Карточка игры / ROGUE BY ROGUEGod of Weapons
Оригинальный текст · АнглийскийEmbark on a thrilling journey in God of Weapons, an action roguelike where you must ascend the tower of Zhor to reclaim the last light for the world. To survive the monster onslaught on each tower's level, you'll need to obtain and carefully organize weapons and accessories in your inventory.
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Обсуждения игроков
Оригинальный текст · АнглийскийAn isometric bullet-heaven / survivors-like action roguelite by Imagine Games where weapons auto-attack and you build by fitting shaped weapons and accessories into a limited grid backpack between waves while climbing the tower of Zhor.
Оригинальный текст · АнглийскийSteam players rate it Very Positive (about 84 percent positive across roughly 5,250 reviews in the local Steam data), and the common verdict is a cheap, addictive Brotato-meets-Backpack-Battles hybrid whose inventory puzzle carries it. Critics are fewer and more split: Metacritic shows a 74 Metascore from just 4 Xbox Series X reviews (ranging 60 to 90) and a 5.1 user score from 7 ratings. The praise is for the inventory twist, class variety and value; the complaints are repetitive arenas, weak balance, poor readability and clunky UI and controller support. It is not abandoned: a large free update plus the Eternal Nightmare DLC shipped in May 2025, Xbox arrived in June 2025 (PS5 announced), and 1.5.x patches continued through mid 2025, with recent Steam reviews still positive.
Что хвалят игроки
- Оригинальный текст · АнглийскийThe grid-inventory puzzle (rotate and place weapons, gems and accessories, adjacency bonuses) is the standout hook and is often described as more important than the combat itself
- Оригинальный текст · АнглийскийLow price and high value: many reviewers say it is easily worth around 6 dollars, and several 100-plus-hour players say it has held up
- Оригинальный текст · АнглийскийWide roster: around 8-10 classes with 3 subclasses each, and 250-plus items, giving build variety and lots of unlocks/achievements to chase
- Оригинальный текст · АнглийскийDodge/dash movement gives more skill expression than Vampire Survivors-style games, and it is easy to learn and addictive in 30-60 minute sessions
- Оригинальный текст · АнглийскийBeing able to swap gear mid-run softens bad RNG compared with other survivors-likes
- Оригинальный текст · АнглийскийSatisfying audio/visual feedback once a synergistic build comes online; reviewers also praise character designs and the soundtrack
- Оригинальный текст · АнглийскийPost-launch support: auto-save/resume, Endless Mode, Favour/Banish system, training dummy, extra enemies, bosses and weapons were added in free updates
Что критикуют игроки
- Оригинальный текст · АнглийскийMaps and runs feel monotonous: small, samey arenas with little to do beyond core combat, and uninteresting bosses
- Оригинальный текст · АнглийскийReadability is poor: dark, muddy brown/grey palette, enemies and projectiles blend into the map, and screens get cluttered with swarms; some players report getting stuck on unseen obstacles
- Оригинальный текст · АнглийскийBalance is uneven: a few dominant builds (lifesteal, lightning staff, stand-still reroll strategies) trivialise the game while most items, classes and melee weapons feel ignorable; difficulty tiers barely change the experience for some
- Оригинальный текст · АнглийскийUI and inventory handling is clunky: sell/use/combine buttons sit close together with no undo, combining cost is revealed late, limited put-aside slots, dragging restrictions, and lingering screens
- Оригинальный текст · АнглийскийController support is widely reported as incomplete or broken despite the store claiming full support (fixed dash/aim bindings, cannot preview shop items with a pad)
- Оригинальный текст · АнглийскийBugs: crashes, UI freezes when using upgrade items, bugged achievements that some players say were unfixed for years
- Оригинальный текст · АнглийскийThin meta-progression and little story or world-building, so there is not much reason to stay invested outside of runs
- Оригинальный текст · АнглийскийHitbox and camera angle complaints: weapons (especially melee) miss, and enemies are hard to judge positionally
- Оригинальный текст · АнглийскийPre-run character select / walk-around hub and general menus are called clunky and poorly designed by several negative reviewers
Отличительные особенности
