
A roguelite bullet heaven where you dodge and auto-shoot through waves of enemies. Build devastating weapon, gear and mutation combinations with deep synergies. Face over 30 unique bosses across diverse biomes in this challenging arena shooter.
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About
Survive relentless waves of enemies in this intense roguelite bullet heaven where you play as a battle-hardened pickle armed with an ever-expanding arsenal. Master dodge rolls, chain powerful abilities, and craft unique builds each run as you fight to save a world consumed by darkness.
Key Features
Roguelite Progression - Unlock permanent upgrades and new weapons between runs while discovering fresh build combinations every playthrough
Bullet Hell Combat - Weave through intense enemy patterns with precision dodge mechanics and strategic positioning
Vast Arsenal - Experience 80+ unique weapons, from rapid-fire machine guns to devastating rocket launchers
Epic Boss Encounters - Challenge massive bosses with unique attack patterns and multi-phase battles
Dynamic Build Crafting - Combine weapons, abilities, and upgrades to create powerful synergies
Diverse Biomes - Battle through haunted forests, corrupted wastelands, and ancient ruins, each with distinct enemies and hazards
How does the demo compared to the full game?
The demo contains 5 levels (full game has 32)
Sidekicks (companion feature) are not available
Characters (unique dodge roll abilities and appearences) are not available
Some items and weapons are not available in the demo (they are locked behind quests that are tied to the unavailable levels)
Progress in the demo will carry over to the full version

Endless Replayability
No two runs are the same. Experiment with countless build combinations, discover hidden synergies, and push deeper into increasingly challenging territories. Every death teaches you something new, every run brings you closer to salvation.
Can you survive the darkness and save what remains of the world?
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 216 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
"What if Brotato was bad?" EDIT: I couldn't be bothered at the time, but here's a detailed, snarkless explanation in case the devs are reading and looking for feedback - because I don't think this game is so fundamentally broken that it couldn't be fixed, but it needs drastic reworking, for reasons that I think are more than just preference. [h1]First, a few things I like:[/h1] [list] [*] The dodge roll and active ability slot are nice additions. [*] The art and presentation are really solid. [*] The codex/bestiary entries demonstrate the effort and earnestness put into this game. [*] The "Mutations" customization slots have [i]potential[/i] to be an engaging system. [/list] [h1]Big issues:[/h1] [olist] [*][h3]Metaprogression:[/h3] This is the biggest problem. Including permanent, objective power increases is a dangerous thing. If this part of the metaprogression is brief, it [i]can[/i] serve as one method of gating players' progress as a sort of pseudo-tutorial. This is especially effective when what's being offered are mutually-exclusive choices (e.g. a skill tree), as presenting it to players one choice at a time prevents them from being overwhelmed. This is neither of those things; this is game-warpingly powerful, grindy, and [i]diminishes the impact of player choices and strategy[/i] rather than introducing them. For example - I've played for about 12 hours, and my starting HP has gone from [b]10[/b] to [b][i]over 250[/i][/b] and my damage starts at 315%, and I'm nowhere near capped. How can the game, which presents a single, intentional difficulty tuning, possibly be balanced to accommodate such ludicrous variation in starting power? This game's answer seems to be that the later, harder levels are the solution. Well, that's killing the content of the game. Each level seems to have its own boss (props on that), but after a bit of metaprogression, you [i]can't[/i] go back and play against the earlier ones - there's no game to be played when I'm strong enough to stand still from the start and just [i]win[/i]. That aside, it's highly grindy, and the equipment unlocks (separate from the raw stats you can dump points into) are pure RNG lootcrate drops, which is frustrating, aimless, and again, grindy. Scrap the stat-boosts altogether and tie equipment unlocks to completing challenges - note how every unlock in Brotato and other good bullet heaven or action roguelike games are either rewards for demonstrating progress or unlocked through challenges that encourage the player to experiment with and learn from strategies they wouldn't usually default to. [b]I don't know where it caps, but this game's metaprogression feels like it's "rewarding" me by making the game easier and less interesting and muting the impact of my strategic choices.[/b] I bring so many stats into a run with me that they dwarf the stats I obtain during the run, making my decisions toothless and nullifying run-to-run variety. [*][h3]In-Run Pacing, Power Curve, and Item Impactfulness:[/h3] Stats provided by items and level-ups are too small to be noticeable, which [i]feels bad.[/i] 1% crit chance? 