
Holy Shoot is a fast-paced roguelite action FPS set in a satirical version of Hell, packed with chaos, blessed heroes, and demonic bosses. Pick your hero, dive into hell, upgrade your build, and shoot your way through sin.
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): 4.5/day in the week to Jul 21 → 4.6/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

Holy Shoot is a fast-paced roguelike FPS packed with chaos, style, and comedy. Start as a Sanctum warrior and battle through sin-themed levels filled with traps, demons, and bizarre bosses. Upgrade your powers, unlock new heroes, and blast your way through hell one ridiculous run at a time.
Holy Shoot is all about speed, chaos, and humor. Blast your way through randomized level layouts filled with cursed enemies and explosive surprises. Every run offers a fresh challenge and new ways to bring the pain.
Start your journey as Supersonic Samuel, a lightning-fast warrior with divine reflexes. As you progress, unlock new heroes like Toshiko Techno. From divine speed to tech-powered tricks, every character brings something different to the battlefield. Their strengths shape how you play, and the rest is up to what you find along the way.
Unlock powerful perks mid-run and earn currencies to buy permanent upgrades back at HUB. Mix and match upgrades to suit your style, and build your own flavor of divine destruction.
After each chaotic run, you return to your home base. This lively headquarters is where angelic blueprints are drafted, cakes are sliced, and tea is definitely preferred over coffee. Chat with quirky NPCs as you regroup, unlock permanent upgrades, and prepare to dive back into hell even stronger.
From chunky shotguns to nail-spitting rifles and boom-happy grenade launchers, every weapon feels unique. Each one packs a punch, looks cool, and delivers comic-style chaos with attitude.
Each level is themed around a different Deadly Sin, with hand-painted environments, stylized hazards, and comic-style effects. From crumbling ruins overflowing with gold to wrath-filled lava chambers, every setting cranks up the absurdity. Combat stays fast and flashy, delivering chaos with a chuckle.

Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $12.99 | 357reviews | 76% | — | $78.3K |
| — | 0ratings | 0% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 129 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
w game with ACTIVE developers who listen, unheard of in 2026. a solid shooter with a cool design. satanism/hell theme, w. lots of viable guns. couple expansions and variability between runs with items and coop, it'll be a great rouge able to run with the likes of roboquest
First of all, I want to say I don't recommend the game as it is, * for now *. The game feels like a remix of Roboquest with Borderlands-style graphics, without actually inheriting the good aspects of any of those. I do thing it looks promising, however. So I will come back to change this review as the game evolves and leaves the early development. Some things feel off, like the constant (and annoying) skill/passive activation baloon, in the top-center of the screen. Get a couple of interacting effects and that baloon will keep showing every 2 or 3 seconds. The lack of minimap is specially annoying, since some maps look like mazes, and there are challenges with timing. Too many bugs, even for an early release, mostly related to interface: 1. For some reason, if my weapon still has some ammo, I need to press "Reload" twice for it to reload, the first click is simply ignored. 2. Rebinding the "Interact" key ("F" by default") does not work at all. I changed it to "E" and all interactive elemements still responded to "F" and not to "E". 3. Inconsistent progression speed. After only 6 runs I could buy all upgrades from the support tree. 4. Audio problems. Most reviews said about that, and it is very annoying. Sometimes the audio will simply jump to a much higher level. 5. Ghost invocation failures: at most times, pressing the ghost invocation key ("G" by default) did absolutely nothing, even with one or two invocation charges still available.
