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Showing posts with label Roguelite shooter. Show all posts
Showing posts with label Roguelite shooter. Show all posts

Indie Roguelite Shooter 'Chickenauts' Out on Steam Early Access!

March 3rd, 2026 | Warsaw Poland - Untold Tales, Sneaky Box and Kautki Cave have announced that Chickenauts - the indie roguelite shooter - is out now on Steam Early Access. 


Originally, the game was planned to launch on March 5th, but then a whole bunch of massive games decided they wanted to do the same, so we collectively said "Yeah cluck that.", chickened out and moved it to March 3rd.

Chickenauts is a companion-based, action roguelike where you will blast your way through a massive, randomized alien mothership with an assortment of lethal, mutated chicken companions at your side.

The game is available for 5.99 USD / 5.99 EUR /  5.49 GBP /  24.99 PLN along with an additional 20% off for the first 14 days.

Bringing A Mother Clucking A-Bomb to a Knife Fight

While teaching alien scum a lesson or two, you’ll free, arm, and mutate various chicken companions, equally hell-bent on revenge and destruction. Each chicken companion is inspired by pop-cultural icons and brings very different traits and abilities.

With multiple, stacking mutations to pick from along the way, you will create overpowered, game-breaking chickens of mass destruction on each run. 


Egg-citingly and Unpredictable Runs

Every run brings something different. Fast and varied runs deliver short but intense sessions made up of compact, randomized rooms that take under a minute to clear.

You’ll face multiple chicken abomination enemy types and bosses, ensuring no encounter is the same. Rooms, enemy spawns, plus all mutations, upgrades, and loot drops are all randomized, so each run is unpredictable and encourages experimentation.

But failure doesn’t mean total defeat. Collected eggs, weapons, and unlocked companions all carry over when you go again.

Game Features

  • Short but intense rounds. Each room takes under a minute to clear.
  • A collection of pop culture-inspired companions with different abilities
  • Mutate companions with randomized, stacking abilities on each run.
  • Multiple enemies and boss types
  • Randomized rooms, enemy spawns, mutations, upgrades, and loot drops
  • Make progress with each run.

Article by: Susan N.
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Get Ready for Chickenauts Entering into Early Access on March 5th!

February 13th, 2026 - Warsaw Poland | Untold Tales, Sneaky Box and Kautki Cave have announced that Chickenauts - the indie roguelite shooter - is launching on Steam Early Access on Thursday, March 5th, 2026.


Chickenauts is a companion-based, action roguelike where you will blast your way through a massive, randomized alien mothership with an assortment of lethal, mutated chicken companions at your side.

Bringing A Mother Clucking A-Bomb to a Knife Fight

While teaching alien scum a lesson or two, you’ll free, arm, and mutate various chicken companions, equally hell-bent on revenge and destruction. Each chicken companion is inspired by pop-cultural icons and brings very different traits and abilities.

With multiple, stacking mutations to pick from along the way, you will create overpowered, game-breaking chickens of mass destruction on each run. 

Egg-citingly and Unpredictable Runs

Every run brings something different. Fast and varied runs deliver short but intense sessions made up of compact, randomized rooms that take under a minute to clear.

You’ll face multiple chicken abomination enemy types and bosses, ensuring no encounter is the same. Rooms, enemy spawns, plus all mutations, upgrades, and loot drops are all randomized, so each run is unpredictable and encourages experimentation.

But failure doesn’t mean total defeat. Collected eggs, weapons, and unlocked companions all carry over when you go again.



Game Features

  • Short but intense rounds. Each room takes under a minute to clear.
  • A collection of pop culture-inspired companions with different abilities
  • Mutate companions with randomized, stacking abilities on each run.
  • Multiple enemies and boss types
  • Randomized rooms, enemy spawns, mutations, upgrades, and loot drops
  • Make progress with each run.

Article by: Susan N.
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Hero-Based Shooter and Roguelite 'Gunfire Reborn' Headed to Consoles in 2022!

CALABASAS, Calif. — Nov. 18, 2021505 Games and Duoyi Network today announce a partnership to publish Gunfire Reborn on consoles worldwide in 2022. Gunfire Reborn, the hyper-stylized, roguelite-inspired co-op first-person shooter developed by Duoyi Network, exits Steam Early Access today, launching on PCs, after hitting 2 million worldwide sales.

After launching in May of 2020 on Steam, Gunfire Reborn has earned high praise from players (94% positive reviews on Steam) and was called “irresistible” in a glowing review from Famitsu.

Both companies will introduce console audiences to Gunfire Reborn’s booming blend of ability-based hero shooter and roguelite, all rendered in a striking cel-shaded aesthetic. Play solo or cooperatively with up to three other players in a highly replayable romp through gorgeous environments. Mix and match 40+ weapons, 100+ scrolls, powerful inscriptions, and Ascensions to craft builds from devastating Sharpshooters to magic-based Alchemists.