2% attack speed? Small boosts can add up, but seeing those numbers (and being unable to feel their effects) isn't just unexciting, it actively drains excitement. It diminishes the value and impact of the choices you're offering your players. And there isn't even time in the run for them to significantly add up - runs are half the length of Brotato runs, AND the items are more expensive, AND items don't drop during waves, AND the shop only houses 3 options at a time (which really diminishes player agency), AND rerolls are expensive, so you'll have way fewer items and levels, each of which is significantly less impactful. This is made so much worse by the sheer volume of stats you [i]bring into a run[/i] from the metaprogression systems making the relative impact of the upgrades you acquire during a run even smaller. If you want runs to take half as long to play as Brotato, that's fine! But you need to adjust the power curve to match, with both obstacles and the player scaling much much faster to allow the player's choices to add up and differentiate their runs (or punish them if they've built poorly). Intended run length also needs to be considered when designing and tuning stats - XP Gain and Interest are bait if you're just playing to the boss but broken in Endless. It's also worth noting that there are few to no items that meaningfully alter gameplay - nearly all are strictly minor changes in stats (with the exception of a handful of passive weapons), with none offering impactful tradeoffs, altering how weapons function (e.g. adding piercing as a common example), making players re-evaluate the relative value of weapons or stats, or changing how players interact with enemies (the items in the game that give stat boosts on dodge are the closest example in this game, but dodge is too inaccessible for them to be actively incorporated into the combat loop). There are no items that are exciting, make players think twice, or cap out build fantasies. [*][h3]Low Variety:[/h3] Everything above contributes to the overwhelming sameyness of this game's runs, which meaningfully differ only in the types of weapons you spec into despite the many levels and large number of modifiers that must be adjusted before starting a run. Take the "characters" - they differ [i]only[/i] in minor buffs applied after using the dodge roll, e.g. +30% attack speed for 2s after rolling (which has a ~8-10s cooldown). That's not enough to meaningfully differentiate a character. [i]Every one[/i] of Brotato's plethora of characters embodies a unique power fantasy and playstyle and encourages you to wildly alter your playstyle and strategy to succeed with them. [/olist] [h2] UI, QOL, and other less-critical problems:[/h2] [list] [*][h3]Inconsistently incomplete information:[/h3] Most items in this game provide complete effect descriptions, e.g. ", +3% crit chance, +2 ranged damage." Some decidedly do not. "Saturn" is the worst offender: "Small chance that 4 bullets will spawn from a killed enemy." How much is a "small chance"? How much damage do the bullets do? Do the bullets scale with ranged damage? I can't know. The similar "Explosive Bean" is also missing a lot of important information, but it at least states that it has a 5% chance to proc, so there's no explanation for the inconsistency. This sort of inconsistency appears elsewhere, too - for example, the damage and crit chance shown on weapons reflects your stats, but the cooldown shown does not factor in your attack speed. Weapons show which stat they scale with but do not show how what ratio they scale at. [*][h3]Caps are not shown:[/h3] Many (most?) items either cannot be stacked or can only be stacked a limited number of times, but this is only specified in the out-of-game codex, which isn't very helpful. Likewise, some stats and items appear to have hard or soft caps that aren't stated anywhere. Dodge is capped at some point (and it should be, or give diminishing returns if you want it to be an infinitely stackable stat), but the stat screen was happy to claim I had 103% dodge chance with no qualifiers. The Fedora item doesn't *seem* to continue scaling ability CDR past level 10 or so, but its description is extremely vague. [*][h3]Hotkeys (especially on controller) for rerolling are sorely missed.[/h3] [/list] [h2]Bugs:[/h2]I consider these the least important and most likely to be fixed, so I don't hold these against the game, but I figure I should report the ones I remember: [list] [*]Magic Knives frequently get permanently 'stuck' on large enemies (especially bosses) and fail to return or attack again for the rest of the wave. [*]Tapping "Reroll" on a touchscreen (Steam Deck) sometimes instead puchases the item that was hovered. This could be a Steam Deck issue rather than an issue on the game's end - hard for me to say.
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Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Portugal, Russian, Simplified Chinese, Dutch, Polish
Hours played at review time, across 216 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Sadly I can’t recommend it when there’s Brotato to play instead. There are no different classes, no difficulties to conquer, the economy sucks (can barely buy anything in the shop between waves), there’s only 10 waves which doesn’t give you enough time to get your build going, made worse by the economy. Upgrades are minuscule, and don’t make a big impact, especially at the beginning of the run. Then there’s the permanent upgrades so at some point every run will already start out overpowered. It’s a mix of elements that don’t make a great game.
The game is way to repetitive, whats the use of rarities of items if you can just complete the game with one build with common items and after stage 33 thats it. why should someone grind the same stages to up gear rarities if the game is completed already... No hard mode, nothing.
