Fiche du jeu / ROGUE BY ROGUEMegabonk
Texte original · AnglaisSmash 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!
Pourquoi cette note ?
Texte original · Chinois simplifié
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。
Mécaniques de jeu essentielles
Pondération 25 %8,5 / 10Texte original · Chinois simplifié
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。
Combinaisons et stratégie
Pondération 25 %7,5 / 10Texte original · Chinois simplifié
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。
Rejouabilité
Pondération 20 %7,0 / 10Texte original · Chinois simplifié
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。
Hasard et équité
Pondération 20 %6,5 / 10Texte original · Chinois simplifié
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。
Finition et ergonomie
Pondération 10 %7,5 / 10Texte original · Chinois simplifié
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。
- Évaluateur
Texte original · Chinois simplifié
Rogue by Rogue · AI 资料评测- Version évaluée
Texte original · Chinois simplifié
具体构建未知;以所引资料描述的版本为准
Périmètre et limites
Texte original · Chinois simplifié
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。
Sources de l’évaluation 02
- 01Documents archivésVoir les documents externes archivés ↓
Texte original · Chinois simplifié
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。
- 02Source webVoir l’original ↗
Texte original · Chinois simplifié
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。
Critiques vidéo
Critiques et analyses sur YouTube et Bilibili, dans toutes les langues. Ouvrez la vidéo originale pour la regarder.
D’autres voix, à titre indicatif.
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 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.
Texte original · AnglaisMegabonk 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.
Ce que les joueurs apprécient
- Texte original · AnglaisExtremely addictive 'one more run' loop, the single most repeated praise in Steam reviews
- Texte original · Anglais3D movement with jumping, sliding, wall-climbing characters and physics quirks makes it feel distinct from 2D survivors-likes
- Texte original · AnglaisGood blend of Vampire Survivors auto-combat with Risk of Rain 2-style chest, shrine and item systems
- Texte original · AnglaisVery 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
- Texte original · AnglaisWacky busted builds and hilarious late-run physics moments when the screen fills with projectiles
- Texte original · AnglaisLarge unlock and quest list (about 20 characters, 70+ items, 240 quests) and daily leaderboards give goals to chase
- Texte original · AnglaisImpressive polish for a one-person project; runs fine on Steam Deck and Linux
- Texte original · AnglaisHumor and memes, dumb-fun presentation and soundtrack land well for many players (a few critics found the music wears thin)
Ce que les joueurs critiquent
- Texte original · AnglaisBalance: a small set of 'meta' items, tomes, weapons and characters are required to beat the hardest tiers while many others are seen as useless
- Texte original · AnglaisLuck and XP tomes are close to mandatory, eating passive slots and limiting build variety
- Texte original · AnglaisDifficulty and enemy HP scaling spike hard at tier 3 / final bosses; runs can feel decided by RNG and meta items within the first minutes
- Texte original · AnglaisLittle enemy variety (mostly walk-at-you damage checks) and only two zones with shared bosses, so runs feel samey
- Texte original · AnglaisThin depth for survivors-like veterans: 'mile wide, inch deep', decisions often reduce to stacking damage or projectiles with few real synergies
- Texte original · AnglaisSome 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
- Texte original · AnglaisHumor and meme references are a turn-off for some (IGN called the humor shoddy); community described as toxic by some reviewers
- Texte original · AnglaisUpdate cadence: many players feel it reads like an early-access build with a long gap between content updates
Caractéristiques distinctives
- Texte original · AnglaisEssentially a 3D Vampire Survivors / Risk of Rain 2 hybrid, where vertical movement, jumping, sliding and fall damage are core
- Texte original · AnglaisCharacters with distinct movement traits (for example a wall-climbing Monke, slow Amog, fast skeleton)
- Texte original · AnglaisSilver-shop meta-progression gives only rigging tools (rerolls, bans, skips) and no permanent stat upgrades, so each run starts equal
- Texte original · AnglaisChest cost scales with each chest opened, Risk of Rain-style, alongside shrines that offer percentile boosts
- Texte original · AnglaisDaily leaderboards with Steam friends and a physics engine that lets builds get absurd; meme-heavy 90s low-poly art style
- Texte original · AnglaisBuilt by a solo dev (Vedinad, widely speculated to be DaniDev of Crab Game and Muck) which became part of its story
Points qui divisent
- Texte original · AnglaisWhether 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
- Texte original · AnglaisMeme humor and aesthetic: charming and funny to many, cringe to others
- Texte original · AnglaisDifficulty and meta: some see hard tier 3 as an enjoyable challenge and a skill issue, others see it as forcing the same builds
- Texte original · AnglaisWhether it is a derivative combination of Vampire Survivors and Risk of Rain 2, or a fresh and well-tuned blend of them
Répétition et contraintes
- Texte original · AnglaisGrinding 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
- Texte original · AnglaisResetting runs repeatedly to hunt for meta items, which players call an 'RNG reset simulator' at higher tiers
- Texte original · AnglaisItem pool dilution: each new unlock makes desired items drop less often
- Texte original · AnglaisLate-game visual clutter and boss mechanics (for example orb pushback during pillar charging in the desert final boss)
- Texte original · AnglaisEarly-game levels feel slow at base movement speed, with some saying faster movement requires exploiting an engine quirk
- Texte original · AnglaisShallow modifiers (gold, silver, knockback) that feel meaningless
- Texte original · AnglaisHaving to fill 2 of 4 passive slots with XP/luck/difficulty boosters every run, which reviewers call lame and build-limiting
Améliorations espérées
- Texte original · AnglaisA full balance pass so more weapons, tomes and characters are viable, plus real synergies rather than plain stat bumps
- Texte original · AnglaisRework or remove luck/XP tome dependence, for example turning them into permanent shop upgrades, and soften tier 3 enemy HP scaling
- Texte original · AnglaisMore content: additional maps and biomes, distinct bosses per zone, more enemy types
- Texte original · AnglaisCo-op multiplayer, one of the most requested features (repeated in top positive reviews)
- Texte original · AnglaisFix the unlock pool dilution: let players remove or ban unlocked items from the drop pool more effectively
- Texte original · AnglaisRegular communication and updates from the dev, and less design focus on the optimized YouTuber/leaderboard meta
Texte original · AnglaisLaunch 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).
