Game file / ROGUE BY ROGUEAtomicrops
A twin-stick, bullet-hell, roguelite where you must cultivate and defend the last farm in a post-apocalyptic wasteland. Farm mutated crops, upgrade your weapons, marry townsfolk, and kill every mutant creature that tries to invade your homestead! Yee-haw!
Why this score?
Original text · Simplified Chinese
把经营节奏嵌入弹幕战斗产生鲜明玩法,农业与火力之间有实质取舍;引导和高强度场面的信息表达拖累易用性。
Core gameplay
Weight 25%8.5 / 10Original text · Simplified Chinese
种植、收获和射击同时争夺注意力,形成独特且紧张的操作循环;新手阶段信息压力大,长局起步也较慢。
Builds & strategy
Weight 25%8.0 / 10Original text · Simplified Chinese
农场动物、配偶和武器会改变经济与战斗的分工,投资农田还是火力有取舍;商店价格及升级成本有时使路线受运气牵制。
Replayability
Weight 20%7.5 / 10Original text · Simplified Chinese
角色、年份难度与农场协同改变规划方式;区域布局相对固定,解锁速度慢,部分重开是重复同样的前段。
Randomness & fairness
Weight 20%6.5 / 10Original text · Simplified Chinese
提前经营和路线规划可降低后期压力,但晚期屏外冲锋、视觉混杂和不充分提示会让损失难以归因。
Polish & usability
Weight 10%6.5 / 10Original text · Simplified Chinese
基础射击控制获得肯定,教程和物品解释却不足,忙于战斗时读取选项尤其困难;快照另有滚屏不顺的反馈。
- Reviewer
Original text · Simplified Chinese
Rogue by Rogue · AI 资料评测- Version reviewed
Original text · Simplified Chinese
具体构建未知;以所引资料描述的版本为准
Scope and limitations
Original text · Simplified Chinese
未进行试玩;分数是依据已收录评述与社区具体反馈作出的主观资料评测。旧反馈跨版本、部分原始材料为不可重开的本地快照;本次 Steam 核查仅确认玩法与功能,未复测平衡、性能或报告的故障是否仍存在。
Review sources 02
- 01Archived materialView archived external material ↓
Original text · Simplified Chinese
收录评论与社区资料(2026-10-01 快照)
使用 作者观点摘要 的 Tier list Part 2 (2024) 的具体优缺点,以及 玩家好评、玩家批评 与 资料核查说明;不使用旧等级、外部分数或销量反推。
- 02Web sourceView original ↗
Original text · Simplified Chinese
Atomicrops · Steam 官方商店
2026-10-08 访问。核对白天种植收益、夜间保卫、每日购买武器、动物协助和配偶系统。未据商店介绍推定性能或故障已修复。
Video reviews
Reviews and deep dives from YouTube and Bilibili, in every language. Open the original video to watch.
Other voices, for reference.
Archived third-party reviews and community material may refer to different versions. External opinions and ratings are presented separately; consult the original videos for their full context.
Community discussion
A twin-stick bullet-hell roguelite by Bird Bath Games (published by Raw Fury) where you farm mutated crops by day and defend the farm from mutants and bandits by night, across a 12-day year with bosses every third night.
Atomicrops is well loved by the players who stick with it (Steam: Very Positive, about 92% of roughly 6,350 reviews) and received a solid-but-not-glowing critic reception (Metacritic 78 from 9 reviews, OpenCritic top-critic average 75 with 69% recommending). Critics and players agree the farming-plus-bullet-hell juggling act is original and addictive, with great pixel art and music. The recurring caveats are a brutal, poorly explained first few hours, visual clutter, thin meta-progression, and a fixed map that repeats. It left early access on Epic and launched on consoles in May 2020 (Steam release listed Sep 2020), got a free crop-system update and the Halloween Deerly Beloved DLC in 2022, and several 2025-26 Steam reviews say the game has gone roughly two years without a patch while fans ask for a sequel or co-op.
What players praise
- The core hook: juggling planting, watering, harvesting and shooting at the same time works as a tower-defense/bullet-hell/farming hybrid, which many reviewers say should not work but does
- Very addictive one-more-run loop; Steam reviewers report hundreds of hours and repeat returns years later
- Pixel art by Toby Dixon and the quirky, catchy soundtrack are widely praised (though music is a minority complaint)
- Build variety and item synergies, such as weed-cutting, slow-bullet and farm-animal combinations that turn a bullet hell into bullet time
- Distinct playable characters (Robusta and the DLC characters are named favorites) that change pace and difficulty
- Humor, marriage/polygamy mechanic and memorable bosses give the wasteland a lot of personality
- Lots to unlock and high replayability with late challenges like deeper years and cat/kitty modifiers
- Tight controls in the Binding of Isaac / Enter the Gungeon mold, with a plant-defense feel compared to Plants vs Zombies
What players criticize
- Poor onboarding: the tutorial and item descriptions explain very little, so early runs feel confusing and unfair
- Visual clutter and low readability in later years, making it hard to tell friend from foe or what hit you
- Weak or slow meta-progression; critics and players call the unlock tree (ant colony) close to pointless or just a list you eventually exhaust
- Economy and shop balance: weapon shop prices and weapon upgrade costs feel punishing, and runs can hinge on affordability luck
- Fixed repeating map layout (the same handful of fields) with little randomness, which some feel is not level design
- Difficulty spikes in late years (around year 9) with off-screen charges and poorly telegraphed attacks
- Performance and framerate problems reported at console launch, and some scrolling judder complaints on PC
- Permadeath clashes somewhat with the theme of growing things, per one critic
Distinctive features
- Farming sim time management fused with nightly tower-defense bullet-hell waves, all in one loop
- A seasonal calendar structure: a 12-day year across four seasons, bosses every third night, and runs continuing through successive years
- Crops double as currency and health economy, so farming decisions directly affect survival and upgrades
- Marrying townsfolk (including multiple spouses) gives run-altering perks
- Farm animals, cats and other allies, plus tool and turret placement, change how you defend the farm
- Health is scarce and hard to replenish, pushing a risk-management style unlike typical twin-stick roguelites
Divided opinions
- Difficulty and learning curve: many call it addictive and rewarding once it clicks, others refund or quit within hours
