
Trash Squad is a dynamic shooter with RPG elements. Stand up for the fight against hordes of monsters in over a dozen randomly generated levels.
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): 0/day in the week to Aug 4 → 0/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.
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✡ Pwt ✡
ta gra ma rozbudowane lore polecam 10/10
游戏需要一命通关,死了要从第一关重新开始,对我这种手残有些不友好,武器随机性也很大,有时候没拿到好武器,连第一关BOSS都打不过。 ----------------------- 6个半小时首次通关普通模式。 角色推荐使用山羊,副武器那把蓝色可以射很多子弹的枪和忍者飞镖都可以,过图一直按住左键,满屏子弹,注意下走位,怪随随便便就死了。主武器武器开局的散弹枪就行了,开杀戮风暴,把子弹喷完BOSS就死了。 加点就加子弹伤害就好,天赋我手残第一点必点盾牌,其他基本都是加伤害的。 游戏手感不太行,机翻中文导致我有些技能介绍看不懂。美元给得太少,要打到倒数第二关才能筹够钱买武器,但是商店也随机,大部分时间买不到心仪的武器。 总之当休闲游戏玩,挺不错的。
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Polish, Simplified Chinese, Russian, German*languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
Clone de Nuclear Throne, mais complétement barré dans tous les domaines. Ex : arme lance patates explosives, grenade en forme de boule d'asticots qui dévore tout et en classes "chèvre" ou " ampoule" etc.. On peut se basant sur la chance des drops faire plusieurs builds, genre : dégâts a distance, CaC, dégâts périodiques ou dégâts explosifs.Il n'a pas une grande durée de vie, mais une très grosse rejouabilité (même après 20 heures de jeu, je découvre encore de nouvelles armes, buffs, etc..)
i got this game on sale for i think 50 or 70 cents and it felt underpriced the game is pretty decent if you wanna kill time or just have some good fun without thinking about antything.
這遊戲不推不行了, 根本是世紀神作~ 太有梗了, 垃圾破壞神結合射擊遊戲, 幽默感又暴力美學的作品, 純粹的樂趣。
Seems like it might actually be a fun game, but the lack of controller support ruins it for me.
Trash Squad, developed and published by Enitvare, is a fast-paced top-down action roguelike that blends arcade shooting intensity with light RPG progression systems and procedural level design. At first glance, its premise sounds almost comical: a specialized team of operatives is deployed to combat grotesque, animated trash monsters emerging from polluted wastelands. Yet beneath its humorous concept lies a tightly constructed gameplay loop that rewards precision, adaptability, and long-term character development. The foundation of Trash Squad’s appeal lies in its procedurally generated levels. Each run sends players into dynamically structured stages filled with shifting enemy placements, environmental hazards, and randomized loot. This ensures that no two playthroughs unfold exactly the same way, reinforcing the roguelike philosophy of constant variation. Layouts range from claustrophobic corridors to more open combat arenas, forcing players to adjust positioning and tactics on the fly. The unpredictability keeps tension high, as complacency is quickly punished by unexpected enemy swarms or elite encounters. Combat is immediate, responsive, and often chaotic. Players control members of the titular squad from a top-down perspective, navigating tight spaces while dodging projectiles and unleashing a wide arsenal of weaponry. Firearms range from shotguns and assault rifles to more exotic energy-based weapons, each with distinct firing patterns and situational advantages. Close-quarters options such as melee weapons introduce additional risk-reward considerations, encouraging aggressive strategies when ammunition runs low. Enemy types are equally varied, from small swarm units to larger boss-like adversaries that demand careful movement and sustained firepower. The sheer volume of incoming threats creates moments reminiscent of bullet-hell shooters, where