Карточка игры / ROGUE BY ROGUEMegabonk
Оригинальный текст · АнглийскийSmash 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!
Почему такая оценка?
Оригинальный текст · Упрощённый китайский
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。
Основной игровой процесс
Вес 25 %8,5 / 10Оригинальный текст · Упрощённый китайский
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。
Сборки и стратегия
Вес 25 %7,5 / 10Оригинальный текст · Упрощённый китайский
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。
Реиграбельность
Вес 20 %7,0 / 10Оригинальный текст · Упрощённый китайский
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。
Случайность и справедливость
Вес 20 %6,5 / 10Оригинальный текст · Упрощённый китайский
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。
Качество исполнения и удобство
Вес 10 %7,5 / 10Оригинальный текст · Упрощённый китайский
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。
- Автор обзора
Оригинальный текст · Упрощённый китайский
Rogue by Rogue · AI 资料评测- Оценённая версия
Оригинальный текст · Упрощённый китайский
具体构建未知;以所引资料描述的版本为准
Область оценки и ограничения
Оригинальный текст · Упрощённый китайский
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。
Источники обзора 02
- 01Архивные материалыОткрыть архив внешних материалов ↓
Оригинальный текст · Упрощённый китайский
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。
- 02Интернет-источникОткрыть оригинал ↗
Оригинальный текст · Упрощённый китайский
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。
Видеообзоры
Обзоры и разборы на YouTube и Bilibili на любых языках. Откройте оригинал, чтобы посмотреть видео.
Другие мнения для справки.
Архивные сторонние обзоры и материалы сообщества могут относиться к разным версиям. Внешние мнения и оценки представлены отдельно. Полный контекст доступен в исходных видео.
Обсуждения игроков
Оригинальный текст · АнглийскийA 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.
Оригинальный текст · АнглийскийMegabonk 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.
Что хвалят игроки
- Оригинальный текст · АнглийскийExtremely addictive 'one more run' loop, the single most repeated praise in Steam reviews
- Оригинальный текст · Английский3D movement with jumping, sliding, wall-climbing characters and physics quirks makes it feel distinct from 2D survivors-likes
- Оригинальный текст · АнглийскийGood blend of Vampire Survivors auto-combat with Risk of Rain 2-style chest, shrine and item systems
- Оригинальный текст · АнглийскийVery 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
- Оригинальный текст · АнглийскийWacky busted builds and hilarious late-run physics moments when the screen fills with projectiles
- Оригинальный текст · АнглийскийLarge unlock and quest list (about 20 characters, 70+ items, 240 quests) and daily leaderboards give goals to chase
- Оригинальный текст · АнглийскийImpressive polish for a one-person project; runs fine on Steam Deck and Linux
- Оригинальный текст · АнглийскийHumor and memes, dumb-fun presentation and soundtrack land well for many players (a few critics found the music wears thin)
Что критикуют игроки
- Оригинальный текст · АнглийскийBalance: a small set of 'meta' items, tomes, weapons and characters are required to beat the hardest tiers while many others are seen as useless
- Оригинальный текст · АнглийскийLuck and XP tomes are close to mandatory, eating passive slots and limiting build variety
- Оригинальный текст · АнглийскийDifficulty and enemy HP scaling spike hard at tier 3 / final bosses; runs can feel decided by RNG and meta items within the first minutes
- Оригинальный текст · АнглийскийLittle enemy variety (mostly walk-at-you damage checks) and only two zones with shared bosses, so runs feel samey
- Оригинальный текст · АнглийскийThin depth for survivors-like veterans: 'mile wide, inch deep', decisions often reduce to stacking damage or projectiles with few real synergies
- Оригинальный текст · АнглийскийSome 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
- Оригинальный текст · АнглийскийHumor and meme references are a turn-off for some (IGN called the humor shoddy); community described as toxic by some reviewers
- Оригинальный текст · АнглийскийUpdate cadence: many players feel it reads like an early-access build with a long gap between content updates
Отличительные особенности
- Оригинальный текст · АнглийскийEssentially a 3D Vampire Survivors / Risk of Rain 2 hybrid, where vertical movement, jumping, sliding and fall damage are core
- Оригинальный текст · АнглийскийCharacters with distinct movement traits (for example a wall-climbing Monke, slow Amog, fast skeleton)
- Оригинальный текст · АнглийскийSilver-shop meta-progression gives only rigging tools (rerolls, bans, skips) and no permanent stat upgrades, so each run starts equal
- Оригинальный текст · АнглийскийChest cost scales with each chest opened, Risk of Rain-style, alongside shrines that offer percentile boosts
- Оригинальный текст · АнглийскийDaily leaderboards with Steam friends and a physics engine that lets builds get absurd; meme-heavy 90s low-poly art style
