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Death Must Die

Type SurvivorsCombat d’actionType Hades

Texte original · AnglaisDescend the nether in search of Death himself! Choose from God-given powers to slay his hordes of minions. Unlock new heroes, collect powerful items and create game-breaking synergies in this roguelite hack and slash survivors game.

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Classé après évaluation des cinq critères

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Jeu répertorié. Évaluation à venir.

Ce jeu n’a pas encore été évalué selon nos cinq critères. Consultez ses informations et les documents externes en attendant.

Mécaniques de jeu essentielles25 %—
Combinaisons et stratégie25 %—
Rejouabilité20 %—
Hasard et équité20 %—
Finition et ergonomie10 %—
Méthode d’évaluation ↗
YOUTUBE + BILIBILI / VIDEO

Critiques vidéo

2 vidéos

Critiques et analyses sur YouTube et Bilibili, dans toutes les langues. Ouvrez la vidéo originale pour la regarder.

Sources de l’évaluation

D’autres voix, à titre indicatif.

Sans effet sur notre note

Les critiques tierces et documents communautaires archivés peuvent concerner différentes versions. Les avis et notes externes sont présentés séparément. Consultez les vidéos originales pour leur contexte complet.

Synthèse des discussions

Texte original · AnglaisA pixel-art roguelite action RPG 'bullet heaven' from Realm Archive that mixes Vampire Survivors-style horde survival with Hades-style god blessings and a Diablo-style loot and talent system, in Steam Early Access since November 2023.

Texte original · AnglaisPlayers rate it highly overall: Steam shows about 90% positive (roughly 21.8k reviews, Very Positive) at a low price (about $7), and the art, combat feel and build crafting get consistent praise. Recent sentiment is noticeably worse, because the last substantial content update (Act 3, April 2025) is more than a year old, developer communication is sparse, and the team announced a large rebuild of core systems. Many negative reviews come from players with many hours who say they enjoyed it but cannot recommend it until updates resume, while positive reviewers keep defending it as not abandoned. Professional coverage is mostly promotional or news-style (Act 3 and roadmap pieces), and no Metacritic or OpenCritic scores exist.

Ce que les joueurs apprécient

  • Texte original · AnglaisPolished, detailed pixel art and strong sound design, praised as remarkable for a very small team
  • Texte original · AnglaisSmooth, responsive combat ('smooth as butter'); reviewers also report it running well on low-end PCs and on Linux
  • Texte original · AnglaisHades-style god blessings let runs snowball into distinct synergy builds (lightning storms, crit executions, etc.)
  • Texte original · AnglaisDiablo-like gear with affixes plus per-character talent trees gives a satisfying loot and build-crafting loop
  • Texte original · AnglaisHeroes play differently (Druid shapeshifting, summoner-style options), giving replay value across characters
  • Texte original · AnglaisShort, intense runs that deliver an empowered 'high-level ARPG character' feeling quickly, good for limited play time
  • Texte original · AnglaisStrong value: many reviewers report 50-150+ hours for about $7
  • Texte original · AnglaisHub with unlockable characters, vendor and skill trees gives a sense of long-term progression

Ce que les joueurs critiquent

  • Texte original · AnglaisContent drought: last big update (Act 3, The Darkmoor) came in April 2025, and content is limited to three acts/maps with repeating enemy variety
  • Texte original · AnglaisPoor and infrequent developer communication; many reviews cite six months or more of silence and abandonment fears
  • Texte original · AnglaisMissed original release window; Early Access has run since 2023 with updates taking a year or more each
  • Texte original · AnglaisHeavily RNG-dependent loot and god-blessing rolls, so runs can feel luck-gated
  • Texte original · AnglaisBalance issues: between patches dominant god combos emerge while other gods are nearly useless, and the game gets too easy after the early stages
  • Texte original · AnglaisTerrain and map problems, with reports of getting stuck on terrain while taking attacks that are hard to avoid
  • Texte original · AnglaisSome players say the game does neither survivors nor ARPG well and lacks a clear creative direction
  • Texte original · AnglaisLoss of identity: several reviewers say recent updates made it feel like 'yet another survivors-like' and forgettable, and object to the announced rebuild/about-face of the gameplay

Caractéristiques distinctives

  • Texte original · AnglaisHybrid of Vampire Survivors-style auto-fire horde survival, Hades-style gods and Diablo-style gear and talent trees
  • Texte original · AnglaisPersistent hub that upgrades over time with new characters, vendor trading and skill trees
  • Texte original · AnglaisItem affix and loadout system deeper than typical survivors-likes, letting gear define the build
  • Texte original · AnglaisOlympian-style pantheon with personality-filled gods and a light, optional lore layer
  • Texte original · AnglaisPlanned five-act structure, with Act 4 announced alongside a rework of core systems such as terrain generation and sprites

