
Exorcise hordes of demons using gun-wielding nuns and angels in this survivors-like bullet heaven! Collect and keep angels with unique weapons, stats, and abilities to create god-like builds as you fend off waves of enemies! Do you have enough faith to survive?
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About
Flock of the Seraphim is a horde survival roguelite bullet heaven where you defend against hordes of enemies that grow in power over time, but so do you! Gain the strength to catch up to the threat's growing power by leveling up, gathering weapon-wielding holy allies, collecting loot, and repeat. Hell has risen and its up you and heaven's cutest soldiers to repel the demonic invasion!
Acquire unique angels with unique weapons and control a specialized squad of god warriors. Bows, Rifles, even RPGs? They use them! Each angel comes with a unique passive and stats that improve their fire rate, reload speed, damage, pierce, and health recovery. The currency earned fighting hordes of demons can be used to upgrade your holy power outside of the crusade and join the fight again with increased divine power!
Fast runs, 10 minutes to reach the boss. Longer runs at higher difficulty
Over 20 different angel weapon choices to unlock with customizable designs
You can keep your weapons (angels) after completing the run
Level up, gather loot, and gain more angels mid run to get stronger
Collect currency for strengthening meta upgrades and angels outside of the runs
"i just wanted to make a nun pray in the jack-o pose. the game sorta made itself after that." - Dev
Genres
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 172 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
suprisingly enjoyable
美術很獨特,操作卡通修女是最主要的賣點。
i dont usually write reviews for games, but this one is so charming and fun to me that i want to let everyone else know how goated it is. the gameplay is simple, relaxing even, which i really liked, although at the same time its pretty raw, the game still needs some polishing here and there (ex. i find the damage indication and a lack of a health bar for the boss underwhelming, sometimes it gets confusing whether you cleared the run or got one-shot, the ui is pretty bare bones, there are no tutorials/tips) and especially more content (ex. items/quests, maybe even some more variety in nuns/weapons/angels) the artstyle is also reallyyy cute, these chibi-styled nuns actually reminded me of "panty and stocking" show and "zzz chibis" ifykwim, thats what caught my attention when i was scrolling through the store page mindlessly and i got the game immediately, as soon as it got released. as it is, the game offers enough of content currently, there are a bunch of challenges/nuns/weapons/skins that are available to unlock and its quite enjoyable to go through it all i hope the dev keeps on working on this little game and will fix/add some stuff. *hm: the jiggle physics bro💔💔
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Languages: English, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
Hours played at review time, across 172 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
very nice little game for high number: )
Flock of the Seraphim delivers a lively mixture of bullet-heaven action, roguelite progression, and character collecting, wrapping familiar survival mechanics in an unusual battle between heavily armed angels and relentless demonic forces. Developed and published by GuuchanDev, the game immediately distinguishes itself through its playful religious imagery and anime-inspired presentation. Instead of taking its supernatural conflict too seriously, it embraces the absurdity of angels carrying rifles, bows, explosives, and other weapons while facing enormous crowds of enemies. Underneath that humorous premise is a straightforward progression loop designed around short, increasingly chaotic runs. The central objective is easy to grasp: survive waves of demons, accumulate experience and resources, improve combat effectiveness, and eventually confront the boss. Standard runs are structured to reach their climax relatively quickly, making the game suitable for players who enjoy completing meaningful sessions without committing to lengthy campaigns. Higher difficulty settings can extend the challenge, providing room for players who want more demanding encounters. This compact approach complements the genre particularly well because experimenting with a different strategy never requires an excessive investment of time. What gives the combat additional personality is the angel recruitment system. Rather than controlling a lone character whose attacks simply become more elaborate, players gradually assemble a group of armed angels. More than 20 angel weapon options can be unlocked, ranging from conventional ranged equipment such as bows and firearms to much heavier weapons such as rocket launchers. As the squad expands, the battlefield becomes increasingly crowded with friendly projectiles as well as enemies, creating the satisfying visual escalation expected from a bullet-heaven game. The angels are more than cosmetic additions. Individual statistics affect characteristics such as damage, firing speed, reload performance, piercing potential, and survivability, while passive abilities introduce additional considerations when deciding how to construct a squad. Consequently, progression is not limited to grabbing whichever upgrade offers the largest immediate numerical increase. The player is encouraged to consider how different angels and