Illustration de couverture de Hollow SurvivorsFiche du jeu / ROGUE BY ROGUE
Encore une partie.

Hollow Survivors

Type SurvivorsCombat d’action

Texte original · AnglaisBattle 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.

ROGUE BY ROGUEÀ évaluer

Notre note

À évaluer

Classé après évaluation des cinq critères

À évaluer

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 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.

Texte original · AnglaisPlayers 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.

Ce que les joueurs apprécient

  • Texte original · AnglaisFast, fluid, snappy combat when kiting hordes; several reviewers enjoy the roguelite-deckbuilder plus bullet-hell mix
  • Texte original · AnglaisPixel art and grim atmosphere praised even by players who dislike the gameplay
  • Texte original · AnglaisProgression feels smooth and quick, with a steady ladder of unlocks so you rarely feel stuck
  • Texte original · AnglaisBosses, weapons (scythe, great axe and others) and spells give variety; spell-based upgrades are the ones with real synergies
  • Texte original · AnglaisStory has a grim opening and a Loop Hero-like tone that one reviewer found enjoyable
  • Texte original · AnglaisAll achievements obtainable through normal play with no guides needed
  • Texte original · AnglaisDifficulty described as fair, not too easy or too hard, for a cheap indie; controller support and Steam Cloud included

Ce que les joueurs critiquent

  • Texte original · AnglaisClunky combat: touching enemies deals damage, attacks lunge you forward into enemies, and dashes lack full invincibility so you often dash into damage
  • Texte original · AnglaisShallow content: only a handful of unlockable weapons and subweapons, and the same power-ups recur
  • Texte original · AnglaisMost upgrade picks are generic stat buffs or simple triggers; few meaningful synergies outside spells
  • Texte original · AnglaisConfusing boss hitboxes and inconsistent drops (a run with no health orbs, then four or five in one stage)
  • Texte original · AnglaisNo in-game encyclopedia or explanation of upgrade-card mechanics; weapons can only be judged from panel stats
  • Texte original · AnglaisPrice feels steep for the amount of content (about 10 USD) according to several reviewers
  • Texte original · AnglaisHigher difficulties scale weakly, so post-game replay value is limited

Caractéristiques distinctives

  • Texte original · AnglaisSurvivors-style auto-fight fused with a per-stage reward pick (alternating essence currency and upgrades) instead of XP-gem levelling
  • Texte original · AnglaisHades-like camp where you invest currency in permanent stat upgrades (one reviewer calls this artificial friction)
  • Texte original · AnglaisFixed-length tower (about 20 to 24+ floors) with a handful of set bosses rather than endless survival

Points qui divisent

  • Texte original · AnglaisWhether combat feels fast and snappy or jerky and clunky, especially the forward lunge and contact damage
  • Texte original · AnglaisWhether it is a worthwhile 10 USD buy or only a discount pick for its amount of content

Répétition et contraintes

  • Texte original · AnglaisGrind for meta upgrades: one reviewer with 4 hours and thousands of coins said the game still felt like its first five minutes
  • Texte original · AnglaisAlternative weapons and spells are a grind to unlock and some are no better than the starter weapon
  • Texte original · AnglaisRare materials and keys come only from the latest bosses, punishing players who usually die around floor 17
  • Texte original · AnglaisThe per-floor reward alternation produces a linear, boring power climb
  • Texte original · AnglaisRepetitive enemies and same-feeling moves become monotonous after about an hour for some

Améliorations espérées

  • Texte original · AnglaisAdd an in-game codex and clearer explanations for upgrade cards and curse mechanics
  • Texte original · AnglaisFix contact-damage and forward-lunge combat, and give dashes real invincibility frames
  • Texte original · AnglaisAdd more content: more weapons, subweapons, enemies, stories or quests per character, and stronger endgame difficulty scaling
  • Texte original · AnglaisRework upgrade pools so there are fewer dead cards (curse cards need their enabler) and more build-defining synergies
  • Texte original · AnglaisMake unlock and material acquisition less grindy, since rare materials come only from late bosses and boss rewards are random
  • Texte original · AnglaisPost-launch support: a player notes no updates since Aug 2025

Texte original · AnglaisLaunched 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.

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 4 (2025)

Texte original · AnglaisHollow 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.

Ce que le créateur apprécie

  • Texte original · AnglaisGreat vibe and art style, with visually distinct biomes
  • Texte original · AnglaisHub world with characters and permanent upgrades between runs, Hades-inspired
  • Texte original · AnglaisFast-paced, hectic core gameplay, especially after unlocking the double dash
  • Texte original · AnglaisInfinite wall-less arenas feel immersive
  • Texte original · AnglaisStarting weapons each have their own move set
  • Texte original · AnglaisMeta progression makes the path to the ending a satisfying adventure
  • Texte original · AnglaisChallenging bosses and difficulty before meta upgrades are unlocked

Problèmes relevés par le créateur

  • Texte original · AnglaisLittle content: few unique events, NPC interactions or unique floors, and mostly the same hordes
  • Texte original · AnglaisRoom rewards are weak; boons are rare and the only thing that changes a run
  • Texte original · AnglaisNo shop or mid-run currency, so little player choice during a run
  • Texte original · AnglaisMany boons are not impactful, and weapons lack unique upgrades so runs feel alike
  • Texte original · AnglaisReplayability is weak after the ending; hard mode gives no real reward once everything is unlocked
  • Texte original · AnglaisCould lean harder into the survivorlike aspect with far more enemies

Observations sur la conception

  • Texte original · AnglaisBlends Hades-like hub and structure with survivorlike horde rooms
  • Texte original · AnglaisEndless wall-less floors where you never run out of things to fight
  • Texte original · AnglaisDesign lesson: mid-run currency and a shop would add player agency and reward choice
Voir la vidéo originale ↗