Synthetik cover artGame file / ROGUE BY ROGUE
One more run.

Synthetik

ShooterCo-op adventure

SYNTHETIK is an unforgiving tactical shooter rogue-lite where freedom and experimentation is key. Fight in a world overrun by the Machine Legion and their Gods. Experience the next level in gun-play and dive into unparalleled build options and Android upgrades. Can you defeat the Heart of Armageddon?

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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 top-down tactical shooter roguelite from Flow Fire Games where hands-on gun handling (active reload, jams, recoil, ammo types) meets randomized weapons, eight classes and a punishing five-floor run against the Machine Legion.

Players love it: Steam shows Very Positive at roughly 94% of about 13,000 reviews, with many reviewers logging hundreds of hours and calling the gunplay among the best in the genre. Critics are few but favourable; Metacritic has only three critic reviews (84, 80, 70 per Wikipedia) and no Metascore yet, plus a user score of 8.1 from 32 ratings. It is a finished, fully released 2018 game (originally Synthetik, renamed Legion Rising after a free October 2018 expansion) with a free spin-off, Synthetik: Arena, and console ports on Xbox and Switch in 2020. A sequel, Synthetik 2, has been in Early Access since 2021. The core complaint is a steep, poorly explained learning curve plus heavy RNG, and some players report crashes and glitches in recent years.

What players praise

  • Gunplay feel: active reload, magazine ejecting, jams/overheating and recoil make every gun feel physical and skill-dependent
  • Huge weapon pool (70+ guns with manufacturer variants and randomized stats) plus 140+ items (turrets, mines, mind control, orbital lasers) enabling very different builds
  • Eight classes/subclasses with long progression and prestige arcs, so new unlocks keep coming 30-40+ hours in
  • Very high replayability and skill ceiling; runs feel like mastery of a build rather than a fixed meta
  • Sound design and soundtrack are repeatedly called out as excellent
  • Modular difficulty (about 11 independent modifiers) lets players tune the challenge, including 220%+ for veterans
  • Two-player online co-op with shared loot is described as great fun by those who get it working
  • Cheap price for the depth, and a free Arena version works as a demo

What players criticize

  • Poor onboarding: the game drops you into a run with a weak tutorial and items/weapons/mods whose effects are not explained, so reviewers say many mechanics must be discovered or looked up
  • Harsh RNG can starve a run of weapon crates or upgrade shops for several floors, and runs can end from a single small mistake
  • Crashes and game-ending bugs, including runs wiped by crashes and getting stuck on obstacles; co-op lobbies sometimes fail to connect
  • Unfinished or broken interactions (for example the Modular weapon mod is reported as unusable)
  • Display and UI problems: no real ultrawide or multi-monitor support, minimalistic UI that some find awkward, no item descriptions in shops
  • Late game spikes hard: floors 4-5, back-to-back gauntlet rooms and the final boss Armageddon are seen as a DPS check that only a handful of weapons can handle
  • Some features feel gated (a loadout tied to a friend referral code, locked DLC content) which irritated a few reviewers

Distinctive features

  • Hands-on gun mechanics in a roguelite: manual magazine eject, timed active reload, jams and overheating
  • Weapons generate with manufacturer-specific variants and randomized stats instead of fixed items
  • Eight specialist classes that change playstyle entirely, from sneaking assassin to turret engineer to heavy breacher
  • Engineer-style gambling dynamics (double or nothing with credits) and devil-offer red crates that trade health for power
  • Modular difficulty sliders and a prestige system rather than a single fixed difficulty
  • Free companion game Synthetik: Arena shares character and achievement unlocks with the main game

Divided opinions

  • RNG: fans see it as brutal but fair chaos that creates stories; detractors call it unfair and run-deciding
  • Difficulty: some treat it as a mastery game and eventually love it, while others bounce within an hour or two
  • Solo vs co-op: co-op is praised but some find the game too complex or enemy-heavy for a casual co-op session
  • Synthetik 1 vs 2: at least one 870-hour reviewer says neither the Early Access sequel nor any other game grabbed them like the original

Repetition and friction

  • Long losing streaks while learning: only a small share of players beat the final encounter (one reviewer cites about 7% with the achievement)
  • Trial-and-error discovery of what items and weapons do, often costing a whole run
  • Late-floor gauntlets (three hard rooms in a row) and the final boss feel like a slog after a long run
  • Overwhelming enemy spam and explosive threats such as Doombots in solo play
  • Grinding class levels and unlocks, and repeating the long runs (8-hour sessions reported)
  • Screen flash on explosions with no option to turn it off

Hoped-for improvements

  • A proper tutorial and in-game tooltips/item descriptions, including in shops
  • Stability fixes for crashes and run-ending bugs, and more reliable co-op lobby/connection
  • Better balance across the weapon pool so more than a small subset is viable into floors 4-5 and the final boss
  • Less punishing or more forgiving RNG for crate and upgrade-shop spawns
  • Display options: ultrawide/multi-monitor support, an earlier settings menu, and a way to disable screen flash
  • Finish or fix half-implemented content such as the Modular mod

Launched March 2018 on Steam and became a large word-of-mouth hit, with multiple Steam reviewers crediting YouTuber Sseth's video for discovering it and one claiming it boosted sales dramatically. A free expansion in October 2018 renamed it Legion Rising. Synthetik: Arena (free, combat-focused) followed in January 2019, and Xbox and Switch versions in December 2020; console reviews noted control and interface issues. Synthetik 2 entered Early Access in 2021. Estimated revenue is about $1.78M gross and about $525k net (Boxleiter-style estimate from steam-revenue-calculator.com, order of magnitude only); SteamSpy-style owner estimate is 500k-1M. PC only on Steam (no Mac/Linux). Recent Steam reviews from 2025-2026 are still strongly positive, though a few report worsening crashes and glitches. Note: web search budget was exhausted in this session, so Reddit and OpenCritic could not be checked; OpenCritic score is unknown, not confirmed absent.

Archived creator commentary 1

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

Tier list Part 3 (2025)

Synthetik is a slow, top-down shooter roguelike that leans toward realism: stealth, deliberate aiming, weapon jams, reloads and scarce ammo. He admits it is the game on the list he played least, but respects how it breaks from the usual fast, spray-and-pray shooter formula. The guns, with their many modifiers and upgrades, carry most of the roguelike depth. Repetitive levels, overwhelming detail and a slow unlock system hold it back for him, though the gunplay feels great. He ends by placing it 'around here' on the board without naming a tier letter.

What the creator praises

  • Slow, deliberate shooter pacing that differs from typical fast-paced shooter roguelikes
  • Huge variety of unique guns with modifiers and upgrades, which is where most of the depth lies
  • Mechanics like jamming, reloading and limited ammo force awareness of build and gun behavior
  • Precise, satisfying gunplay; headshots feel great
  • Sound design and VFX are fantastic
  • Pre-run class choice with distinct mechanics and different starting weapons

Issues raised by the creator

  • Levels are repetitive and feel like one big room, reducing immersion
  • So much detail and complexity that bosses can kill him with no clear cause
  • Unlocking classes and starting weapons is slow, so runs begin with the same setup
  • Leveling is per class, so trying another class means starting from zero
  • Could be intimidating for newcomers

Design observations

  • Approaches the shooter genre realistically and slowly, rewarding stealth and careful aim instead of constant firing
  • Gun mechanics (jams, reloads, scarce bullets) are central to the roguelike build rather than a side detail
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