Chinese knockoff of a Chinese game.Some ppl go on to play all the call of duty games and then join the military in real life or proclaim they are veteran of all call of duty games so it gives them a certain qualification of dangerousness that separates them from the docile populationThe sheeps will laugh at them but i agree with this line of thinkng they believe in what they do.But if u play games like this games Pickle petes,brotato,etc what u are developing is an increased resistance to and maybe even immunity to mind control, hypnosis,mk ultra,subliminal programming,messaging etc.Because u think so a guy who plays this can be bothered about some retarded world news or wahtever other crap news and happenings.No.Like wht can they even do on u? Nothng.[u]I dont care if tomorrow there is food shortages,They turn on the most inhospitable weather conditions,And unleash hivemind hordes attack everyne looting,One thousand bombs everwere explosiojns and one billion death bees.And everyne send to dark execution meat factory.It wont affect my reality.It only affects pedestrians and noobs .[/u] I can guarantee u people like great thinkers from Far East & South Asia ,etc,Count of monte cristo,Jack Sparrow; Moses 40 years wandering in desert or Jesus during the scourging and crucifixion you think so he wasnt playing in his mind some Inner Goblin RTS or Hitmanbowling all the time.These little games on steam only provide short glimpse what u can do inside your mind to get .It is a sort of html editor or cheat engine u can use.. U think so why Hitlers send guys to Himalayas,tibet etc ?Why u thinkn he was raging all the time shouting?He coldnt play thes games in his mind,Maybe he needd to learn it so that he could play Spidermens Vs Cavemens.I think so this is also reason why Bill gayts and gape newell are always sending at me digital terrorist brigades and such,their little gabenjugends.U cant explain it any otehr way why these billionaires r doing it. Whenever it rains outside heavy rain look-all the sheeps two legged insects immediately put on clothe umbrellas U can politely interrogate any one of them ask Them why you are doing this?They wil never provide u with coherent answer.Just same disgusting reflex they are doing as insects crawling in the dark under a rock
Yes, this is a Brotato-like (which is why I bought it), but it's not a total clone thankfully. It has it's own unique mechanics like upgrading equipment & loadout. There's a lot I haven't discovered yet that I'm looking forward to but it's very fun, so if you're a Brotato fan and want to play another game in the same vein but is different then pick it up. Graphics are very nice & colorful cartoony style with good animation, overall thumbs up on the graphics. Music isn't anything that stood out & I definitely noticed some stock sound effects.
This isn't Brotato+. There is meta-progression that makes you more powerful and invested in particular items/builds, and if you grind enough you can progress further. Your build is determined prior to starting a run, so there's no skill/adaptation due to what you are offered like brotato. Choose perks and character build prior to starting a run that prefers ranged weapons inc. a perk that "more likely to be offered ranged weapons in shop". So no, not Brotato-like (think difference between roguelike and roguelite); this is brotato-LITE Bosses are incredibly easy. Needs a lot of work and balancing. I wish there was a 'Meh' middle option to rate because at this price point its still worth picking up but Brotato has so much DLC and is way more fun and challenging and versatile and less min/max-time-wasting-pre-configuring-a-run This isn't brotato+. Too easy. Needs a ton of work. Cheap enough to pick up but you may be disappointed if you're a skilled Brotato player.
This is a game I wish I could give a neutral review on. I decided on a hesitant recommendation because I still think that I got my money's worth out of it. It's not a low effort game, and I think that there are a few things that give it potential, which could be realised if the negatives are brought up to par. Let's start with the good: [list] [*]There's quite a lot of content. The enemies and bosses in particular are really varied. The item pool is fairly decent as well. [*]The dodge roll is a great mechanic, and I wish that it was leaned into more gameplay-wise which I'll get into later. [*]Performance appears to be pretty good, even on my Steam Deck where it doesn't have any issues maintaining a solid 60 fps so far. [*]The game plays well mechanically. The hitboxes feel fine, the pace of combat feels good, and attacks generally feel well telegraphed. [*]I really like the Codex feature that shows off the game's content that has been discovered, and their descriptions. [*]The overall presentation is really solid. [/list] And now the not so good: [list] [*]I'd say that the game's meta-progression harms it more than benefits it. Some of it is good, such as 3-starring levels and completing feats unlocks new items for the pool, which is a form of horizonal progression. However, the vertical progression is just far too strong and it pretty much takes away any strategy from the gameplay. The huge permanent stat bonuses turn what could be a very thoughtful and engaging experience into a mindless bloodbath where big numbers reign supreme. Vertical progression can be fine in moderate amounts, and there's some very successful roguelites out there that pull it off to great effect. I really think that this should be either toned down, or perhaps balance the highest difficulty stage around it while also reducing the amount of grinding needed to cap those stats. [*]The items found in the shop don't offer much synergy. They're basically just flat