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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, German, Simplified Chinese, Japanese, Russian, Turkish, Korean, Portuguese - Brazil, Spanish - Latin America*languages with full audio support
Hours played at review time, across 129 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
the gunplay is satisfying, it's visually rewarding to get kills, i also really like the gun draw animations as they're cool and unique :steamhappy:
I hope the devs keep working on this, it has a LOT going for it, but as it is, it was released too early. If you're curious about mechanical difficulty vs numbers difficulty, this is numbers difficulty. The first boss you can easily circle strafe to death, the only difference gear makes is how long it takes and it can take very, very long since you're going to be slowly chipping away at bullet sponges once you encounter higher level enemies until you spend currecny to upgrade. I know this is a roguelite but I feel like the difficulty simply being a lack of numbers is irritating, since the boss patterns aren't difficult, they just require you to do boss battles for longer. Also speaking of roguelite gameplay, I never really get that sense of putting together a really GOOD build. The abilities and upgrades you get also suffer from the "numbers" approach. I haven't really seen beyond "every 7 hits something happens so take a gun with high fire rate" synergies. Enemy AI is rudimentary, and stairs seem to mess the pathing up easily. Dropping off stairs and then hopping back on them can get an entire pack bouncing back and forth trying to get to you one elevation level up and then immediately turning around once you're one elevation level down, although sometimes enemies solve this by just clipping through stairs or walls. There's another issue where some enemies spawn in inaccesible areas, I believe this is why you don't have to kill all enemies in a level to progress. At some point I assumed the devs realised they have an issue with enemy spawn placement and instead of fixing it so enemies don't spawn out of bounds, they simply changed how many enemies had to be killed before you could progress. This makes me wonder whether different parts of the game were done by different contracted teams or whether some portion of the game was AI generated, because it seems like a workaround for an issue that should have just been fixed instead of being solved with a bit of a hacky solution, but I don't want to make any assumptions, this is just a guess on my part. Another personal gripe is the amount of fast moving "suicide" enemies. Flying skulls don't kill themselves but they're such low HP they might as well, except at that point you've already taken the damage. There are enemies in the second area that you almost never know about until they detonate in your face but I'm happy to accept that's a skill issue. The weapons are many and varied which is cool, but the balance is weird. I got the tommy gun in a run earlier today and its so immensely overpowered that I didn't have any reason to pick a different weapon, even though it was only blue rarity. There's also a grenade launcher that has no visible projectile and I think that the game might have an issue with projectile weapons in general because I feel like the time it takes for the damage to land from it is inconsistent. This is another thing that makes me wonder whether the lack of visible projectile was a way for the devs to work around an issue they couldn't solve with travel time on projectiles, but I don't want to assume too much, this is just another guess on my part. Another weird personal gripe is the fact that grenades (once unlocked) deal like the quarter of the damage a shotgun does. Ablities in general seem undertuned, except for the one that increases attack speed and gives you infinite ammo, but that's really not an ability, its just an extension of your weapon damage. My biggest issue is the bugs. I've had my weapon swapped for me and then been unable to swap back, I've had my weapons stop firing, I've been unable to reload (although even when I can reload I feel like sometimes the button to reload doesn't register and I have to spam R to reload). The game looks great, the music is cool, when it works it plays well. I really hope the devs iron out the bumpy bits and I got it on introductory special for 40% off and at that price point there's no reason not to check it out, if only to already own it once it gets polished a bit more. Its tricky picking between yes/no for recommendation because as undercooked as it feels its not BAD, but right now definitely get it if its going at a good discount, I'm hoping I can change my recommendation to a solid yes in the future, but in its current state if a friend asked whether they should buy it at full price, I can't recommend it.
