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Scourge Bringer

Combat d’actionJeu de plateformes

Texte original · AnglaisScourgeBringer is a fast-paced free-moving roguelite platformer. Help Kyhra to explore the unknown and slash her way through ancient machines guarding the seal of her past, and maybe the redemption of humanity.

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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 fast, free-moving 2D pixel-art roguelite platformer by Flying Oak Games and E-Studio where Kyhra dashes, slashes, parries and stomps through five realms of machine enemies and hand-made bosses.

Texte original · AnglaisScourgeBringer is well regarded for its movement and combat feel. Steam is Very Positive (about 86% of roughly 3,300 reviews), and Metacritic critics average 76 from 13 reviews, with the top scores around 90. Players and critics agree the flow and the soundtrack are excellent, and that the game is brutally hard and fairly thin as a roguelite, with little build variety, few items and five repetitive realms. The Metacritic user score is a much lower 5.8 (Mixed) from only 29 ratings, and difficulty and grind drive most of the negative Steam reviews. It left Early Access in October 2020 and later reached consoles and mobile. Recent Steam reviews from 2025-26 are still mostly positive, and the game is often discounted to very low prices.

Ce que les joueurs apprécient

  • Texte original · AnglaisMovement and combat feel: fluid dash, slash, parry, stomp and projectile-smashing that reviewers compare to Celeste, Hotline Miami and Mega Man
  • Texte original · AnglaisEnemies only hurt during actual attacks (no contact damage), which players like in a fast game
  • Texte original · AnglaisSkill-based bosses: players say they can't be beaten by raw stats or a lucky build, so wins feel earned
  • Texte original · AnglaisSoundtrack by Joonas Turner is widely called a standout, and several reviewers bought it separately
  • Texte original · AnglaisPixel art, effects and Kyhra's character design are praised, as is the story's mystery and the quirky EULA with a pizza recipe
  • Texte original · AnglaisThe permanent skill tree is satisfying to upgrade and gives a sense of progress between runs
  • Texte original · AnglaisRealm-specific mechanics and cool weapons such as lasers add variety within the five realms; players like discovering mechanics without tutorials
  • Texte original · AnglaisAccessibility options (slower game speed, slower bullets, extra health drops) let more players enjoy the game

Ce que les joueurs critiquent

  • Texte original · AnglaisExtreme difficulty: many negative Steam reviews from experienced players say they stalled at realm 3 or the first boss after 7-20 hours
  • Texte original · AnglaisShallow roguelite variety: few in-run items, little synergy, so runs feel alike
  • Texte original · AnglaisOnly five realms that must be replayed from the start every run, which leads to repetition
  • Texte original · AnglaisScreen chaos: many enemies, bullets and heavy effects make it hard to see your character or threats, especially in the later realms
  • Texte original · AnglaisHealth is a scarce resource and getting hit cuts your blood multiplier, which pushes play toward no-hit runs
  • Texte original · AnglaisSome players report clunky or unfair controls: a slow heavy attack and parry, auto-aim on dash and shots that can't be disabled, enemies dragged along by a dash, and hitstun
  • Texte original · AnglaisLate skill-tree unlocks feel weak, and maxed players pile up blood currency with nothing to spend it on
  • Texte original · AnglaisSmaller complaints: some controllers are not supported natively, and one long-session crash report on a modern PC

Caractéristiques distinctives

  • Texte original · AnglaisA free-flying, Celeste-style movement roguelite where parrying and smashing bullets matter more than build luck
  • Texte original · AnglaisA skill-over-loot design: power comes mostly from player mastery, with the permanent skill tree adding smaller boosts
  • Texte original · AnglaisHand-designed boss fights, unlike the procedurally generated bosses in the developers' earlier NeuroVoider
  • Texte original · AnglaisA blood resource with a kill-streak multiplier tied to health, which makes the health bar a risk-reward currency
  • Texte original · AnglaisAccessibility sliders for game speed and bullet speed