stat increases, with few exceptions. This inhibits the level of depth that the gameplay has to offer. Are you using a melee loadout? Then stack melee damage and that's your build. Hybrid damage builds also suffer because you're having to invest into more than one flat damage stat and there's only one item in the game I believe that increases more than one type of flat damage at a time. It's not particularly exciting, and every run basically goes the same way because of it. I'd like to see more interactions between different items and builds. It would be especially fun if I ever came across an item that would make me want to pivot to another type of build than what I was planning for. This is the kind of thing that makes a run really stand out and be remembered, and it feeds into that 'just one more run' hook. [*]The unlockable characters aren't unique enough, apart from having better stats. It's just a no-brainer to unlock the one with the best stats and then upgrade that one. I think this needs a rework. Firstly, I don't think that any character should be flat-out better than another, because that defeats the element of choice. Instead, I think they should each get unique stats or abilities that can play into different builds in order to make the runs more interesting. The dodge roll differences feel like a bit of a missed opportunity here as well. This is the only other thing that's unique between characters and it doesn't feel unique enough. What if the dodge itself was changed too? One character could have a short dash with a shorter cooldown. Another could turn it into a jump that does melee damage on landing. Be creative! [*]Runs feel a bit too short. I don't think that 10 waves is enough time to allow a build to really come online, even if there were many more ways to create build synergies during a run. There is Endless Mode, but that feels external to a run as it should be. [*]Boss damage feels underutilised as a stat. It only plays a part during wave 10 when the only boss of a run spawns, and then never again, even in Endless Mode. I wouldn't mind seeing more bosses during a run. [*]It doesn't feel like there's any rewards for completing more difficult stages, apart from 3-starring them. When it comes to grinding the currencies and gear for the meta-progression, you'll get far more loot from doing stage 1 in Endless Mode. Perhaps this could be tuned so that there's a risk vs reward benefit here? [*]Some mechanics aren't well explained. For example, the Exploding Pickles mutation is displayed as having a 'chance for pickles to explode on pickup'. What's the chance? What's the explosion damage? Does the explosion damage scale based on any of our flat damage stats? What's the explosion radius? I think these details need to be made more transparent. [*]The balance is a bit off (ignoring the overtuned vertical progression). Some AoE weapons in particular such as Grenades feel extremely weak and unreliable compared to others. Faster weapons appear to scale much better from flat damage stat bonuses, making them much stronger, especially the later a run goes on. This limits the amount of viable choices to make during a run. I think that weapons should synergise well with certain builds, but overall they all need to have a niche. It's unfortunately not the case here so far. I'm sure that these types of balance issues will get ironed out over time. [*]Once all mutations have been unlocked, there doesn't seem to be any more use for mutagens. Perhaps they could either be exchanged for gold, or they should just stop dropping and no longer be displayed as a currency. [/list] It feels like I'm complaining too much here, but I'm trying to be constructive. I really do see a lot of potential here, and I think that some of the core issues could be addressed without too much effort. If the game was genuinely bad, then I'd have probably just left a negative meme review and been done with it. At the end of the day, I still enjoyed my time playing this game and felt that it was worth the money, even if I did find it a little disappointing. It was fun, but missed the mark. I'd probably give it about a 6/10 in its current state.
English. It is good on mobile - just buy "no Ads" and it can be played without any internet connection (however with some bonus restriction) - on PC same just better "buy and play without any additional payments and restrictions". Who wants good and NOT-overpiced bulletstorm with progression - this game will suits you fine. Recommended. May be some little problems but developers are fixing them. Ukrainian. Гра непогана на мобілці - тільки треба придбати опцію "без реклами" і в неї можна грати без будь-якого інтернету (вважайте що деякі бонуси будуть обмежені) - на ПК те саме тільки краще "купив та грай без усяких доплат та обмежень". Хто хоче непоганий та за нормальну ціну кулешторм с розвитком - ця гра вам сподобається. Рекомендую. Можуть бути маленькі проблеми але розробники їх виправляють. Russian. Игра неплоха на мобилке - только надо купить опцию "без рекламы" и можно в неё играть без интернета (учитвайте что некоторые бонусы будут ограниченны) - на ПК тоже самое только лучше "купил и играй без всяких доплат и ограничений". Кто хочет неплохой и за нормальную цену пулевой шторм с развитием - эта игра вам понравится. Рекомендую. Всё ещё могут небольшие проблемы но разработчики их исправляют.
Жаль, что на фоне Brotato в Steam об этой игре знает очень мало людей. Она была на смартфонах с 2023 года. До PC решила добраться пару дней назад и это просто волшебно. Играл в неё ещё до знакомства с Brotato и, скажу вам, Pickle Pete намного качественнее ощущается во всём. Особое внимание заслуживает музон.
Poor Brotato ripoff
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