Gunfire Reborn’s upcoming worldwide console release will implement broad language support, enabling players across the globe to enjoy the game together through four-player co-op. In announcing this distribution partnership, 505 Games and Duoyi Network are continuing a business relationship that began in 2017 with a similar distribution agreement for Portal Knights.

“We are thrilled that 505 Games is embarking once again on an exciting project with Duoyi Network. Gunfire Reborn is a game we have followed since its incubation in Guangzhou and we are delighted to see it cross the 2 million units sales mark on PC.,” said Raffaele Galante, co-CEO of 505 Games with his brother Rami. “This new collaboration further deepens 505 Games’ presence in China, and confirms the emergence of China as a major development hub for innovative pay-to-play video game experiences and 505 Games as a bridge for outstanding Chinese developers going global.”

Gunfire Reborn will launch worldwide on consoles in 2022, with additional updates for PC and console to launch in the future.

For more information and regular updates on Gunfire Reborn, please visit the game’s official site, follow @GunfireReborn on Twitter, or join the official Discord server. To learn about publisher 505 Games and its products, visit www.505games.com.

About 505 Games

505 Games, a Digital Bros’ subsidiary, is a global publisher focused on offering a broad selection of video games for players of all ages and skill levels. The company publishes and distributes premium and free-to-play games on console and PC platforms as well as mobile devices.

Publishing highlights include DEATH STRANDING (PC), Control, Assetto Corsa Competizione, Ghostrunner, Gems of War, Journey to the Savage Planet, Bloodstained: Ritual of the Night, and Brothers: A Tale of Two Sons.

505 Games has offices in the United States, United Kingdom, France, Germany, Italy, Spain, Australia, China, and Japan. For more information on 505 Games and its products please visit 505games.com.

About Duoyi Network

Duoyi Network is a leading online gaming enterprise in China. For over ten years, Duoyi has served its mission statement of making bold and entertaining new experiences, by persistently highlighting independent research, development, and operation. Its game IPs, like "Shenwu" and the "Dream World" series, have gathered over 10 million players. Duoyi also develops E-mail and IM products. For more information on Duoyi Network and its products please visit duoyi.com.

Article by: Susan N.



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Die After Sunset - PC Preview


Die After Sunset
by developer Playstark and publisher PQube LimitedPC preview written by Pierre-Yves with a demo available through Steam.

Estimated reading time: 5 minutes


If there’s one thing that we all love to hate it’s a Rogue-like/lite and Playstark with the help of PQube have one on hand that had me hook, line and sinker before even taking out the demo currently available on Steam. Set in a world where being known as Murkor have invaded all while looking adorable and running around with rubber floaties on a beach, they are still super deadly and will send you quickly to your grave if you’re not quick enough on your feet.

Set as a third person shooter with RPG elements, Die After Sunset is a quick and fun experience that could easily avoid the usual traps of overstaying one's welcome. The reason for this is that Roguelikes and Roguelites have the tendency to make you push ever further until you've failed, often accumulating a degree of frustrations as to why you failed. Did you get overzealous? Did you miss your jump? Were things just designed to be so damned hard? The list goes on and on.

So why do I think that Die After Sunset could avoid this pitfall? I think it's because win or lose, stages are bite sized and on a short timer challenging you to get what you can and pick up whatever gear you can before the boss shows up. Once the boss hits the ground, you have a short amount of time to make it to them or you lose. Once in the boss fight, it's literally win or lose. Ten minutes. Next!

So because a whole run takes about ten minutes, it's easy to plan around, it's easy to try different things without worry. It's easy to find yourself saying one more because it's only ten minutes. With some carry over elements in order to upgrade your base stats, you'll also want to push at doing one more run as it will only make the other runs easier and let you push further. Basically it's really rewarding in the long run and the short bursts of time make it easily justifiable.

For the missions themselves, and there’s plenty more to come such as new characters and stages, you spawn into the map and then are often immediately faced with danger. Pistol in hand to defend yourself, you set off against the Murkor that seem to be all over the place. Big, small, rocking floaties to keep from drowning at the beach, there’s going to be plenty of variety to familiarize yourself with as you can quickly be surrounded and need to know which are the bigger threats to your life as those that can shoot at you are much scarier than those that need to be within melee range.

So other than shooting at anything else that moves for ten minutes while waiting for the boss what else is there to do? Well I’m glad you asked! While waiting for the boss known as the Murkraken to show up you can either blast away at anything that moves in order to pick up modules of light that are used to open up locked chests in order to get better gear such as extra armor or that your shield now also protects you from the back. While that’s one way to spend ten minutes, the other possibility is to head towards various mission points that will not only give you this currency by defeating foes and winning but also give you other bonuses to help you in combat.

