Ficha del juego / ROGUE BY ROGUEHollow Survivors
Texto original · InglésBattle through hordes of horrific creatures as you hack and slash your way to the top of the Tower in this rogue-like dungeon crawler game. Choose from a variety of upgrades and weapons, and save the Tower.
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Resumen de la comunidad
Texto original · InglésA top-down action roguelite from solo dev Danny Deer (published by PlayWay/Gameparic) where you fight up a tower of about 20+ floors of monster hordes, picking soul-card upgrades and building up a settlement between runs, in a Vampire Survivors/Hades hybrid style.
Texto original · InglésPlayers rate it Very Positive on Steam (82% of 201 reviews) for its snappy, fast combat, art, and quick meta-progression, but many recommend it only on sale because the content runs thin after a few clears. The few critics who covered it echo that: Worth Playing scored it 75 and said the loop is fun but does not sustain interest beyond a couple of hours. Negative reviewers find the combat clunky (contact damage, forward lunge on attacks, non-invulnerable dashes) and the meta-progression grindy. It is a full release (not early access), launched 10 Apr 2025, and at least one 2026 reviewer asks whether it was abandoned since Aug 2025. Sales look modest: one estimator puts it near 19k USD gross.
Lo que elogian los jugadores
- Texto original · InglésFast, fluid, snappy combat when kiting hordes; several reviewers enjoy the roguelite-deckbuilder plus bullet-hell mix
- Texto original · InglésPixel art and grim atmosphere praised even by players who dislike the gameplay
- Texto original · InglésProgression feels smooth and quick, with a steady ladder of unlocks so you rarely feel stuck
- Texto original · InglésBosses, weapons (scythe, great axe and others) and spells give variety; spell-based upgrades are the ones with real synergies
- Texto original · InglésStory has a grim opening and a Loop Hero-like tone that one reviewer found enjoyable
- Texto original · InglésAll achievements obtainable through normal play with no guides needed
- Texto original · InglésDifficulty described as fair, not too easy or too hard, for a cheap indie; controller support and Steam Cloud included
Lo que critican los jugadores
- Texto original · InglésClunky combat: touching enemies deals damage, attacks lunge you forward into enemies, and dashes lack full invincibility so you often dash into damage
- Texto original · InglésShallow content: only a handful of unlockable weapons and subweapons, and the same power-ups recur
- Texto original · InglésMost upgrade picks are generic stat buffs or simple triggers; few meaningful synergies outside spells
- Texto original · InglésConfusing boss hitboxes and inconsistent drops (a run with no health orbs, then four or five in one stage)
- Texto original · InglésNo in-game encyclopedia or explanation of upgrade-card mechanics; weapons can only be judged from panel stats
- Texto original · InglésPrice feels steep for the amount of content (about 10 USD) according to several reviewers
- Texto original · InglésHigher difficulties scale weakly, so post-game replay value is limited
Características distintivas
- Texto original · InglésSurvivors-style auto-fight fused with a per-stage reward pick (alternating essence currency and upgrades) instead of XP-gem levelling
- Texto original · InglésHades-like camp where you invest currency in permanent stat upgrades (one reviewer calls this artificial friction)
- Texto original · InglésFixed-length tower (about 20 to 24+ floors) with a handful of set bosses rather than endless survival
Opiniones divididas
- Texto original · InglésWhether combat feels fast and snappy or jerky and clunky, especially the forward lunge and contact damage
- Texto original · InglésWhether it is a worthwhile 10 USD buy or only a discount pick for its amount of content
Repetición y obstáculos
- Texto original · InglésGrind for meta upgrades: one reviewer with 4 hours and thousands of coins said the game still felt like its first five minutes
- Texto original · InglésAlternative weapons and spells are a grind to unlock and some are no better than the starter weapon
- Texto original · InglésRare materials and keys come only from the latest bosses, punishing players who usually die around floor 17
- Texto original · InglésThe per-floor reward alternation produces a linear, boring power climb
- Texto original · InglésRepetitive enemies and same-feeling moves become monotonous after about an hour for some
Mejoras esperadas
- Texto original · InglésAdd an in-game codex and clearer explanations for upgrade cards and curse mechanics
- Texto original · InglésFix contact-damage and forward-lunge combat, and give dashes real invincibility frames
- Texto original · InglésAdd more content: more weapons, subweapons, enemies, stories or quests per character, and stronger endgame difficulty scaling
- Texto original · InglésRework upgrade pools so there are fewer dead cards (curse cards need their enabler) and more build-defining synergies
- Texto original · InglésMake unlock and material acquisition less grindy, since rare materials come only from late bosses and boss rewards are random
- Texto original · InglésPost-launch support: a player notes no updates since Aug 2025
Texto original · InglésLaunched 10 Apr 2025 as a full release on Windows, macOS and Linux at 9.99 USD; a prologue and demo also exist. Steam has a very positive label but small review count. Metacritic lists it with only one critic review and no user ratings, and no OpenCritic entry was found. Developer/publisher team posts pinned suggestion and bug threads on Steam, but a 2026 reviewer says no updates since Aug 2025, suggesting support has wound down. Reddit and other outlets could not be read; community detail comes from Steam reviews and Steam forum. No major controversies found. Sample of local Steam reviews is small (19 texts); forum-sourced claims were dropped as unverifiable.
