Game file / ROGUE BY ROGUEMegabonk
Smash your way through endless waves of enemies and grow absurdly powerful! Grab loot, level up, unlock characters and upgrade to create unique and crazy builds as you fend off hordes of creatures!
Why this score?
Original text · Simplified Chinese
立体移动把生存者玩法的操作空间打开了,构筑的有效选择和高阶难度曲线仍比内容数量更值得关注。
Core gameplay
Weight 25%8.5 / 10Original text · Simplified Chinese
根据资料评估:跳跃滑行和立体探索让自动攻击之外仍有持续操作,拾取升级反馈密集;后段怪物常简化为追逐与伤害检验。
Builds & strategy
Weight 25%7.5 / 10Original text · Simplified Chinese
根据资料评估:武器、角色与属性选择能改变移动和攻击侧重,但快照反复指出经验和幸运等强势选项挤占其他路线。
Replayability
Weight 20%7.0 / 10Original text · Simplified Chinese
根据资料评估:地图互动、角色能力和任务目标支持不同开局,高阶常见敌人及区域重复却限制新的应对。
Randomness & fairness
Weight 20%6.5 / 10Original text · Simplified Chinese
根据资料评估:移动技巧和属性引导能降低纯抽取依赖,但高阶血量跃升与首领异常生成反馈使失败不总可预测。
Polish & usability
Weight 10%7.5 / 10Original text · Simplified Chinese
根据资料评估:基础操控和多数设备运行得到肯定,晚期镜头与特效遮挡、个别高难崩溃仍有影响。
- 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
基于收录评论与官方产品说明的主观资料评测,未试玩;原始玩家评论及所有补丁未逐条重新核验。未实测高阶数值及异常生成;不以热度、游玩时长或任务数量换算分数。
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 的具体玩法优缺点(Tier list Part 4 (2025)、Top 10 of 2025 (#5))以及 玩家好评与批评;只引用这些资料的具体反馈,不采纳旧等级或外部分数。
- 02Web sourceView original ↗
Original text · Simplified Chinese
Megabonk — Steam 官方商店页
2026-10-08 访问。确认了随机地图、经验升级、随机稀有度奖励和具有不同能力的角色。该页不作为实测性能或缺陷已修复的证据。
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 solo-developed 3D survivors-like roguelite that mixes Vampire Survivors-style auto-attacking and build stacking with Risk of Rain 2-style chests, shrines and platforming movement, wrapped in meme-heavy low-poly visuals.
Megabonk launched on Steam on Sept 18, 2025 at roughly $10 and became a breakout indie hit: over a million copies in about two weeks and a peak of roughly 117k concurrent players. Steam currently shows 94.3% positive across about 106.5k reviews (Very Positive). The handful of critic reviews are strongly positive (Metacritic 88 from 4 outlets), praising the addictive loop and movement. Player sentiment has cooled among long-term players: the main complaints are a narrow meta, weak items and balance, grind for unlocks, and a slow update cadence. The game is treated by many as effectively complete or in maintenance mode, and Steam forum threads asking if it is abandoned are common. Even so, the dev did ship patches (1.0.7 through 1.0.12 pinned in the forum) and a Halloween-themed update, and newer reviews show a positive but more mixed tone.