- Оригинальный текст · АнглийскийCombines a survivors-like/bullet heaven loop with a Resident Evil or Backpack Battles style tetromino grid inventory where placement drives stats
- Оригинальный текст · АнглийскийIsometric action roguelike with an active dodge/dash rather than purely static movement
- Оригинальный текст · АнглийскийRun-specific risk/reward modifiers: e.g. more XP but tougher enemies, or extra inventory slots at the cost of elite spawns
- Оригинальный текст · АнглийскийSubclass system (ten classes, three variants each) plus gems, anvil upgrades, weapon combining and, in the DLC, summon item types and an Infinity Mode
- Оригинальный текст · АнглийскийA large item pool (250-plus) with a Favour/Banish system to steer drops
Спорные моменты
- Оригинальный текст · АнглийскийInventory management is either the best part or the most tiresome part; engagement with it decides whether people like the game
- Оригинальный текст · АнглийскийClass distinctiveness: some find each class plays in its own enjoyable way, others say classes and gameplay blend together
- Оригинальный текст · АнглийскийDifficulty: some runs are frustratingly hard at first and then game-breakingly easy, while high difficulty tiers are praised by a few as the real challenge
- Оригинальный текст · АнглийскийThe DLC is seen by some as adding good value and new systems, by others as unneeded complexity
Повторы и неудобства
- Оригинальный текст · АнглийскийSpending long stretches optimising the grid for marginal gains, then dying quickly; reviewers joke the game is 95 percent shop menu
- Оригинальный текст · АнглийскийRNG-heavy item offers with few banishes (5 per run) and a currency for tweaking odds that is only reliably farmed on the top difficulties
- Оригинальный текст · АнглийскийLong runs and repetitive single-room arenas; several players felt they had seen everything in around 2 hours
- Оригинальный текст · АнглийскийLate-game degenerates into an idle loop of standing still and rerolling the shop for known strong items
- Оригинальный текст · АнглийскийAchievement completion needs the paid DLC and some achievements are bugged, which frustrates completionists
- Оригинальный текст · АнглийскийMultiple clicks and fiddly menu steps to move, sell or upgrade items, plus easy misclicks
Ожидаемые улучшения
- Оригинальный текст · АнглийскийFundamental rebalancing of items, classes and weapons rather than more content, so more than a handful of builds are viable
- Оригинальный текст · АнглийскийBetter onboarding: tutorials and explanations for inventory rules, weapon placement restrictions and currencies (Tech-Gaming scored accessibility lowest for this)
- Оригинальный текст · АнглийскийImprove visual clarity with a brighter palette, stronger enemy/projectile contrast and a bigger roll-ready indicator
- Оригинальный текст · АнглийскийInventory QoL: undo for accidental sells, drag-and-drop over items, more stash slots, combine-cost preview, clearer selection state
- Оригинальный текст · АнглийскийProper controller support with rebinding and full shop/inventory navigation
- Оригинальный текст · АнглийскийMore varied stage layouts and more distinct classes; deeper, more imaginative item interactions than simple adjacency bonuses; stackable/upgradable duplicates were also asked for
Оригинальный текст · АнглийскийLaunched on PC Sep 12, 2023 at a low price (about 5.99 USD currently) and built a steady audience; SteamSpy-style data estimates 200k-500k owners and a peak around 300 concurrent players at the time of capture. Steam lists no Metacritic score; the Metacritic page exists only for the Xbox Series X version (4 critic reviews, 7 user ratings, so very low sample size). No OpenCritic entry was found. The free May 11, 2025 update added auto-save, Favour/Banish, Endless Mode, a training dummy, and status-effect redesign, and the paid Eternal Nightmare DLC (new character, mechanics, weapons, Infinity Mode) released the same day. Xbox release came Jun 12, 2025 with PS5 announced. Patches 1.5.62 to 1.5.65 (May-Jun 2025) fixed controller dashing, FPS cap, freezing, Steam Deck and ultrawide issues and added quick-sell. Steam thread lists still show controller, inventory-lock and achievement bugs, and a locked God of Weapons 2 discussion. Note: my web search budget was exhausted, so community coverage relies on the Steam review file, Steam community pages and critic reviews rather than Reddit (Reddit fetch is blocked).
