbased roguelikes. Chain together ridiculous combos, unlock characters, items and skills to conquer the island!
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 31 → 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


Plan, Aim, Shoot! FLICK SHOT ROGUES is a super-satisfying roguelike dungeon crawler about lining up the perfect shot to send your hero spinning across the board.

Trigger wickedly explosive combos and blast the battlefield apart, but don’t be hasty – a misfire could spell your doom!

Death is not the end! Each new journey across the island will reshuffle the enemies and offer different rewards. Rise to the challenge and adapt your strategy accordingly!

Collect powerful items, talents, and curses, each with unique and game-changing effects. Brave the risks of the curse and supercharge your run with game breaking interactions.
Genres
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 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Flick Shot Rogues has a great hook. The idea of lining up a shot and flicking your hero across the board, chaining collisions and combos, is tactile and satisfying. There's skill in reading the board, judging angles, and shooting your disc through a crowd of crabs and monkeys to set off a chain reaction. The game is at its best when it forces you to bounce your guy into a few walls and enemies, needing you to predict the trajectories beyond the aim markers (though it feels like you should have much higher shot power to really maximize the fun in this). The cutesy pirate-themed art, the monkey island-like music, and the physics-driven puzzle of each encounter make those first few hours feel fresh and inventive. The problem is what happens after those first few hours. The run structure gets repetitive and the runs themselves aren't varied enough to make you want to keep winning them. Each attempt sends you through the same sequence of biomes and essentially the same encounters, and because so much of the game's content is locked behind a slow meta-progression, you spend a long time replaying near-identical runs just to try to gain a few Profile Levels. You're doing the same thing over and over, going crazy watching the same opening stages roll by. A good roguelite uses repetition as a way to promote variety: new builds, synergies, harder zones coupled with your better understanding of the mechanics. Here it's just a chore.
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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, French, German, Simplified Chinese, Japanese, Spanish - Spain, Italian, Korean, Portuguese - Brazil, Russian
Hours played at review time, across 52 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Obligatory "what a shame Steam doesnt offer a neutral view" disclaimer. "Deep as a Puddle" is a phrase I think this game suits very well, I agree with the other negative Reviews. In 1 run you will have seen every normal enemy this game has to offer. In 3 runs or so you will have seen every boss and every arena this game has to offer too. With playtime you unlock more characters, more "weapon modifiers", more "relics" and more choices you can do in your run. However with the lack of enemy or arena variety, none of these feel very unique or special. There isnt much variety for your build, even after unlocking a bit you will see the same 5 modifier choices in every run, and none of these feel cool or crazy, it makes them all blend in with each other, and none of these even will give you a "build", its more so just different skills that dont synergize with each other. There is a level up system that just as easily couldnt exist, its an arbitrary way to fake "progression" in a run. If the devs just didnt give more health or damage to enemys nothing would change, this level up system doesnt offer anything because you cant really lose enough exp. in a run for it to matter. Its useless flair. This game really is not a good Roguelite game, and if youre here for the Roguelite aspect you should skip this one. If youre here purely for the "Flick" aspect I think you will have a very fun time with this. I'd say get it on a Sale no matter what, because compared to other games in this price range I have seen way better. As a basis, if I didnt have a neurotic compulsion to 100% every achievement in games, I would have had 5 hours on this game without buyers regret and be very content with the 45% sale I got this. But trying to get anything more out of this game will make you feel frustrated. I feel like this game would have worked way better as a linear story based game instead of a Roguelite.
“A Clever Idea That Fights Against Itself” Flick Shot Rogues immediately caught my attention because it tries something genuinely different from most roguelikes out there, and I’ll always respect developers willing to experiment instead of copying trends. During my initial hours with the game, I actually enjoyed parts of the experience and could clearly see the creativity behind its design. The biggest issue for me, however, was the controls. While the flick-shot mechanic is definitely unique, it often felt more frustrating than satisfying. Too many moments felt like I was fighting the controls instead of mastering them, and simple actions occasionally became irritating due to how imprecise or awkward the movement and aiming could feel. Because of this, the pacing never fully clicked. Roguelikes usually thrive on momentum, flow, and that “one more run” feeling, but here the mechanics constantly interrupted that rhythm for me. Instead of feeling exciting and fast-paced, many encounters ended up feeling slower and more cumbersome than they should have. That said, I did enjoy the progression system. Unlocking new content and seeing gradual improvement gave me motivation to keep