What players praise
- Extremely addictive 'one more run' loop, the single most repeated praise in Steam reviews
- 3D movement with jumping, sliding, wall-climbing characters and physics quirks makes it feel distinct from 2D survivors-likes
- Good blend of Vampire Survivors auto-combat with Risk of Rain 2-style chest, shrine and item systems
- Very low price (about $10 per reviewers; Steam listing showed $5.99 at last check, frequent discounts) for dozens or hundreds of hours; many reviewers have 100-1000+ hours
- Wacky busted builds and hilarious late-run physics moments when the screen fills with projectiles
- Large unlock and quest list (about 20 characters, 70+ items, 240 quests) and daily leaderboards give goals to chase
- Impressive polish for a one-person project; runs fine on Steam Deck and Linux
- Humor and memes, dumb-fun presentation and soundtrack land well for many players (a few critics found the music wears thin)
What players criticize
- Balance: a small set of 'meta' items, tomes, weapons and characters are required to beat the hardest tiers while many others are seen as useless
- Luck and XP tomes are close to mandatory, eating passive slots and limiting build variety
- Difficulty and enemy HP scaling spike hard at tier 3 / final bosses; runs can feel decided by RNG and meta items within the first minutes
- Little enemy variety (mostly walk-at-you damage checks) and only two zones with shared bosses, so runs feel samey
- Thin depth for survivors-like veterans: 'mile wide, inch deep', decisions often reduce to stacking damage or projectiles with few real synergies
- Some bugs and frustrations noted, such as a boss able to spawn on top of the player, crashes on high-difficulty runs, and a wonky camera/visual clutter late in runs
- Humor and meme references are a turn-off for some (IGN called the humor shoddy); community described as toxic by some reviewers
- Update cadence: many players feel it reads like an early-access build with a long gap between content updates
Distinctive features
- Essentially a 3D Vampire Survivors / Risk of Rain 2 hybrid, where vertical movement, jumping, sliding and fall damage are core
- Characters with distinct movement traits (for example a wall-climbing Monke, slow Amog, fast skeleton)
- Silver-shop meta-progression gives only rigging tools (rerolls, bans, skips) and no permanent stat upgrades, so each run starts equal
- Chest cost scales with each chest opened, Risk of Rain-style, alongside shrines that offer percentile boosts
- Daily leaderboards with Steam friends and a physics engine that lets builds get absurd; meme-heavy 90s low-poly art style
- Built by a solo dev (Vedinad, widely speculated to be DaniDev of Crab Game and Muck) which became part of its story
Divided opinions
- Whether the game is 'finished': defenders say a $10 game with no microtransactions owes nothing more, critics say it feels like early access and is abandoned
- Meme humor and aesthetic: charming and funny to many, cringe to others
- Difficulty and meta: some see hard tier 3 as an enjoyable challenge and a skill issue, others see it as forcing the same builds
- Whether it is a derivative combination of Vampire Survivors and Risk of Rain 2, or a fresh and well-tuned blend of them
Repetition and friction
- Grinding for unlocks and quests; some achievements need things like a 300k-kill run or beating the hardest boss with a slow character while RNG cooperates
- Resetting runs repeatedly to hunt for meta items, which players call an 'RNG reset simulator' at higher tiers
- Item pool dilution: each new unlock makes desired items drop less often
- Late-game visual clutter and boss mechanics (for example orb pushback during pillar charging in the desert final boss)
- Early-game levels feel slow at base movement speed, with some saying faster movement requires exploiting an engine quirk
- Shallow modifiers (gold, silver, knockback) that feel meaningless
- Having to fill 2 of 4 passive slots with XP/luck/difficulty boosters every run, which reviewers call lame and build-limiting
Hoped-for improvements
- A full balance pass so more weapons, tomes and characters are viable, plus real synergies rather than plain stat bumps
- Rework or remove luck/XP tome dependence, for example turning them into permanent shop upgrades, and soften tier 3 enemy HP scaling
- More content: additional maps and biomes, distinct bosses per zone, more enemy types
- Co-op multiplayer, one of the most requested features (repeated in top positive reviews)
- Fix the unlock pool dilution: let players remove or ban unlocked items from the drop pool more effectively
- Regular communication and updates from the dev, and less design focus on the optimized YouTuber/leaderboard meta
Launch was a viral success (1M+ copies in about two weeks, about 117k peak CCU, early Steam reviews around 95%+ positive). It was delayed two weeks from Sept 4 to Sept 18, 2025 to dodge Hollow Knight: Silksong. The dev withdrew the game from The Game Awards 2025 Best Debut Indie nomination because of prior work under other names, and the game was later nominated for a Steam Awards category. Critics (Destructoid, PC Gamer, Gamereactor, TheGamer, Rogueliker) were very positive; IGN was more mixed, citing limited map variety and humor. Post-launch, long-term players turned critical over balance and update gaps, with a first major (Halloween) update arriving around December and several patches later (1.0.12 pinned), plus community forum threads asking whether the game is abandoned. A newer Steam review (about a year after release) defends the dev for finishing a cheap game. Windows and Linux only per Steam (no Mac). Note: 'Megabonk Apocalypse' on Steam is an unrelated title by another publisher (TinyBig). Sales are the Wikipedia figure; SteamSpy and revenue-calculator data pulled locally were empty. OpenCritic page could not be located (search budget exhausted, guessed IDs returned other games).
