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Showing posts with label Roguelite shooter. Show all posts
Showing posts with label Roguelite shooter. Show all posts
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
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
CALABASAS,
Calif. — Nov. 18, 2021 — 505
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.
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.
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.