- Fixed map: praised by fans as working well for mastery, criticized by others as repetitive with no level design
- Farming versus combat balance: Rock Paper Shotgun-style takes felt farming was weaker than the shooting, while fans see the multitasking as the whole charm
- Meta-progression: some see useful carry-over like the time capsule, others see it as negligible
Repetition and friction
- Constant multitasking under a timer feels stressful or chore-like to some players, who expected a chill Stardew-style farming game
- Accidentally uprooting turrets or using the wrong tool in hectic combat, and losing items when airlifted away
- Grinding for unlocks across the same five fields and same music tracks; a few players say full unlock takes very long
- Repeated early restarts while learning the game, since little carries over between runs early on
- Sameness of runs for some, with two dominant build styles and shops that restrict purchases
- Some dislike the music, art style or camera scrolling and feel the game is too chaotic visually
Hoped-for improvements
- A proper tutorial and clearer in-game explanation of items, economy and farming rules
- Better visual clarity and enemy/projectile readability, especially late in a run
- More meaningful meta-progression and more weapon and shop variety
- Rebalancing of characters, weapon pricing and upgrade cost scaling
- More map or level variety (or randomization) plus an endless mode, which some users request
- Co-op multiplayer and a sequel or further DLC, frequently asked for in recent Steam reviews; ongoing patch support
Metacritic's 78 rests on only 9 critic reviews and 27 user ratings, so treat the user 7.1 as low-sample. OpenCritic lists 30 critic reviews (top-critic average 75, 69% recommend) across PC, Xbox, PlayStation and Switch; Eurogamer recommended it after the launch build improved health management, IGN called it less relaxing than farming sims but recommended it to fans of both genres, and PlayStation Universe flagged framerate issues. Early access ran on the Epic Store before the May 28 2020 full launch on consoles and PC (Steam page lists Sep 17 2020, Windows only). Post-launch support included a free Steam update with a revamped crop progression system and the $4.99 Halloween DLC Deerly Beloved (Oct 2022) plus other DLC packs; a mid-2026 Steam reviewer says there has been no patch in about two years, and fans keep asking for co-op and a sequel. Third-party estimates (steam-revenue-calculator.com) put Steam gross revenue near $2.6M and net about $765k with SteamSpy owners 200k-500k, which are order-of-magnitude guesses.
Community sources
- Top helpful positive and negative Steam reviews for Atomicrops (local file) ↗
- Steam app data: appid 757320, review totals, tags, SteamSpy owners, revenue estimate ↗
- OpenCritic page: top critic average 75, 69% recommend, 30 reviews ↗
- Metacritic page: Metascore 78 (9 reviews), user 7.1 (27 ratings) ↗
- Release history, design inspirations, critic reception summary (RPS, Eurogamer, IGN) ↗
- Community forum thread on synergies, accidental tool use and year 9 difficulty ↗
- God is a Geek review (seen via search snippet and OpenCritic summary; page itself blocked) ↗
- Deerly Beloved DLC launch and free base-game crop progression update ↗
- Action roguelite thread with criticism of the ant colony meta-progression and character balance ↗
- Boxleiter-method revenue estimate (gross ~2.59M, net ~765k) ↗
- Early access launch coverage (via search result) ↗
Archived creator commentary 1
Third-party summaries based on automatic captions may contain transcription or interpretation errors.
Tier list Part 2 (2024)
Atomicrops is a top-down bullet-hell shooter fused with a farming sim, where you plant and harvest crops while fighting at the same time. He had not played it before this video and found it surprisingly deep, with a large pool of unique passives and builds. His main complaints are the poor tutorial, the overwhelming simultaneous farming and fighting, and the lack of any pause or time-stop for planting and choosing pickups. He considers it a really solid game that he would not recommend broadly, and places it in A tier.
What the creator praises
- Gameplay is very satisfying and entertaining once you are comfortable with it
- Surprising variety of unique passive abilities and builds (pig, chicken, bee) that change how you farm and fight
- Many weapons and marriageable NPCs that grant unique bonuses, giving run choices
- Late game is super cool, with a variety of bosses and many ways to approach each run
- Huge content volume keeps long runs from feeling the same
- Would be a pick for hundreds of hours on a desert island, even over some S-tier games
- Simple, straightforward shooting is a good choice since extra mechanics would clutter an action game
Issues raised by the creator
- Tutorial is poor and jokey, leaving new players overwhelmed and confused
- No pause: farming and combat happen simultaneously, which is chaotic and discouraging at first
- Planted items (like trees) cannot be removed, so mispositioned placement under fire feels bad
- Information presented is confusing, making the game hard to get into
- Reading and choosing between passives while being shot with seconds before sundown is punishing for new players
- Roguelite unlocks take very long because runs are slow
Design observations
- Fusing a farming sim with a bullet-hell shooter in real time creates a chaotic multitasking design
- Passive abilities that themed around animals reshape both farming and combat strategy
- Suggests a limited time-stop for farming or a paused choice menu would make it more approachable without losing the chaos
- Long runs make each run feel important and unique