Источники сообщества
- Оригинальный текст · АнглийскийTop helpful positive and negative English Steam reviews (local file) ↗
- Оригинальный текст · АнглийскийLocal Steam metadata: appid 2342950, review counts, tags, SteamSpy owners, revenue estimate ↗
- Оригинальный текст · АнглийскийSteam store page: release, DLC, tags, review summary, language support ↗
- Оригинальный текст · АнглийскийDeveloper announcements and patch notes (DLC, free update, Xbox/PS5, 1.5.6x patches) ↗
- Оригинальный текст · АнглийскийCommunity thread titles: controller issues, inventory lock bug, achievement bugs, GoW2 request ↗
- Оригинальный текст · АнглийскийMetacritic Xbox Series X: Metascore 74 (4 reviews), user score 5.1 (7 ratings) ↗
- Оригинальный текст · АнглийскийList of the four critic reviews and scores ↗
- Оригинальный текст · АнглийскийTheXboxHub review (90/100): Vampire Survivors alternative, inventory twist praised, repetitiveness noted ↗
- Оригинальный текст · АнглийскийXbox Tavern review (8/10): class variety, grid inventory, no quick resume, monotony risk ↗
- Оригинальный текст · АнглийскийTech-Gaming review (65): unique inventory system but almost no tutorials, repetitive design ↗
- Оригинальный текст · АнглийскийBoxleiter-based revenue estimate (about 477k gross, 141k net) ↗
Архив мнений автора 1
Сторонние пересказы на основе автоматических субтитров могут содержать ошибки расшифровки или интерпретации.
Оригинальный текст · АнглийскийTier list Part 2 (2024)
Оригинальный текст · АнглийскийGod of Weapons is a single-level horde/bullet-heaven game that adds a shop and inventory-management layer between rounds, where item placement changes what items do. He likes how well the inventory system fits the bullet-heaven gameplay and the variety of builds. His main complaint is that a huge amount of content is locked behind slow meta-progression that competes with character power upgrades. Once things are unlocked he finds it very replayable and satisfying. He ranks it among the better games of its kind, placing it just under Death Must Die.
Что хвалит автор
- Оригинальный текст · АнглийскийCombines bullet-heaven with inventory-management, a pairing that fits well
- Оригинальный текст · АнглийскийItem placement in the inventory changes what items do, which is fun
- Оригинальный текст · АнглийскийMany different builds are possible
- Оригинальный текст · АнглийскийGreat replayability once enough characters and items are unlocked
- Оригинальный текст · АнглийскийFull of content, with hundreds of unlockable items
- Оригинальный текст · АнглийскийVery satisfying when unlocks come quickly
Проблемы, отмеченные автором
- Оригинальный текст · АнглийскийMassive amount of content locked behind meta-progression
- Оригинальный текст · АнглийскийFirst few runs feel repetitive because the same items show up every time
- Оригинальный текст · АнглийскийUnlocking items takes too long
- Оригинальный текст · АнглийскийUnlock currency is the same one needed to upgrade the character, forcing a choice between being stronger and unlocking variety
- Оригинальный текст · АнглийскийTakes a long time before the game gets interesting
Наблюдения о дизайне
- Оригинальный текст · АнглийскийMerges vampire-survivors-style bullet heaven with backpack-style inventory management in the shop between rounds
- Оригинальный текст · АнглийскийItem positioning in the inventory affects item behavior, giving build depth
- Оригинальный текст · АнглийскийDesign lesson: separate character power upgrades from content unlocks, possibly with a second currency despite his usual dislike of multiple currencies