What all of this does is help you prepare for the boss fight which while isn’t tough per say, can easily end in seconds if you don’t dodge fast enough as they have the power of freight trains and are not afraid to use it. What doing all of this also helps to give you extra opportunities to pick up “mukus” which is what you’ll be using to upgrade your base stats once you’ve accumulated enough of it to buy the upgrades between Murkle invasions. The only issue that I have with the distribution of mukus right now is that it took several missions before finally getting enough for even my first upgrade point and that was while doing several successful missions.

For now that’s pretty much it, but if I had a wishlist, it would be the following. I know that Die After Sunset is being designed as a single player experience so with that part in mind I would like a campaign of sorts that helps to slide you into all of the action and the features that it has to offer as right now the tutorial is simply just a few screenshots. The second, it would be to hopefully have a multiplayer element to this as this is exactly the type of game that’s fun to play with a friend and compete cooperatively to see who did the best before the boss drops to the floor defeated.

Summary

Regardless of whether or not I’ll be able to take this for a spin with someone to the side or go about it solo, I’m looking forward to much more Murkle repelling action once more than the current demo is released as I think Die After Sunset has a fair amount of potential.

Score: N/A








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Godstrike - PC Review


Godstrike
by developer Overpowered Team and publisher Freedom GamesPC review written by Richard with a copy provided by the publisher.

Estimated reading time: 5 minutes


Godstrike is an interesting take on the twin shooter style. With some interesting mechanics and some colourful visuals, Godstrike is an cool blend of a few different takes on similar genres. While the collision detection leaves something to be desired, the fights themselves tend to be rather fun.

In Godstrike you take on the role of Talaal, who has taken on the role of Herald. Long ago, there was a great God who divided his power into pieces. These pieces formed into masks, that would choose a bearer to be their Herald. All but one mask selected Heralds, but over time, one Herald/mask decided to usurp the power of others. The mask was eventually sealed away, but over time the seal has weakened, and the power of the mask seeps out and is corrupting the land. Talaal ventures forth to put a stop to this corruption.

Godstrike is a twin shooter isometric where your health is on a timer and you only fight bosses. You ever clear a game and unlock boss rush mode? Well, this is basically that, just as a full game instead of a feature. It's suggested to use a controller to play, and I can definitely say it does feel better. One stick moves, the other aims and fires your shots. You have up to four active skills that you can assign to the triggers/bumpers, and four passive skills. These active and passive skills are unlocked when you beat one of the bosses, and the active skill will reduce your time.

An interesting idea that is rather well implemented, your health is actually a time bar, with each hit you take reducing your time. Once you run out, you don't die, but you will only have one hit left. Each active skill you can assign has a different time cost, and will be deducted from your “health” bar. Passive skills are free however. Active skills aren't free to use in battle, however. Each skill has a “charge” that you need souls for. These souls are dropped from the bosses as you hit them, allowing you uses of the skills you have equipped. Your goal in battle is to drop each health bar of the boss until they are defeated.

Each boss has as many phases as health bars and they all have different patterns and function differently. While the game is pretty fluid and the skill combinations are fun to play with, there are a few glaring issues with the gameplay. First up is the collision detection. While being in a vertical line is fine, the problem with isometric shooters is that if everything is floating, it can get really hard to tell where the collision actually is. The hardest boss wasn't the last one for me, it was the third one, because it has these stupid skull things with a really dumb collision zone that I just couldn't deal with. The other issue has to deal with the souls that are used for the active abilities. Basically, the souls come out in a random direction. While this wouldn't really be an issue normally, the problem arises when they either fall off the map, or drop directly under the boss, making them really difficult to grab if you don't have an active skill that can help out. Thankfully each skill is charged individually, so even if you use one, it doesn't take away from the charges on the others.

During the main campaign you may find an enemy to difficult for you. Thankfully there's an easy mode available. I'm not entirely certain what it affects, but I believe it just cuts boss health. This is also rather important as you can't leave to reselect skills after you've started a fight, so if your loadout doesn't really work for the boss you're fighting? Well, too bad. In addition to the campaign mode, there is also a challenge/daily challenge mode and an arena mode. Arena mode lets you pick from any of the possible skills and you can choose whatever boss you want to fight. Challenge mode tasks you with clearing bosses without losing. The daily challenge is similar, but you only get the one shot at it. Godstrike is definitely on the shorter side, and even with the challenge and arena modes it won't take long to complete, but it does offer a decent amount replayability.

Summary

Overall, I have to say I had a lot of fun with Godstrike. It scratched that itch I didn't really know I had. While some of the hitboxes are wonky at best and table-flipping awful at worst, that's only for a select few bosses really. The gameplay was smooth, and it was fun to make different skill compositions. Godstrike definitely isn't for everyone, and it still has a few kinks to work out, but still promises to be a lot of fun.

Score: 7.25 / 10


 



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