spatial awareness and reflexes are critical for survival. Progression systems add a strategic layer beyond moment-to-moment action. As players defeat enemies and complete stages, they gain experience points that can be allocated into attributes and talents. These upgrades allow for meaningful build customization, whether focusing on raw damage output, survivability, critical hit potential, or utility perks. Over multiple runs, additional characters become unlockable, each offering unique abilities that subtly alter gameplay style. Some may favor ranged combat efficiency, while others excel in durability or crowd control. This evolving roster encourages experimentation, as different builds can dramatically change how encounters are approached. The game’s tone balances intensity with playful absurdity. The concept of battling sentient garbage—ranging from mutated household objects to bizarre animated debris—injects humor into what could otherwise be a grim survival scenario. Visually, the art style embraces bright colors and exaggerated designs, making enemy silhouettes clear and combat readable even during hectic firefights. While the graphical presentation is modest compared to larger-budget productions, its clarity and consistency support the fast-paced gameplay effectively. The soundtrack complements the action with energetic tracks that heighten momentum during intense battles. Replayability is one of Trash Squad’s strongest attributes. Procedural generation, unlockable characters, and layered progression systems combine to create a compelling incentive loop. Even after defeat, players feel motivated to return with new builds or strategies. The difficulty curve steadily escalates, introducing tougher enemies and denser encounters that test both mechanical skill and tactical planning. Although some may find the repetition inherent in roguelike design challenging, the variety of weapons, upgrades, and enemy behaviors helps mitigate monotony. That said, the game is not without limitations. As a solo-focused indie project, it lacks extensive narrative depth or elaborate world-building. The story functions primarily as a backdrop for gameplay rather than a central focus. Additionally, while the core mechanics are solid, the simplicity of objectives—clear rooms, defeat bosses, progress forward—may feel straightforward for players seeking complex mission structures. Nonetheless, the strength of the combat and progression systems compensates for these minimal narrative ambitions. Ultimately, Trash Squad stands as a strong example of how focused design and replay-driven structure can elevate a modest indie production. Its combination of frenetic top-down shooting, flexible character builds, and procedurally generated environments creates a gameplay loop that is easy to grasp yet difficult to master. For fans of action roguelikes who appreciate tight controls, escalating difficulty, and steady unlock progression, it delivers a satisfying and replayable experience wrapped in an eccentric and humor-infused premise. Rating: 7/10
Good cheap rogue like shooter game ⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠠⠄⠄⠒⠂⢀ ⢀⠄⠄⠄⠄⠄⠄⠄⠄⢀⡀⠄⣰⣶⣦⡈ ⠄⠄⠂⠄⠄⠄⠄⠄⠄⠄⣿⣖⣿⣷⣴⡄ ⠄⠄⠄⠄⠁⠄⠄⠄⠄⣸⣿⣿⣿⠛⠩⠁ ⠄⠄⠄⠄⠄⠄⣀⣤⣾⣿⣿⡏⠉⠄⠁ ⠄⠄⢀⣴⣶⣿⣿⣿⣿⣿⡟⠺⡇⠄⢵⣤⣀ ⠄⢠⣿⣿⣿⣿⣿⣿⣿⡏⠁⠄⣷⣀⠈⠙⠛⠑⠄ ⠄⣼⣿⣿⣿⡇⠹⣿⣿⣿⡦⠄⠹⢿⡇⠄⠄⠄⠄ ⠄⣿⣿⣿⣿⠁⢰⣤⣀⣀⣠⣔⢰⠄⠄⠄⠄⢀⡈ ⢠⣿⣿⠟⠄⠄⢸⣿⣿⣿⣿⠏⢸⡆⠄⠐⠄⢸⣿⣌ ⢸⣿⣿⡆⠄⠄⢸⣿⡿⢿⡤⠄⠈⠄⠄⢀⠄⢰⣿⣿⡄ ⠈⢿⣿⣷⠄⠄⠄⣿⣷⣦⠄⠐⠄⠄⠄⠘⠄⠘⢿⣿⡇ ⠄⠈⠻⣿⣇⠠⠄⢀⡉⠄⠄⠄⠄⠄⢀⡆⠄⠄⠘⣿⡇ ⠄⠄⠄⠘⣿⣧⢀⣿⣿⢷⣶⣶⣶⣾⢟⣾⣄⠄⡴⣿⡀ ⠄⠄⠄⠄⠘⣿⣧⣝⣿⣷⣝⢿⣿⠇⢸⣿⣿⡎⡡⠋⠄ ⠄⠄⠄⠄⠄⣝⠛⠋⠁⣿⣿⡎⢠⣴⣾⣿⣿⣷⠄ ⠄⠄⠄⠄⢠⣿⣷⣾⣿⣿⣿⠁⠘⢿⣿⣿⣿⣿⡄
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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