
Teddy's horde is a top-down arena roguelike where you slap back against fish wardens. Dash through the arena as a powerful bear warrior, unlock and learn new instincts, all to outlive your own execution. Solo or in 4 player local coop.
Modeled estimate, not a reported figure. How we estimate →
About
You're the remaining bears from a once proud race of warriors. Each day for their own amusement,
fishes throw you into the arena against overwhelming odds. Survive. Prove them they're stuck with you.
A dash attack,a skill with a cooldown and passives skills that piles up as you level up.
Fast runs (5-20 minutes)
An endless mode
3 Characters: Ors, Torb and Jon.
Each with their own skill and passive.
Local Co-op up to 4 players
Fully playable with a mouse.
A boss every 90 seconds: Defeating them will get you instincts, passives skills that change the tide of the battle.
14 instincts to unlock during your run. Pick and choose to perfect your build.
Combo synergy: A higher combo allow skills and instincts to be more effective. Get faster, Heal more, throw more projectile back, etc...
Custom settings: Starting intensity, length, relic distribution, and more are tunable to make each run yours.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Reviews
Update: achievements have been fixed and they unlock the next time you launch the game. Although you can play with a keyboard or gamepad, it’s easier to manage with just a mouse. The character will follow your mouse cursor, and all you need to worry about is clicking the left mouse button to dash and attack, while clicking the right button triggers special attacks. There’s a lot of clicking, so if you want, you can mash the keyboard button instead. You’re invincible during a dash, and there’s no cooldown, but you still have to consider the dash distance because you don’t want to end up in the path of a projectile. There’s also no contact damage, but there are enemies that can dash into you. The special attack, on the other hand, has a cooldown. Experience is gained through kills, and when you fill up the bar and level up, your overall damage increases. A separate number at the top of the screen shows the intensity, or the length of the run. The run’s length is decided at the start and can be anywhere from a minimum of 5 to a maximum of 30 minutes. Each additional intensity adds more enemies to the playing field. They keep spawning without stopping, and after a few more intensities, you’ll have to deal with a boss. There’s a roguelite element as well because every third intensity, or after defeating a boss, you get to pick one perk from a random selection of three options. These can include more experience per kill, increased damage, health regeneration, or something else. Each perk increases a general stat, and if you pick another perk that increases the same stat, the effects stack. To help you out, you’ll see how many of each individual perk you already own. But if you don’t want to bother with perks, you can let the game choose for you so you can just focus on the gameplay. One character and a bunch of new perks can be unlocked by going on runs, but this doesn’t take long. Everything is visible in the codex, which reveals more information about an entry once you meet its requirements, such as playing enough times with a character or killing elite enemies and bosses. The amount of content fits the price tag. You get three playable characters, five basic enemies, and four bosses, so you might get a few runs out of it before you see everything there is to see. It’s easy to beat a run, but unfortunately, the achievements are broken, so your efforts may not be properly recognized.
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Languages: English, French, Spanish - Spain
Very fun little roguelike! The game is challenging without being frustrating and it really makes you want to keep trying to improve and get better at mastering your movement and attacks. The mechanics are well thought out, the pacing is great and there’s a real sense of progression. Easy to pick up but with enough depth to keep things interesting. A really nice surprise, especially in co-op!
Fun action bullet hell with a bunch of content, roguelike elements and achievements. Intuitive gameplay that you can pick up and play immediately with good controller support. Well worth the price tag.
A surprisingly fun game! I haven't played much roguelike games before, but I can see a little why they can be addictive. Jon is my fave :*
Low-key addictive roguelike with a unique quirky handdrawn art style. Gets really fun when you try to push the difficulty levels higher, and embrace the chaos. I recommend players to try to push to the limits, that's where the main fun comes from. Gameplay-wise I've tried a few builds and so far tankier builds have been better for me. Each character has its own skills (Jon is my favourite but requires unlocking). It runs nicely on my pc and handheld (ayn thor) but I *highly* advise playing with a mouse as it's a skill-based game. Given the replayability of the game and its price point, it's an easy recommendation from me, especially taking into account it was built by a 1 person team
Fun little game. Agree with everyone else, the Jon character is the most fun especially with the secondary swords dancing around the character. I had another fun build where I leveled up the explode on death instinct a ton, which then just gave me a bunch of chained explosions. Love the artwork, very cute and you can tell the game designer put a lot of love into the game. One con: Game can be played pretty mindlessly but just endlessly clicking / pressing space. Either way a fun little game. The dev said they're going to continue to build more small little games like this, so looking forward to more games!