Community sources
- Local file of top helpful positive and negative English Steam reviews (used for best/worst things, meta/balance and update-gap complaints) ↗
- Local Steam metadata: appid 3405340, developer vedinad, release Sep 18 2025, 94.3% positive of 106,532, no Steam Metacritic ↗
- Steam store page: sentiment, tags, features (20 characters, 70+ items, 240 quests) ↗
- Metacritic: Metascore 88 (4 critics), user score 7.8 (207 ratings), outlet snippets ↗
- Development, delay, 1M copies in two weeks, 117k peak CCU, critic reception, TGA withdrawal ↗
- Destructoid review (9/10): praise for blending mechanics; complaint about item pool dilution ↗
- Steam forum: patch notes up to 1.0.12, abandonment threads, difficulty, crashes, mods ↗
Archived creator commentary 2
Third-party summaries based on automatic captions may contain transcription or interpretation errors.
Tier list Part 4 (2025)
Megabonk is a 3D, third-person survivors-like inspired by Vampire Survivors and Risk of Rain 2, where you roam large maps full of shrines and chests. He thinks its hype comes more from its design than from the 3D novelty. He loves the build variety, movement skill and community, but does not place it alongside his S-tier picks such as Blueprints and Night Rain. His verdict is a very solid A tier, possibly limited by his personal taste.
What the creator praises
- Layered upgrade system: tomes for stat paths, up to four weapons, chest items and shrines with minigames all feed builds
- Weapon upgrades roll random attributes with rarities, so a rare or legendary roll that hits the stat you want feels great; the luck stat supports this
- Movement is unusual for the genre and has real skill and tech (jumping, sliding for momentum), leading to late-game map-crossing flight
- Maps are dense with shrines, chests and interactables, and climbing or falling enemies keep you moving; maps among the best in the genre
- Characters scale with every level, and leveling stays frequent into the late game instead of tapering off
- Items are mechanically distinct, and every unlocked item can be toggled on or off to avoid diluting the pool
- Weekly-reset leaderboards with different metas, a strong community, great music and vibe, and engaging dev logs
Issues raised by the creator
- Wants more unique events per run; the bush guy in the first level is a cool surprise but is the same every time
- Very hard for a survivors-like; the tier-three bosses and some challenge runs are extremely tough, which he frames as both pro and con
- Slightly less crazy late-game enemy hordes ('oozes') than he expected from the hype
- Not S tier for him, partly due to personal taste
Design observations
- 3D third-person survivors-like, rare in the genre, with movement as a real skill layer
- Random attribute plus rarity on each weapon upgrade makes every upgrade feel distinct
- Toggling unlocked items on and off solves the item-pool dilution problem common in roguelikes
- Constant leveling through the whole run keeps progression rewarding
- Community mystery around the anonymous developer and weekly competitive leaderboards boosted its attention
Top 10 of 2025 (#5)
Megabonk is a 3D survivors-like that asks what Risk of Rain 2 would look like as a survivor game. He praises its fast, physics-based movement, varied items, weapons and characters, and interactable-filled levels. The standout is the upgrade system, which combines randomised stat values with player choice and a mechanic for steering stats. He also loves the music, humour and a responsive, secretive developer. It ranks fifth of the year and has become one of his new favourite survivors-likes.
What the creator praises
- Extensive 3D movement with physics that let skilled players traverse levels fast and precisely
- Large pool of items, weapons and characters
- Fun level design filled with interactables
- Upgrade system: stat and weapon upgrades with randomised values and varying upgradeable stats each time
- Tome mechanic lets players prioritise specific stats to curate runs while keeping controlled randomness
- Fantastic music, fun vibe and humour
- Active community and a developer who keeps updating and listens to feedback
- Great balance of automation, strategy and skill in chaotic bullet-and-monster gameplay
Issues raised by the creator
- No real criticisms stated in this segment; he only pre-empts the worry that the upgrade system adds too much randomness and says the tome mechanic addresses it
Design observations
- Upgrade values and even which weapon stats can be upgraded vary per run, adding a layer of choice
- Tome mechanic curates randomness so runs can be steered
- Brings Risk of Rain 2 style items and 3D movement into the survivors-like format


