
A shooting dopamine machine! Lucky Shot is a roguelike mag-builder FPS where you master different weapons, build wild combos, and break the game to reach massive high scores.
Modeled estimate, not a reported figure. How we estimate →
About
Lucky Shot is a roguelike mag-builder FPS where precise shooting meets wild buildcrafting. Master different weapons, stack Holos, arrange special bullets, and combine charms, energy drinks, and target upgrades into absurd, run-breaking combos. Land clean shots, grow huge multipliers, and push the score until the run breaks wide open.
Shape each run around the tools you find. Reach the required score, defeat the bosses, and keep the run alive as every choice changes what your next shot can do.
➤ 150+ Holos that stack, synergize, and bend the rules in different ways
➤ 12 different weapons, each with a unique playstyle that changes how you approach every run
➤ Multiple special bullets for your mag that define your build and shape each run
➤ 15+ bosses that test both your aim and your build
➤ 16+ charms that stay with you throughout the run and trigger special effects
➤ 15+ energy drinks with side effects that can save a run or wreck it completely
➤ Multiple special target types that let you influence what spawns next. The range is yours
Each stage pays tribute to a different era, with its own visual identity and soundtrack.
You do not need to be an FPS expert. Lucky Shot is designed for shooter and deckbuilder players alike: strong aim can push a build further, while smart synergies and magazine planning can turn every shot into something spectacular.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 193 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
roguelike elements are fun, I feel like my aim is atrocious, but I enjoyed it, and will keep playing until I beat it. It's currently $10, i'd say you can get $10 worth of fun out of this and more.
For when burnout hits this baby is here to supply a dopamine hit. Like how there's different guns to choose from. Little quirks here and there.
INCREIBLEMENTE ADICTIVO
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $74.4K | 99 | 63% | $19.99 | |
| $74.4K | 242 | 72% | $9.99 | |
| $74.4K | 299 | 91% | $15.99 | |
| $74.5K | 820 | 81% | $3.99 | |
| $74.5K | 1.1K | 77% | $3.99 | |
| $74.5K | 172 | 79% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $1.4M | 3.3K | 89% | $19.95 | |
| $1.4M | 4K | 85% | $14.99 | |
| $445.8K | 1.3K | 80% | $14.99 | |
| $1.7K | 10 | 50% | $6.99 | |
| — | 148 | 92% | — |
Languages: English*, Spanish - Latin America*, Spanish - Spain*, German*, Russian*, Portuguese - Brazil*, Portuguese - Portugal*, Bulgarian*, Simplified Chinese*, Korean*, Japanese*, French* +1 more
Hours played at review time, across 193 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I have hundreds of hours in Balatro, I also have thousands of hours between CS2, Valorant, Aimlabs, and other aim heavy games. This game is like a dream come true for me, and its a lot of fun. I WOULD recommend this game, but I'm leaving it as a negative review because of one thing. PULSEFIRE IS TERRIBLE! Not only is it the worst of the first 5 guns by a mile, it is completely unfun to use. One of the reasons I bring up my experience with games like Balatro and my thousands of hours in aim heavy games is to point out that I am not a bad aimer, nor am I poor at understanding how to make builds and value engines work in games like these. I hope this gives me a bit of authority when I say that this gun is FAR too underpowered. Taking two shots (that are far more difficult to aim together than something like the Blaster/AK) to destroy a single target is difficult on its own, however this gun has an insane amount of antisynergy with almost every holo (the main gameplay feature), as well as every boss in the game. My understanding of games like this is that the different gameplay modes (guns, or decks in balatro) should all have identities and trade offs but still be comparably powered in the grand scheme of things. This is not how it works with this gun in this game. Here's one frustrating anti synergy. If you have a guardian bullet as your first bullet in the magazine (or first in a two round burst), well im rarely going to miss the first shot, so when i hit the first and miss the second, a part of my build that is meant to protect me from this kind of thing is wasted due to no fault of my own. Or, in the same vein: If you first shot is a bullet like the explosive bullet that does more damage, it will immedately destroy the target and you just miss you second shot. Is this really how it should work? I could go on forever about frustrating antisynergies, but the simple fact that it is much easier to miss with this gun (not a skill issue, a fact of the gun).Because of this so many bosses become much more punishing, and so many holos much less potent. It is a poorly designed gun. One more of many little annoyances with the pulsefire is when you hit your first shot on a target and miss the second one. Now not only do you have to shoot it again (which is fine). But because the pulsefire is a two round burst, you are now guarenteed to miss the second shot. Should you receive double the punishment for missing one shot? But wait! Here is some cool skill expression you might think of: "On that second shot, instead of letting it miss, I'll flick to another target really quick! Sweet I hit it! Wait..." and the issue has completely looped. I am well aware that I am wide open to skill issue accusations, but I've just got to keep it real. The last 4 hours of gameplay in lucky shot for me have been me desperately running and failing pulsefire attempts on the LOWEST DIFFICULTY. I'm not doing this because I have a completionist drive or am enjoying it, I just desperately want to see more of the game and this annoying frustrating gun is stopping me. Here are some changes that could be made to the gun to improve it and it would still be underpowered: Unless there is some other unholy beast waiting for me higher on the gun list, this gun must at minimum be moved to one of the last unlocks (and it would still be weak). This gun could start you with all guardian bullets and still have the double purchased bullets perk (and it would still be weak). This gun could be semi auto and keep the 1/2 damage (I lied this might actually make it better). This gun could decrease scoring requirements by 25% (and it would still be weak). I'm just ranting at this point. But I hate this and has spoiled a game that was magical to me for the first couple hours. Also, Some holos are so bad I wouldn't take them under any situation, even if they were free. This is especially bad for commons that are high upkeep cost and moderate payoff (im thinking something like go kart). More music would be nice, the current track gets old pretty quick. Also who makes uncommons blue and rares purple?
Very interesting game in its own unique way. It's really fun and there is a co-op mode aswell.
Aimlabs + Balatro, armas y builds variadas por lo que he podido ver. Me ha sorprendido mucho el juego, tiene buena progresión.
ANOTHER BALATRO SLOP. lemme make a target shooting game and cram multipliers and chips and joker like special ability upgrades all while making the shop look as visually disgusting as possible. " I have 0 creativity so lemme just slap balatro and target shooting together real quick, and im gonna price it 13$ so i make good money off of this slop game" - said the dev peobably
great game
Lab
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