게임 정보 / ROGUE BY ROGUEHollow Survivors
원문 · 영어Battle 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.
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플레이어 의견 요약
원문 · 영어A 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.
원문 · 영어Players 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.
플레이어가 칭찬한 점
- 원문 · 영어Fast, fluid, snappy combat when kiting hordes; several reviewers enjoy the roguelite-deckbuilder plus bullet-hell mix
- 원문 · 영어Pixel art and grim atmosphere praised even by players who dislike the gameplay
- 원문 · 영어Progression feels smooth and quick, with a steady ladder of unlocks so you rarely feel stuck
- 원문 · 영어Bosses, weapons (scythe, great axe and others) and spells give variety; spell-based upgrades are the ones with real synergies
- 원문 · 영어Story has a grim opening and a Loop Hero-like tone that one reviewer found enjoyable
- 원문 · 영어All achievements obtainable through normal play with no guides needed
- 원문 · 영어Difficulty described as fair, not too easy or too hard, for a cheap indie; controller support and Steam Cloud included
플레이어가 비판한 점
- 원문 · 영어Clunky combat: touching enemies deals damage, attacks lunge you forward into enemies, and dashes lack full invincibility so you often dash into damage
- 원문 · 영어Shallow content: only a handful of unlockable weapons and subweapons, and the same power-ups recur
- 원문 · 영어Most upgrade picks are generic stat buffs or simple triggers; few meaningful synergies outside spells
- 원문 · 영어Confusing boss hitboxes and inconsistent drops (a run with no health orbs, then four or five in one stage)
- 원문 · 영어No in-game encyclopedia or explanation of upgrade-card mechanics; weapons can only be judged from panel stats
- 원문 · 영어Price feels steep for the amount of content (about 10 USD) according to several reviewers
- 원문 · 영어Higher difficulties scale weakly, so post-game replay value is limited
차별화된 특징
- 원문 · 영어Survivors-style auto-fight fused with a per-stage reward pick (alternating essence currency and upgrades) instead of XP-gem levelling
- 원문 · 영어Hades-like camp where you invest currency in permanent stat upgrades (one reviewer calls this artificial friction)
- 원문 · 영어Fixed-length tower (about 20 to 24+ floors) with a handful of set bosses rather than endless survival
의견이 갈리는 점
- 원문 · 영어Whether combat feels fast and snappy or jerky and clunky, especially the forward lunge and contact damage
- 원문 · 영어Whether it is a worthwhile 10 USD buy or only a discount pick for its amount of content
반복과 부담
- 원문 · 영어Grind for meta upgrades: one reviewer with 4 hours and thousands of coins said the game still felt like its first five minutes
- 원문 · 영어Alternative weapons and spells are a grind to unlock and some are no better than the starter weapon
- 원문 · 영어Rare materials and keys come only from the latest bosses, punishing players who usually die around floor 17
- 원문 · 영어The per-floor reward alternation produces a linear, boring power climb
- 원문 · 영어Repetitive enemies and same-feeling moves become monotonous after about an hour for some
기대하는 개선 사항
- 원문 · 영어Add an in-game codex and clearer explanations for upgrade cards and curse mechanics
- 원문 · 영어Fix contact-damage and forward-lunge combat, and give dashes real invincibility frames
- 원문 · 영어Add more content: more weapons, subweapons, enemies, stories or quests per character, and stronger endgame difficulty scaling
- 원문 · 영어Rework upgrade pools so there are fewer dead cards (curse cards need their enabler) and more build-defining synergies
- 원문 · 영어Make unlock and material acquisition less grindy, since rare materials come only from late bosses and boss rewards are random
- 원문 · 영어Post-launch support: a player notes no updates since Aug 2025
원문 · 영어Launched 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.
커뮤니티 자료 출처
- 원문 · 영어Top helpful positive and negative English Steam reviews (local file) ↗
- 원문 · 영어Local Steam metadata: developer, release date, tags, review totals, revenue estimate snippet ↗
- 원문 · 영어Steam store page: description, features, Very Positive summary, full release ↗
- 원문 · 영어Steam forum: complaints about dodge, contact damage, currency scarcity, developer pinned threads ↗
- 원문 · 영어Metacritic page: score TBD, 1 critic review, no user ratings ↗
- 원문 · 영어Lists Worth Playing 75 review and its verdict on limited content ↗
- 원문 · 영어Worth Playing review (read via Metacritic summary): fun loop, not enough content ↗
- 원문 · 영어Boxleiter-method revenue and copies estimate ↗
- 원문 · 영어OpenCritic search; no entry surfaced ↗
보관된 제작자의 의견 1
자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.
원문 · 영어Tier list Part 4 (2025)
원문 · 영어Hollow 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.
제작자가 칭찬한 점
- 원문 · 영어Great vibe and art style, with visually distinct biomes
- 원문 · 영어Hub world with characters and permanent upgrades between runs, Hades-inspired
- 원문 · 영어Fast-paced, hectic core gameplay, especially after unlocking the double dash
- 원문 · 영어Infinite wall-less arenas feel immersive
- 원문 · 영어Starting weapons each have their own move set
- 원문 · 영어Meta progression makes the path to the ending a satisfying adventure
- 원문 · 영어Challenging bosses and difficulty before meta upgrades are unlocked
제작자가 지적한 문제
- 원문 · 영어Little content: few unique events, NPC interactions or unique floors, and mostly the same hordes
- 원문 · 영어Room rewards are weak; boons are rare and the only thing that changes a run
- 원문 · 영어No shop or mid-run currency, so little player choice during a run
- 원문 · 영어Many boons are not impactful, and weapons lack unique upgrades so runs feel alike
- 원문 · 영어Replayability is weak after the ending; hard mode gives no real reward once everything is unlocked
- 원문 · 영어Could lean harder into the survivorlike aspect with far more enemies
설계에 대한 관찰
- 원문 · 영어Blends Hades-like hub and structure with survivorlike horde rooms
- 원문 · 영어Endless wall-less floors where you never run out of things to fight
- 원문 · 영어Design lesson: mid-run currency and a shop would add player agency and reward choice