Sources communautaires
- Texte original · AnglaisLocal file of top helpful positive and negative English Steam reviews (used for best/worst things, meta/balance and update-gap complaints) ↗
- Texte original · AnglaisLocal Steam metadata: appid 3405340, developer vedinad, release Sep 18 2025, 94.3% positive of 106,532, no Steam Metacritic ↗
- Texte original · AnglaisSteam store page: sentiment, tags, features (20 characters, 70+ items, 240 quests) ↗
- Texte original · AnglaisMetacritic: Metascore 88 (4 critics), user score 7.8 (207 ratings), outlet snippets ↗
- Texte original · AnglaisDevelopment, delay, 1M copies in two weeks, 117k peak CCU, critic reception, TGA withdrawal ↗
- Texte original · AnglaisDestructoid review (9/10): praise for blending mechanics; complaint about item pool dilution ↗
- Texte original · AnglaisSteam forum: patch notes up to 1.0.12, abandonment threads, difficulty, crashes, mods ↗
Commentaires archivés du créateur 2
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 · AnglaisMegabonk 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.
Ce que le créateur apprécie
- Texte original · AnglaisLayered upgrade system: tomes for stat paths, up to four weapons, chest items and shrines with minigames all feed builds
- Texte original · AnglaisWeapon 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
- Texte original · AnglaisMovement is unusual for the genre and has real skill and tech (jumping, sliding for momentum), leading to late-game map-crossing flight
- Texte original · AnglaisMaps are dense with shrines, chests and interactables, and climbing or falling enemies keep you moving; maps among the best in the genre
- Texte original · AnglaisCharacters scale with every level, and leveling stays frequent into the late game instead of tapering off
- Texte original · AnglaisItems are mechanically distinct, and every unlocked item can be toggled on or off to avoid diluting the pool
- Texte original · AnglaisWeekly-reset leaderboards with different metas, a strong community, great music and vibe, and engaging dev logs
Problèmes relevés par le créateur
- Texte original · AnglaisWants more unique events per run; the bush guy in the first level is a cool surprise but is the same every time
- Texte original · AnglaisVery hard for a survivors-like; the tier-three bosses and some challenge runs are extremely tough, which he frames as both pro and con
- Texte original · AnglaisSlightly less crazy late-game enemy hordes ('oozes') than he expected from the hype
- Texte original · AnglaisNot S tier for him, partly due to personal taste
Observations sur la conception
- Texte original · Anglais3D third-person survivors-like, rare in the genre, with movement as a real skill layer
- Texte original · AnglaisRandom attribute plus rarity on each weapon upgrade makes every upgrade feel distinct
- Texte original · AnglaisToggling unlocked items on and off solves the item-pool dilution problem common in roguelikes
- Texte original · AnglaisConstant leveling through the whole run keeps progression rewarding
- Texte original · AnglaisCommunity mystery around the anonymous developer and weekly competitive leaderboards boosted its attention
Texte original · AnglaisTop 10 of 2025 (#5)
Texte original · AnglaisMegabonk 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.
Ce que le créateur apprécie
- Texte original · AnglaisExtensive 3D movement with physics that let skilled players traverse levels fast and precisely
- Texte original · AnglaisLarge pool of items, weapons and characters
- Texte original · AnglaisFun level design filled with interactables
- Texte original · AnglaisUpgrade system: stat and weapon upgrades with randomised values and varying upgradeable stats each time
- Texte original · AnglaisTome mechanic lets players prioritise specific stats to curate runs while keeping controlled randomness
- Texte original · AnglaisFantastic music, fun vibe and humour
- Texte original · AnglaisActive community and a developer who keeps updating and listens to feedback
- Texte original · AnglaisGreat balance of automation, strategy and skill in chaotic bullet-and-monster gameplay
Problèmes relevés par le créateur
- Texte original · AnglaisNo 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
Observations sur la conception
- Texte original · AnglaisUpgrade values and even which weapon stats can be upgraded vary per run, adding a layer of choice
- Texte original · AnglaisTome mechanic curates randomness so runs can be steered
- Texte original · AnglaisBrings Risk of Rain 2 style items and 3D movement into the survivors-like format


