Galactic Glitch 표지 이미지게임 정보 / ROGUE BY ROGUE
한 판만 더.

Galactic Glitch

슈팅액션 전투

원문 · 영어A physics-powered action roguelike. Grab asteroids, catch missiles, and hurl them back at swarming enemies. Build wild loadouts, defeat colossal bosses, and push deeper into a collapsing galaxy.

ROGUE BY ROGUE평가 대기

자체 평점

평가 대기

다섯 항목의 평가가 끝나면 순위에 반영됩니다

평가 대기

게임 등록 완료. 평가는 준비 중.

이 게임은 아직 다섯 항목의 평가가 완료되지 않았습니다. 먼저 게임 정보와 외부 자료를 살펴보세요.

핵심 게임플레이25%—
빌드와 전략25%—
다회차 플레이 가치20%—
무작위성과 공정성20%—
완성도와 편의성10%—
평가 방법 ↗
YOUTUBE + BILIBILI / VIDEO

영상 리뷰

영상 2개

언어 구분 없이 YouTube와 Bilibili의 리뷰와 분석을 모았습니다. 원본 영상에서 시청하세요.

평가 근거 자료

참고할 만한 다른 목소리.

자체 점수에 미반영

보관된 외부 리뷰와 커뮤니티 자료는 서로 다른 버전을 다룰 수 있습니다. 외부 의견과 평점은 별도로 표시합니다. 영상의 전체 맥락은 원본에서 확인하세요.

플레이어 의견 요약

원문 · 영어A physics-driven twin-stick action roguelite from Crunchy Leaf Games where you grab asteroids, missiles and even torn-off enemy parts with a gravity gun and hurl them back at swarming enemies across a collapsing galaxy.

원문 · 영어Players rate it Very Positive on Steam (about 89.7% of roughly 990 reviews) and call it a surprisingly polished, addictive sleeper with a genuinely novel throwing mechanic and tight controls. Critics are more mixed: Metacritic shows a 74 from 7 critics (scores from 90 down to 50), and the low end faults the repetitive loop and slow upgrade pace. The recurring complaints are thin build variety, uneven weapon and power balance, and progression that slows into a grind after the first hours. It left Early Access (launched July 2024) on June 3, 2025 and has kept getting substantial updates (v2.0 Infinity's Edge in March, Steam Deck Verified and performance work in spring), so reviews from late 2025 onward describe a living game rather than an abandoned one.

플레이어가 칭찬한 점

  • 원문 · 영어The grab-and-throw gravity gun is the standout hook: tossing asteroids, reflecting missiles, flinging small enemies into others and ripping weapon parts off enemies feels satisfying and is actually powerful, not just a gimmick.
  • 원문 · 영어Fast, snappy, responsive controls with generous dash i-frames that make you feel skilled rather than hit by cheap bullets.
  • 원문 · 영어Combat pacing: enemies and bosses are not spongy, rooms are bite-sized and the gap between encounters is short, giving a one-more-run compulsion.
  • 원문 · 영어Large weapon and ship variety, with starting loadout choice noticeably changing how a run plays, plus a lot of achievement and challenge-run content.
  • 원문 · 영어Strong audiovisual presentation: gorgeous readable visuals, meaty weapon feedback and a well-liked soundtrack (one player wished it was sold separately).
  • 원문 · 영어Fair-feeling structure: you can win from the very start, with no artificial time limits, so success comes from skill and execution rather than meta stat checks.
  • 원문 · 영어Very active, responsive developer who ships large free updates and acts on player feedback.
  • 원문 · 영어Great value for the price (around $13, often heavily discounted) and works well on Steam Deck after the spring update.

플레이어가 비판한 점

  • 원문 · 영어Build variety feels thin: per-run upgrades are dominated by a few basic choices (attack, armor, throw) and players report too few meaningful choices to craft and evolve a build.
  • 원문 · 영어Balance problems: a few weapons (the void dagger is named repeatedly) and some powers or drones are clearly superior, leaving most other options as wasted space, while some weapons reportedly deal bugged extra damage.
  • 원문 · 영어Difficulty is inconsistent: multiple reviewers find normal rooms too easy once a semi-competent build comes together, even on harder settings, while bosses rely on bullet-hell patterns that a slippery ship handles imprecisely.
  • 원문 · 영어Performance and stability: lag and framerate problems, including on Steam Deck at launch of the Deck mode, and some crashes; a player said the game became near-unplayable before the May update fixed it.
  • 원문 · 영어Opaque systems: unclear item and glitch-bomb effects, a thin guide, and inconsistent resource drops (for example lifegain items bunched in one stage and absent in another) leave players confused.
  • 원문 · 영어Some critics and players find the core loop repetitive, with upgrades arriving too slowly and the driving motivation weak (Cubed3 gave 50).
  • 원문 · 영어Story is called subpar by some players, and a minority call the throwing mechanic mostly a gimmick without much depth.
  • 원문 · 영어Minor bugs reported: pickups needing multiple button presses, and portals or progression occasionally failing to trigger.

차별화된 특징

  • 원문 · 영어Gravity-gun physics combat in a twin-stick space roguelite: hurl asteroids, bounce them off walls, catch and return missiles.
  • 원문 · 영어Enemies are multi-part and can be dismantled, letting you rip off weapon parts (such as a laser emitter) with unique properties and use them yourself.
  • 원문 · 영어Throwing is a powerful primary option alongside your chosen weapon, with upgrades like turning thrown objects into homing missile bundles.
  • 원문 · 영어Blueprint-based meta progression: new weapons and ships are found as blueprints and bought, with powers largely unlocked through achievements rather than raw stat upgrades.
  • 원문 · 영어Infinity's Edge endgame mode with Quantum Powers, Corrupted Upgrades and extra final bosses, plus run challenges and story progression.

