Blazing Beaks cover artGame file / ROGUE BY ROGUE
One more run.

Blazing Beaks

ShooterCo-op adventure

Roguelite - where too much greediness can be fatal. A colorful world with armed birds blazing their way through piles of mutants, monsters and creepy creatures. Lots of mysteries to unravel, secrets to discover and levels to explore.

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Our score

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Game filed. Review coming soon.

This game has not yet completed our five-dimension review. Explore its details and external material in the meantime.

Core gameplay25%—
Builds & strategy25%—
Replayability20%—
Randomness & fairness20%—
Polish & usability10%—
Scoring methodology ↗
YOUTUBE + BILIBILI / VIDEO

Video reviews

2 videos

Reviews and deep dives from YouTube and Bilibili, in every language. Open the original video to watch.

Review sources

Other voices, for reference.

Excluded from our score

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 pixel-art twin-stick roguelite where armed birds fight through randomized rooms, hauling back cursed artifacts that carry debuffs, with solo, local co-op and local PvP tournament modes.

Blazing Beaks is well liked but a niche, under-the-radar title: Steam sits at Very Positive (about 83.5% of roughly 2,600 reviews), and critics on Switch landed around 80-81. Reviewers and players praise the charm, art, music, tight controls and the risk/reward artifact loop, and it shines in local co-op. The main complaints are a lack of meaningful meta-progression, heavy RNG (weapons and artifacts), uneven balance, and a sense that runs get samey; many negative reviews come from players expecting Nuclear Throne or Enter the Gungeon depth. Several recent Steam reviewers describe the game as effectively left dead on PC, though a mod/Workshop scene exists and a dev Discord community is still described as alive. Steam owner estimates are low (under 20k by SteamSpy; about 13 concurrent players), and revenue estimates are modest (around $265k gross / $78k net per a Boxleiter-style calculator).

What players praise

  • Charming, clean pixel-art style with distinct, readable characters and enemies
  • Risk/reward artifact system: treasures carry debuffs (for example cannot shoot while moving) and you must survive to a shop to cash them in for a big power spike
  • Music repeatedly called out as some of the best in the genre
  • Tight, responsive twin-stick controls and a satisfying 'nuclear throne-like' feel
  • Fun local co-op for two players in story mode plus a four-player local tournament mode with five sub-modes
  • Eight birds with distinct stats and quirks (chicken accuracy that drops when moving, platypus extra loot, penguin cloning)
  • High replay value through randomized rooms, items and secrets, and a looping endgame that can go on indefinitely; Steam Workshop character mods
  • Good value and varied enemy behaviors; bosses need specific strategies

What players criticize

  • Little or no sense of meta-progression: unlocks mostly dilute the item pool and nothing builds toward a long-term goal
  • Heavy RNG: weapons are scarce and random, artifacts cannot be planned around, and some runs reach the first boss with no artifacts
  • Balance is uneven: some guns and artifacts are strictly worse, many items are plain HP ups, and a couple of birds (Blue Bird, Chicken) outclass others (Duck, Seagull)
  • Some enemies and rooms feel unfair (for example unclear charge-up attacks, hitboxes and momentum-based movement) while bosses can feel easier than regular rooms
  • UI problems: some menus cannot be used with the mouse, gamepad aiming is called imprecise, and there are remote play/focus glitches and a launch failure report
  • Levels are small and repetitive with one boss type per biome; runs feel samey after several hours
  • Often viewed as a weaker clone of Nuclear Throne or Enter the Gungeon
  • No online multiplayer; it is local only, and PC is Windows only

Distinctive features

  • Cursed-artifact economy: you carry debuffs and must reach a shop to exchange them for permanent buffs, so greed can kill you
  • Anthropomorphic bird cast with per-character positive and negative traits
  • Campaign plus a four-player local arena tournament in the same package
  • Looping endgame that can go on indefinitely
  • Steam Workshop character mod support

Divided opinions

  • Difficulty: fans say it is fair and skill-based and you die from mistakes, detractors call it unforgiving and luck-driven
  • No meta-progression: a purist 'true roguelike' feature for some, a dealbreaker for others
  • Comparison to Nuclear Throne and Gungeon: some call it a great alternative, others call it worse in every way
  • Solo versus co-op: best with friends, but solo experience is judged weaker by some

Repetition and friction

  • Runs feel samey and repetitive after a few hours because of small levels and predictable enemies
  • Forced RNG reliance: a good run can feel one in a million because of unfair environments
  • Weak upgrade system, for example tiny percent bonuses per coin, and filler items like plain HP ups
  • Steep learning curve and unforgiving difficulty; more frustrating than fun for some
  • Solo play is seen by some as much less fun than co-op
  • Frustration and rage moments: even fans say it can make you rage out, and players note the game depends on overcoming frustration

Hoped-for improvements

  • Add real meta-progression or goals (for example a relic checklist or a good ending for collecting everything)
  • Make artifact drops more consistent, and rebalance weapons, artifacts and the weaker characters
  • Add online play or better remote-play support
  • Fix UI: full mouse support in menus and better gamepad aiming
  • Give more control over builds or weapon upgrading rather than pure RNG
  • Improve boss difficulty curve and late-game power scaling, and add more boss and level variety per biome

Critic scores (Metacritic 80 from 9 reviews on Switch, OpenCritic 81 from 11 reviews, mostly Nintendo-focused outlets) come from the console release; Metacritic user score was 7.4 from 56 ratings on the page fetched (a search snippet showed 7.9 from 37, so it may have shifted). Steam lists a May 10, 2019 release (the game had earlier 2017 roots; the Steam date was not verified as early access). Early Steam community threads show Applava promising boss and artifact rebalancing and a weapons review, but recent Steam reviewers (2026) describe the game as dead/left without updates while still praising a dev Discord. It has Steam Workshop mod support, Steam trading cards, and is also on Switch, PS4 and Epic. Price is $14.99 and it is often on sale. Note that Metacritic and OpenCritic pages could not be confirmed from Steam, which lists no Metacritic score.

Archived creator commentary 1

Third-party summaries based on automatic captions may contain transcription or interpretation errors.

Tier list Part 1 (2023)

Blazing Beaks is a top-down shooter roguelike where you play as birds with guns. Its hook is that enemies drop cursed items with only downsides, and you choose how many to carry to the shop, where they can be swapped for beneficial items. He loves the concept, art and sound design, but finds the actual game suffers from design and balance problems. He never feels powerful, dies often on first visits to new areas, and puts it in D while respecting it.

What the creator praises

  • Cursed-item-for-shop-exchange mechanic is a really cool concept and gimmick
  • Art style is appealing
  • Sound design is amazing and very cute
  • Some cursed items have unique, interesting negative effects
  • He respects the idea and says it is fine if others like it

Issues raised by the creator

  • Never feels powerful or satisfying when progressing through a run
  • Shop items are random and often not game-changing, sometimes all useless
  • Only two to three health, so new areas usually kill you until you learn enemy attacks
  • Learning patterns per new area forces restarts
  • Runs feel not very impactful between characters or weapons
  • Curse design got more effort than the rewards, which were underwhelming

Design observations

  • Enemies drop downside-only cursed items that you trade in at the shop for useful ones
  • The push-your-luck question of how many curses to grab before the shop
  • Design effort seemed concentrated on the curses rather than the rewards
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