Holy Shoot wants to be RoboQuest or Gunfire Reborn set in hell. That is a great premise. Unfortunately, it never does any part of the roguelike shooter formula well enough to compete with either game. After only a few runs, my level-up screen became permanently stuck over the game. I could not close it, pause, escape, or recover the run. There is also a bug after the first boss that forces controller players to grab a mouse to click through the next menu. Between problems like these and the overall controller implementation, the game clearly was not properly tested with a controller before reaching 1.0. Controller aiming is tragically bad. There is no meaningful aim assist, and the hitboxes seem concentrated around the dead center of each enemy. You have to aim with unreasonable precision while targeting an unusually narrow area. Some weapons with recoil make this more manageable because the recoil can compensate for the poor aiming design, so controller players should experiment with different weapons before giving up. This is especially disappointing because the developer appears to have acknowledged controller complaints for quite some time, yet the 1.0 release still has basic controller problems during runs, after bosses, and between levels. The roguelike systems are also shallow. You have the expected grenades, turrets, upgrades, and other genre staples, but very little meaningful build variety. Gun variety is limited, and you cannot develop your weapons in the ways you might expect from a stronger roguelike shooter. The shorter runs make the lack of depth more tolerable, but it is still noticeable. Weapon RNG determines far too much. Sometimes you receive a gold weapon and plow through everything. Other times, you find nothing better than green equipment and eventually feel better off dying and restarting. Randomness should encourage adaptation, not make one run entertaining and the next feel disposable. There are also some baffling design choices. Dashing creates an unpleasant lensing or pseudo-slow-motion effect that makes a mechanic built around speed and responsiveness annoying to use. There are positives. The moment-to-moment shooting is decent, even if it falls well short of RoboQuest. Enemy variety is good, movement can feel satisfying once the action gets going, and the difficulty ramps up well. The game becomes challenging quickly, and you can actually feel the difficulty progressing throughout a run. The permanent meta-progression is also forgiving instead of becoming a miserable grind. Holy Shoot is a frustrating 5/10. With more development and substantially more testing, it could have been good. Instead, it feels prematurely released: decent gunplay surrounded by shallow builds, inconsistent weapon RNG, strange design decisions, serious bugs, and controller support that is nowhere near ready for 1.0. Not recommended in its current state, especially for controller players.
hard recommend honestly .. its buggy .. enemys glitching into the ground .. behind walls you can not go behind. Got to 0 health at the money boss but got to fight on .. took even more damage but it didnt matter .. and then beat him. played now 2,5 hours and almost all the progession is maxed (except 1 tree) so by now I almost got to see everything this game has to offer minus mayham mode and the last world + boss the weapons already kept repeating and there is not much more to do then to get a legendary variant of a gun you like .. some guns are useless imo especially because they do not have an alternate fire mode like in robo quest for instance .. during the money boss was also no music.. not sure if this is meant to happen.. the succubus type enemys in the lust boss world felt super glitchy - not sure if this is supposed to happen or per design .. so now after bashing this game to bits why do I still recomment it ? I recon these bugs can be fixed .. more and more intresting meta progession can be added .. and simply because i had fun .. the gameplay is nice she shooting feels great tho the enemys do get kind of spongy if you cant make shots hitting with more then 500 damage .. preferably 1,5k damage per shot in the end where I played .. this is me giving the devs the benefit of doubt that they will polish this game some more to bring it up to what you should be able to expect
This game was in no way ready for a 1.0 release, there are far too many problems and not enough content to justify it. -Audio mixing is horrible, some sound effects are incredibly loud even with the volume adjusted to 5% -Enemies can get staggered when using a full auto weapon on them causing them to jitter around -Because of the staggering enemies can clip into and through the environment -Enemies clipping into and through the environment in general -Skills will sometimes require more than one button press to activate -Reloading will sometimes require more than one button press to work -The crosshair is offset, wherever you shoot you're actually shooting just above it -Some enemy attacks have lingering hitboxes -Some boss attacks have bigger hitboxes than the indicator -Some boss attacks have zero animations, you just take damage. Maybe a glitch -Some weapons are outright better than others leaving little variety in runs -Some challenges will still fail despite meeting the requirements -Belphagor can insta-kill you as soon as the fight starts -Ghost summons and the fairy companion cannot be used against bosses, making them more artificially difficult -Had a room with a completely cut off area filled with enemies I could not reach forcing a restart -There is no reason to start a run at a deeper level, you're put at an immense disadvantage while everything else has scaled up. Feels like a way to artificially pad game time making you always start at a higher level so you have properly leveled upgrades and weapons -Quirky reddit chungus dialogue
Yes.
[h2] juego similar a Gunfire Reborn y Risk of Rain 2, con mecánicas de combate similares e incluso con una que otra mecánica que enriquece el gameplay en solitario al máximo, ojala los devs no lo abandonen. [/h2]
The game is fantastic and has a unique concept, but it has some flaws. Firstly, the voice acting for the main characters feels like it was recorded while they were asleep; there's no excitement or engaging dialogue And sometimes the talk is annoying. The gameplay is enjoyable, but it feels like something is missing or needs further refinement.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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