의견이 갈리는 점

  • 원문 · 영어Difficulty: some say it is too easy and shallow, others say the bosses and grind are punishing or cruel.
  • 원문 · 영어The throwing gimmick: praised by most as the best thing in the game, dismissed by a minority as mostly a gimmick.
  • 원문 · 영어Meta and in-run progression: described as a pleasingly restrained, skill-first design by some and as underwhelming or lacking synergies by others.
  • 원문 · 영어Content volume versus repetition: many see a huge amount to do, others see the same loop repeated.

반복과 부담

  • 원문 · 영어Grind to unlock everything: much of the long-tail content means defeating bosses with every character and repeating challenge runs, which some players describe as a slog.
  • 원문 · 영어Runs and mid-to-late progression slow down, with hours of map clearing needed to collect upgrades before bosses are manageable.
  • 원문 · 영어Shop prices that feel far out of step with income per zone.
  • 원문 · 영어The final boss (Serenity) forcing maximum difficulty frustrated at least one heavy grinder.
  • 원문 · 영어The Infinity mode was called drawn out by a player with close to 100 hours.

기대하는 개선 사항

  • 원문 · 영어More meaningful per-run build choices, for example Hades-style weapon-modifying upgrades or multi-beam weapon evolutions, instead of mostly generic stat branches.
  • 원문 · 영어Rebalance weapons, powers and drops so more options are viable and the standout picks stop trivialising rooms.
  • 원문 · 영어Better in-game explanation of item, bomb and power effects (clear tooltips or a real guide) so experimentation is less confusing.
  • 원문 · 영어Smoother economy and progression: shop prices that scale sensibly with what a zone earns, and less forced map-clearing to be strong enough for bosses.
  • 원문 · 영어Continued performance and Steam Deck polish, including UI for handheld play.
  • 원문 · 영어Faster, more rewarding early and mid-game upgrades so runs do not stretch longer and longer and stall progression.

원문 · 영어Released in Early Access July 15, 2024 and 1.0 on June 3, 2025 (Windows only; priced about $13). Steam is Very Positive at about 90%. Metacritic has only 7 critic reviews (74) and 4 user ratings (6.3), both tiny samples; OpenCritic has no findable entry. Steam update log: v1.88 (Jan) run challenges and economy rework; v2.0 (Mar 14) Infinity's Edge mode with 8 new weapons, 8 new powers and 3 final bosses; v2.1 (Apr 4) final-final boss and balance pass; v2.2 (May 1) Steam Deck Verified at a stable 60 fps, memory leak fixes and two new room types; v2.22 (Jun 22) bug fixes. Reviews from mid-2026 say performance was poor for a stretch (lag, slideshow on older laptops) and that the May 2026 performance updates fixed it for at least some players, while a minority still report lag or crashes. Developer is praised for listening to feedback. Third-party estimates (Boxleiter-based, order of magnitude only) put gross revenue around $149k and under 20k owners.

보관된 제작자의 의견 1

자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.

원문 · 영어Tier list Part 5 (2026)

원문 · 영어Galactic Glitch is a fast, top-down bullet-hell action roguelike where you pilot a spaceship through bubble-shaped rooms inside a simulation. He considers it a really solid, satisfying standard action roguelike and highly recommends it to action fans, even though its physics hook is more marketing than substance. He praises the fluid feel, readable chaos, art and bosses, but finds meta-progression weak and room rewards/currency lacking. He places it at the top of B tier and is surprised it got so little recognition.

제작자가 칭찬한 점

  • 원문 · 영어Extremely satisfying, fluid, fast-paced core gameplay (dash, jump, shoot, grab, throw)
  • 원문 · 영어Bullet-hell action stays readable despite heavy visual effects
  • 원문 · 영어Shooting feedback and visual effects feel great; distinct glitch-verse art style
  • 원문 · 영어Every passive can be upgraded multiple times with impactful effects, enabling cool builds despite limited inventory
  • 원문 · 영어Distinct bosses and great music; biomes feel different
  • 원문 · 영어Rooms are traversed in seconds, giving a Dandy Ace-like but better Cells-style vibe
  • 원문 · 영어Ongoing unlocks (biomes, final bosses, ships, weapons, upgrades) give a real sense of progression; weapons feel different from each other

제작자가 지적한 문제

  • 원문 · 영어Story was not interesting or easy to follow
  • 원문 · 영어Physics-as-weapon angle feels more like a marketing pitch than a deep mechanic
  • 원문 · 영어Every room is a bubble, which gets somewhat repetitive
  • 원문 · 영어Meta-progression for getting stronger is weak and the tree feels unnecessary
  • 원문 · 영어Currency system and room-clear rewards feel unrewarding
  • 원문 · 영어Balance is a little iffy; heavy reliance on skill makes it easy to win most runs

설계에 대한 관찰

  • 원문 · 영어Throwing objects or enemies within the per-room bubble lets them bounce back off its edge
  • 원문 · 영어Progression comes from unlocking content rather than power, and the true final boss requires extra steps, unlike Dandy Ace where beating the boss ends things
원본 영상 보기 ↗