weapons complement one another. Discovering an effective combination and watching it transform a difficult encounter into controlled destruction is one of the game's strongest pleasures. Another appealing aspect is that recruited angels can remain valuable beyond the run in which they are discovered. Persistent progression gives the roster a collectible quality and creates a stronger attachment to individual units. Resources earned from battling demons can also be invested into improvements, allowing the overall strength of the player's forces to increase between attempts. Losing therefore does not necessarily feel like completely wasted effort. Even an unsuccessful expedition can contribute resources, knowledge, or progression that makes the next attempt more promising. This persistent advancement does change the nature of the roguelite experience. Players who prefer games where every run begins from almost identical conditions may find the permanent progression comparatively forgiving. For everyone else, it creates an effective incentive to keep playing. The cycle of fighting, collecting resources, strengthening angels, unlocking additional possibilities, and returning to the battlefield produces a steady sense of accomplishment. It also means that difficulty can gradually become more manageable through preparation rather than depending entirely on mechanical skill. Visually and thematically, the game benefits enormously from committing to its eccentric concept. Cute angelic characters stand against grotesque demonic opposition while increasingly ridiculous quantities of ammunition fill the screen. The contrast gives the action personality without interfering with the mechanical simplicity that makes this type of game accessible. Customization options for angels further strengthen the collecting element and allow players to give their growing squad a little more individuality. Outside the immediate combat loop, achievements and leaderboard functionality provide additional objectives. Leaderboards are particularly appropriate for a survival-focused experience because they encourage optimization after simply reaching the end of a run is no longer enough. Players interested in completion can pursue achievements, while those interested in efficiency can continue refining weapon combinations and squad compositions. These secondary goals help provide motivation beyond repeatedly defeating the same types of demonic hordes. The greatest potential weakness is repetition. Flock of the Seraphim remains fundamentally centered on entering an arena, destroying large numbers of enemies, gaining upgrades, and repeating the process. Anyone already tired of survivor-style games may not find the unusual theme sufficient to overcome that familiarity. Much of the long-term appeal depends on enjoying experimentation with weapons, angels, statistics, passives, and permanent improvements. Enemy variety, progression pacing, and the player's willingness to chase stronger combinations ultimately determine how long the loop remains engaging. Steam Deck compatibility is officially categorized as Playable rather than fully Verified. Performance with the default graphics configuration is considered suitable, and the game can run successfully on SteamOS. However, handheld players should expect compromises. Some functionality is not fully accessible through the default controller configuration, touchscreen interaction or a community controller layout may occasionally be useful, and text entry can require manually opening the virtual keyboard. Some interface text may also appear small, while certain prompts can display keyboard, mouse, or non-Steam Deck controller icons. It is therefore functional on the Deck, but the experience is less seamless than a fully optimized handheld release. Taken as a whole, Flock of the Seraphim is an entertaining bullet-heaven roguelite that makes its strongest impression through the combination of collectible angels and escalating firepower. The short-session structure keeps experimentation convenient, persistent progression makes repeated attempts rewarding, and the variety of weapons and character attributes adds useful strategic depth to an otherwise accessible formula. It does not radically redefine the genre, but it gives established mechanics enough personality to stand apart, particularly for players attracted to character collecting and increasingly outrageous builds. Rating: 8/10
One of a kind game, 10/10, maybe more. just dont use the plasma gun
Jogo muito bem construido poucos bugs desing otimo
Pretty good game to play on the sidee.
Peak game
中规中矩,还行我只能说还行 四名修女各有三种武器吧,但是玩到后面很无聊,各种天使从各种冷兵器到热武器,种类挺多吧,但是玩到后面很无聊,三张图三个难度还有挑战模式和无限生存吧,但是玩到后面很无聊。 你感想象我一个经常熬夜甚至通宵的人为了做这挑战模式,所有挑战模式任务全都在同一张图反复刷直接给我刷困了,一看才做了一半不到的挑战,气笑了。 还有点小吐槽:身边的天使包括怪的行动都很流畅,怎么到了玩家操控的修女就是各种动作抽帧,这抽帧是你游什么必要特色吗我想不明白。虽然捡到十字架可以让修女摆poss而且给属性加成,但好像这摆poss可有可无的感觉,而且你都给修女增加摆poss的功能了为什么不给天使还有修女细化一下动作呢?子弹打完了换弹动作呢? 还有主菜单设置的音乐大小每次重进游戏都要重新设置,就很,你懂吧? 还有过于简陋的UI我不好评价,玩家主控的修女只显示血量不显示载弹量是何意味?我寻思考试带支笔就行了橡皮擦就不带了,但凡参考下各大热门fps游戏都行啊? 天使种类多但是有升星局外养成,或者打难度2概率白嫖2星天使,3星天使同道理难度3去刷,感觉这天使养成可有可无,最多就是给中意的名字和形象的低星天使进行培养,以西结,加百列,乌列尔都来了那我缺的米迦勒在哪? 天使也可以变更形象,换光环,换服装,换饰品,但是也就那几种,也少得可怜。 说是有任务结果任务没啥屁用,因为你正常刷刷就能解锁物品栏的东西方便你在局内花钱随机获取已有道具之外别的任务屁用没有。 说实话内容没什么深度玩起来还是很单调很无聊,刚开始确实挺上头,但过了新鲜感就开始无聊甚至玩着都开始犯困了,如果后续没啥更新的话那估计也就这样了吧,玩腻了就再也不会打开的那种( 虽说首发折扣31.5也就几杯奶茶钱,但是内容比较少不太值这个价,目前来说我是不推荐,除非后续有什么大更新吧?不求什么大更新,至少新增地图,老地图扩大一点吧?新的修女或者武器? 诶,我有一计,把天使全部换成碧蓝档案的学生,那岂不是更有动力了?什么,为什么不直接玩BA呢?因为我现在BA就上线清日常,完事下线,就这样(
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