Fuentes de la comunidad
- Texto original · InglésTop helpful positive and negative English Steam reviews (local file) ↗
- Texto original · InglésLocal Steam metadata: developer, release date, tags, review totals, revenue estimate snippet ↗
- Texto original · InglésSteam store page: description, features, Very Positive summary, full release ↗
- Texto original · InglésSteam forum: complaints about dodge, contact damage, currency scarcity, developer pinned threads ↗
- Texto original · InglésMetacritic page: score TBD, 1 critic review, no user ratings ↗
- Texto original · InglésLists Worth Playing 75 review and its verdict on limited content ↗
- Texto original · InglésWorth Playing review (read via Metacritic summary): fun loop, not enough content ↗
- Texto original · InglésBoxleiter-method revenue and copies estimate ↗
- Texto original · InglésOpenCritic search; no entry surfaced ↗
Comentarios archivados del creador 1
Los resúmenes de terceros basados en subtítulos automáticos pueden contener errores de transcripción o interpretación.
Texto original · InglésTier list Part 4 (2025)
Texto original · InglésHollow Survivors is a fairly traditional action roguelike where you climb a tower out of hell, with a Hades-style hub between runs and survivorlike hordes of enemies in the rooms. He was drawn in by its vibe and art style, and he enjoyed the journey to the ending thanks to meaningful meta progression. After completing it, though, he finds content and replayability thin: boons are the only thing that changes a run, and there are no shops, events or weapon-specific upgrades. He places it in the low-to-middle B tier for now and hopes for more content updates.
Lo que elogia el creador
- Texto original · InglésGreat vibe and art style, with visually distinct biomes
- Texto original · InglésHub world with characters and permanent upgrades between runs, Hades-inspired
- Texto original · InglésFast-paced, hectic core gameplay, especially after unlocking the double dash
- Texto original · InglésInfinite wall-less arenas feel immersive
- Texto original · InglésStarting weapons each have their own move set
- Texto original · InglésMeta progression makes the path to the ending a satisfying adventure
- Texto original · InglésChallenging bosses and difficulty before meta upgrades are unlocked
Problemas señalados por el creador
- Texto original · InglésLittle content: few unique events, NPC interactions or unique floors, and mostly the same hordes
- Texto original · InglésRoom rewards are weak; boons are rare and the only thing that changes a run
- Texto original · InglésNo shop or mid-run currency, so little player choice during a run
- Texto original · InglésMany boons are not impactful, and weapons lack unique upgrades so runs feel alike
- Texto original · InglésReplayability is weak after the ending; hard mode gives no real reward once everything is unlocked
- Texto original · InglésCould lean harder into the survivorlike aspect with far more enemies
Observaciones de diseño
- Texto original · InglésBlends Hades-like hub and structure with survivorlike horde rooms
- Texto original · InglésEndless wall-less floors where you never run out of things to fight
- Texto original · InglésDesign lesson: mid-run currency and a shop would add player agency and reward choice