You can play using only your mouse which is very nice. You move around trying to avoid enemies and left click to dash attack. It's very addicting. VS vibes. You really have to lock in.
Nice chill roguelike. The difficulty spike upon trying Flogging was surprisingly steep to me, I had to play very defensively in the earlier rounds of Flogging compared to the easier difficulty levels. I think my favourite character is either Torb or Jon. Ors' secondary ability behaviour feels like it does not complement her build nor the overall gameplay -- when I use it, enemies don't often walk into it because I would already be somewhere else on the map and all the enemies are homing into me away from the ring of fire. My favourite instinct would be the one where enemies deal 100% damage upon their death - when stacked, it makes the run so much easier and very satisfying, especially when it comes to boss battles. I liked the camera update where it now is zoomed in and follows the character, makes it feel more engaging :) I have some thoughts on the UX / game feel: - I have not tried multiplayer, but when playing single player, I desperately felt like I wanted the UI to be centralised to the bottom of the screen. I struggled to notice my secondary ability cooldown & health bar, straining my eyes to the far corner of the screen. Perhaps, to accomodate for multiplayer, have vital UI be achored to the player character (e.g. health bar, secondary attack cooldown in bar form), so the player does not have to strain their eyes. - Would be interesting to see some level design (walls), maybe in a future update or sequel :D An open battleground is fine too, but would be nice to choose between an open area v.s. with walls. - The "Growth Spurt" instinct description made me think that once I have selected it once, it will be activated with "every level up" as written, but when it kept appearing with each level up, I realised that was not the case. Perhaps the wording could be clearer to say "upon this level up" instead. - The secondary attacks would be much cooler with a dedicated sfx as long as they are active! Currently it is very jarring & underwhelming (especially with Ors) to see him deploy the ring of fire with no sfx. With Torb & Jon it's not so bad (I can hear sfx upon hit), but perhaps a different sfx can be used for their secondary attack hits / activation to differentiate it from the main attack hit sfx. - Currently when player is hit, I don't notice it very well in the mess, the healthbar anchored to the character suggestion could help with that + having a more unique player hit sfx to differentiate it from enemy hit (to make the player feel the combo loss more, I'm imagining something echo-y or turning down in pitch to make the player feel the oof of losing a combo) - QOL suggestion: Have the mouse cursor be restricted to the maximum dash distance radius of the character. The cursor can be shaped more like an arrow and rotates pointing outward relative to the character position. So when player moves the cursor around, it will arc around a fixed radius that is unique to each character's main attack dash distance. Because right now I find myself doing unintended dash in the wrong direction because I can't see my cursor, or think that I am able to do a shorter dash by clicking closer to my character but the character ends up dashing the full distance instead ^^; - Some of the enemy attack anticipation feels very sudden. E.g. The pink minion with the vertical attack (the laser appears suddenly at 100% opacity with no build-up. The anticipation stance of the minion character is not noticable when many things are happening), and the Warden's jumps (I don't know what is on the Warden's mind, where she wants to go, feels random. Unless that is intentional). I did like the Prism Clam's anticipation vfx (the red trails that appear before the attacks appear). Overall a good first Steam game for Tuskat's game album :D
Fun and intuitive, a nice little surprise :)
I really, really loved the soundtrack and the game’s overall vibe. The pacing keeps me glued to the screen, and I’m always trying to beat my last run. I’d recommend it to anyone who wants to have fun with a nice challenge!
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See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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