Points qui divisent

  • Texte original · AnglaisDifficulty: fans call it fair and rewarding while others with years of roguelike experience call it unfair
  • Texte original · AnglaisRoguelite depth: some love the arcade purity and skill focus, others want more builds and progression
  • Texte original · AnglaisMetacritic critics (76) and Steam (about 86%) are far warmer than Metacritic users (5.8 from 29 ratings)

Répétition et contraintes

  • Texte original · AnglaisRedoing the same early realms after every death, with no shortcuts, to reach the harder later content
  • Texte original · AnglaisGrinding blood for the skill tree early on, and feeling gated until you unlock key skills such as deflection
  • Texte original · AnglaisRuns becoming repetitive after a few hours because of limited items and enemy/room variety
  • Texte original · AnglaisDynamic or adaptive difficulty that some players find confusing, or that does not make the game easier enough
  • Texte original · AnglaisLate realms where chaotic screens make fights feel like mashing buttons
  • Texte original · AnglaisShort-lived progression: the skill tree is fun until it is maxed out quickly, after which the game feels like pure 'git gud' repetition

Améliorations espérées

  • Texte original · AnglaisMore in-run items, weapons and synergies so runs differ more, and more realms or level variety
  • Texte original · AnglaisFairer defensive tools: i-frames on the dash, a faster heavy attack and parry, or a bigger or upgradeable parry window
  • Texte original · AnglaisClearer combat visuals, such as toned-down effects and better enemy readability in realms 3-5
  • Texte original · AnglaisMore frequent or reliable healing, and options to disable dash and shot auto-aim and to remove hitstun
  • Texte original · AnglaisA structure with fast travel or a more connected, metroidvania-style world that unlocks abilities through progress (one reviewer suggested this)
  • Texte original · AnglaisMore meaningful skill-tree upgrades so maxing it out is not anticlimactic, and better communication of how hard the game is

Texte original · AnglaisEarly Access began in February 2020 and the full release was on 21 October 2020 (PC, Xbox One, Switch), followed by PS4/Vita in April 2021, PS5 in April 2022 and iOS/Android in September 2022 (per Wikipedia). Critics praised the fluid controls and combat from the start but noted thin progression and depth. Metacritic PC critic score is 76 from 13 reviews; the Metacritic user score of 5.8 has only 29 ratings. Steam reviews are still arriving in 2025-26 and mention an adaptive or dynamic difficulty system added after launch that not everyone finds helpful. OpenCritic could not be located and is left null. Steam price is $16.99 but it is frequently on deep sale ($2). Revenue estimates from steam-revenue-calculator.com (Boxleiter method, rough) put gross at about $301k and net about $89k on Steam alone. Its copies field is empty, and SteamSpy suggests 200k-500k owners, which likely includes bundles and giveaways.

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 1 (2023)

Texte original · AnglaisScourgebringer is a very fast-paced action roguelike with a hub world of permanent upgrades. He thinks it looks great, sounds great and feels fantastic at its core, but his main issue is that every run plays nearly the same. He believes it should have been a metroidvania-style game rather than a roguelike. He has tried it several times to convince himself it is great, and concludes it may be great but not for him, placing it at the top of C tier.

Ce que le créateur apprécie

  • Texte original · AnglaisVisuals look great
  • Texte original · AnglaisMusic is great
  • Texte original · AnglaisCore movement and combat feel really cool, especially when a run starts
  • Texte original · AnglaisHub-world upgrades unlock some really cool stuff
  • Texte original · AnglaisFlashy and enjoyable for the first few hours
  • Texte original · AnglaisThe story is pretty cool

Problèmes relevés par le créateur

  • Texte original · AnglaisEvery run feels exactly the same despite different guns and abilities
  • Texte original · AnglaisAltar upgrades and abilities are not impactful enough relative to each other
  • Texte original · AnglaisYou always face the same enemies the same way (dash and shoot), so it gets tiring
  • Texte original · AnglaisRandomness is a problem because the build never really changes
  • Texte original · AnglaisVery hard; he did not finish it

Observations sur la conception

  • Texte original · AnglaisDesign lesson: player should start much weaker (no dash etc.) and gain more, more impactful upgrades during the run so builds differ
  • Texte original · AnglaisArgues the design would suit a metroidvania better than a roguelike
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