playing longer than I otherwise might have. The game also deserves praise for its presentation. The art direction is fantastic, the pirate-themed worldbuilding has a lot of charm, and the music fits the atmosphere extremely well. There’s clearly a strong creative vision here. Unfortunately, some of the characters felt hit-or-miss gameplay-wise, which became another issue affecting longevity. Certain characters were genuinely fun, while others made runs feel significantly less enjoyable. Over time, that inconsistency made it harder for me to stay invested. Ultimately, Flick Shot Rogues feels like a game with a fantastic foundation that just didn’t fully come together for me. I honestly think with more refined controls and smoother gameplay flow, this could have been something special. There’s a great idea here, I just don’t think the execution reaches the same level as the concept.
It’s not fun and nothing like the visuals. If you’re expecting the fun of old-school pool games, this isn’t even close.
Boring, with annoying finicky controls.
Nice game! Makes fun to play 9/10
Solid.
Play Time: 26hrs Achievements: 46 of 46 Date/Version: June 28th 2026 Rating: 7 1/2 out of 10 FlickShot Rogues: A “flicking” board game style game that's based in the digital world. You have your pirates who'll use a “slay the spire” grid like mapping system. This game does have a very tactical “feel” to it. As knowing your abilities, and the enemies is key in this game especially at higher difficulties. You'll fight against many of the same enemies, each biom has their own unique enemies. Flick your character into danger and away from danger, create unique teams to win or ultimately get yourself some treasure! (Potential Spoilers) Characters you can play: You have 5 unique characters each one comes with a variation you can play after beating Doom 5 (the difficulty) setting in the game. These characters require you to learn unique combos as in “bonus” abilities that will link with your unique characters play style. You play with two characters at the same time, and the game has the option to auto change to the other character so you don't have to manually do this. Curses: The game features curses, these curses are exactly what you think they are negative side effects during your game play. For Example you may have a curse where if you don't switch characters between turns you'll receive damage. Or at the start of the battle explosive kegs may spawn. Enemies: The enemy variety is a bit samey but each biom has it's own unique enemies and bosses. The game does a fantastic job at switching up the behavior of said enemies, and what you can do to combat said enemies. Difficulties: This is where the game does a great job leading a person into this idea it's more than just flicking and making sure you can “hit your mark”. There's a clearing curve to this game, and you need to also learn some of the enemies patterns. It isn't much but there are plenty of difficulties to choose from. I beat the game on Doom difficulty 10 and with 9 curses. I believe the game goes up to maybe doom 15 or higher. In any case you need to beat Doom 5 with each character to not only unlock variants for those characters but also to unlock the higher doom difficulty. Skills & Abilities: You chose your two starting character they have their own talents with their own talent tree. But you also get unique abilities to start off with. These can be combined to create some broken combos. And you may find combos between two characters and their talent they start with. Random Events & Music: The random events are nice, and you can control the RNG for the most part. Yes there is some RNG but it's not terrible The music wasn't terrible either nothing like a work of masterful art but hey it was enjoyable. I was initially worried about the pace of the game, playing it is a bit more fun than I thought it would be. I don't regret my purchase one bit. Fun game, must play for those looking into a physics style board game. PROS: Unique Characters Unique Enemies Fantastic Learning Curve Fantastic Difficulty settings Amazingly accurate hit boxes. Fun game that doesn't overstay it's welcome. The art was enjoyable. NEUTRAL: CONS:
It's quite good, although it can be completed fairly quickly. I'm still giving it a thumbs up because the base experience satisfies what it sets out to do without it being too shallow or too complex. If the game receives new updates of content, enemies, and levels, shuffled together for a more randomized or endless experience, it would greatly help its replay value.
Flick Shot Rogues was genuinely such a pleasant surprise for me. I got this in a bundle, expecting it to be a great idea with a bad execution. But this game does such a great job at making the most out of it's unique concept, and it is so very [b] [i] very fun. [/i] [/b] You have 5 characters, each with two variants to unlock. The major areas of the game are always the same, but the paths within those areas have different risks and benefits to encourage you to take them. Enemy variety is a tad bit lacking, yet that doesn't diminish the replayability in fighting them. But the most important part IMO: The game never neuters your power. Some games will see a way that you can become overpowered and nerf things, or prevent combos, etc. This game doesn't do that, you can become effectively godly in terms of power and I cannot understate how fun that makes the game. Not even to mention the adorable art style, the addictive sound design, and the fact that I've only ever encountered one single bug/glitch in 25+ hours. Such a genuinely well built, well executed game. I love it and highly recommend it.
Players by region
Where this game's players are, estimated from review languages.
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