Points qui divisent

  • Texte original · AnglaisWhether the game is abandoned or just slow: positive reviewers point to blog posts and a rebuild in progress, negatives say the last year showed almost nothing
  • Texte original · AnglaisThe planned rebuild toward more handmade, less procedural content: some see ambition and a fix for staleness, others see scrapping the game's identity mid Early Access
  • Texte original · AnglaisWhether it succeeds as a blend of survivors-like and ARPG, or is unfocused
  • Texte original · AnglaisDifficulty and balance: some find it easy after early stages, others hit walls at high darkness levels

Répétition et contraintes

  • Texte original · AnglaisLoot-hunting for affixes can mean collecting lots of useless items, and reviewers call the RNG loot system bloated
  • Texte original · AnglaisRepetition sets in once the three acts are cleared (about 10 hours to beat the final act per one reviewer), because enemy variety does not change with difficulty
  • Texte original · AnglaisPaying a reset cost to re-spec talents after a misplaced point
  • Texte original · AnglaisSome players find a few gods' voice lines cringey
  • Texte original · AnglaisGetting stuck on terrain while being hit by attacks that are hard to avoid (one of the most upvoted negative reviews)

Améliorations espérées

  • Texte original · AnglaisRegular progress updates and roadmap communication (devs have said they dislike weekly posts, but fans want more than silence)
  • Texte original · AnglaisMore maps, acts, enemies and unique items to reduce repetition
  • Texte original · AnglaisA talent tree preview or calculator so players can plan without paying the reset cost each time
  • Texte original · AnglaisBetter in-game tutorials and clearer progression explanations, since many players rely on wikis
  • Texte original · AnglaisLoot and progression tweaks such as reroll or more deterministic options to reduce RNG frustration; balance pass on overpowered gods and builds

Texte original · AnglaisLaunched into Early Access on 14 Nov 2023 at roughly $7 with Mostly Positive reviews, which rose to Very Positive (around 90-94% in press coverage). Roadmap after launch promised Act II (Q1 2024), more heroes, gods, duo blessings, loadouts, localisation and Act III; Act 3 (The Darkmoor, with the Druid, Aegir and summons) shipped 27 April 2025. Since then Steam reviewers report little content, a rebuild of core systems and an announced Act 4, and recent reviews have turned mixed on abandonment concerns, though the lifetime score stays high. Platforms: Windows and Mac on Steam (no Linux build, though a reviewer reports it running smoothly on Linux); Steam Deck plays well; Metacritic page shows scores as unavailable, and no OpenCritic entry was found.

Commentaires archivés du créateur 1

Ces synthèses tierces reposent sur des sous-titres automatiques et peuvent contenir des erreurs de transcription ou d’interprétation.

Texte original · AnglaisTier list Part 2 (2024)

Texte original · AnglaisDeath Must Die is a top-down horde-survivor (Vampire Survivors-style) game that openly borrows Hades' structure, with gods offering boons and duo combinations. He considers it one of the better entries in a flood of low-quality clones. He likes the boon synergies, the explorable map and the readable art. He is let down by bloated, boring stat-stick loot, near-identical characters, and runs that repeat the same enemies and bosses. He places it in high B tier.

Ce que le créateur apprécie

  • Texte original · AnglaisHades-style gods offering boons with keywords that combine, including duo boons, are unique and change how you play
  • Texte original · AnglaisCombining gods for different effects is enjoyable
  • Texte original · AnglaisEffectively infinite map with random events and upgrades rewards exploring instead of only killing for XP
  • Texte original · AnglaisArt style is simple but fits the theme, and screen clutter stays readable (e.g. big red Nova attacks are clearly visible)
  • Texte original · AnglaisGood humor and personality in character dialogue
  • Texte original · AnglaisLoot/equipment layer persisting between runs is a cool roguelite element

Problèmes relevés par le créateur

  • Texte original · AnglaisMost equipment is boring stat bonuses; 20+ items per run and a stash of 60 makes sorting annoying
  • Texte original · AnglaisCharacters feel nearly identical (swipe vs stab vs swirl), with only one minor unique attribute each; Mage is the exception
  • Texte original · AnglaisRuns are repetitive: same enemies, waves and bosses at the same times in a roughly 20-minute run
  • Texte original · AnglaisExploration events are hard to find and not unique enough

Observations sur la conception

  • Texte original · AnglaisHades-like boon system grafted onto the horde-survivor formula
  • Texte original · AnglaisExploration of a huge open level yields character upgrades, an alternative to pure grinding for XP
  • Texte original · AnglaisLoot layer with per-character equipment persisting between runs
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