- Оригинальный текст · АнглийскийBuilt by a solo dev (Vedinad, widely speculated to be DaniDev of Crab Game and Muck) which became part of its story
Спорные моменты
- Оригинальный текст · АнглийскийWhether 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
- Оригинальный текст · АнглийскийMeme humor and aesthetic: charming and funny to many, cringe to others
- Оригинальный текст · АнглийскийDifficulty and meta: some see hard tier 3 as an enjoyable challenge and a skill issue, others see it as forcing the same builds
- Оригинальный текст · АнглийскийWhether it is a derivative combination of Vampire Survivors and Risk of Rain 2, or a fresh and well-tuned blend of them
Повторы и неудобства
- Оригинальный текст · АнглийскийGrinding 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
- Оригинальный текст · АнглийскийResetting runs repeatedly to hunt for meta items, which players call an 'RNG reset simulator' at higher tiers
- Оригинальный текст · АнглийскийItem pool dilution: each new unlock makes desired items drop less often
- Оригинальный текст · АнглийскийLate-game visual clutter and boss mechanics (for example orb pushback during pillar charging in the desert final boss)
- Оригинальный текст · АнглийскийEarly-game levels feel slow at base movement speed, with some saying faster movement requires exploiting an engine quirk
- Оригинальный текст · АнглийскийShallow modifiers (gold, silver, knockback) that feel meaningless
- Оригинальный текст · АнглийскийHaving to fill 2 of 4 passive slots with XP/luck/difficulty boosters every run, which reviewers call lame and build-limiting
Ожидаемые улучшения
- Оригинальный текст · АнглийскийA full balance pass so more weapons, tomes and characters are viable, plus real synergies rather than plain stat bumps
- Оригинальный текст · АнглийскийRework or remove luck/XP tome dependence, for example turning them into permanent shop upgrades, and soften tier 3 enemy HP scaling
- Оригинальный текст · АнглийскийMore content: additional maps and biomes, distinct bosses per zone, more enemy types
- Оригинальный текст · АнглийскийCo-op multiplayer, one of the most requested features (repeated in top positive reviews)
- Оригинальный текст · АнглийскийFix the unlock pool dilution: let players remove or ban unlocked items from the drop pool more effectively
- Оригинальный текст · АнглийскийRegular communication and updates from the dev, and less design focus on the optimized YouTuber/leaderboard meta
Оригинальный текст · АнглийскийLaunch 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).
Источники сообщества
- Оригинальный текст · АнглийскийLocal file of top helpful positive and negative English Steam reviews (used for best/worst things, meta/balance and update-gap complaints) ↗
- Оригинальный текст · АнглийскийLocal Steam metadata: appid 3405340, developer vedinad, release Sep 18 2025, 94.3% positive of 106,532, no Steam Metacritic ↗
- Оригинальный текст · АнглийскийSteam store page: sentiment, tags, features (20 characters, 70+ items, 240 quests) ↗
- Оригинальный текст · АнглийскийMetacritic: Metascore 88 (4 critics), user score 7.8 (207 ratings), outlet snippets ↗
- Оригинальный текст · АнглийскийDevelopment, delay, 1M copies in two weeks, 117k peak CCU, critic reception, TGA withdrawal ↗
- Оригинальный текст · АнглийскийDestructoid review (9/10): praise for blending mechanics; complaint about item pool dilution ↗
- Оригинальный текст · АнглийскийSteam forum: patch notes up to 1.0.12, abandonment threads, difficulty, crashes, mods ↗
Архив мнений автора 2
Сторонние пересказы на основе автоматических субтитров могут содержать ошибки расшифровки или интерпретации.
Оригинальный текст · АнглийскийTier list Part 4 (2025)
Оригинальный текст · АнглийскийMegabonk 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.
Что хвалит автор
- Оригинальный текст · АнглийскийLayered upgrade system: tomes for stat paths, up to four weapons, chest items and shrines with minigames all feed builds
- Оригинальный текст · АнглийскийWeapon 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
- Оригинальный текст · АнглийскийMovement is unusual for the genre and has real skill and tech (jumping, sliding for momentum), leading to late-game map-crossing flight
- Оригинальный текст · АнглийскийMaps are dense with shrines, chests and interactables, and climbing or falling enemies keep you moving; maps among the best in the genre
- Оригинальный текст · АнглийскийCharacters scale with every level, and leveling stays frequent into the late game instead of tapering off
- Оригинальный текст · АнглийскийItems are mechanically distinct, and every unlocked item can be toggled on or off to avoid diluting the pool
- Оригинальный текст · АнглийскийWeekly-reset leaderboards with different metas, a strong community, great music and vibe, and engaging dev logs
Проблемы, отмеченные автором
- Оригинальный текст · АнглийскийWants more unique events per run; the bush guy in the first level is a cool surprise but is the same every time
- Оригинальный текст · АнглийскийVery hard for a survivors-like; the tier-three bosses and some challenge runs are extremely tough, which he frames as both pro and con
- Оригинальный текст · АнглийскийSlightly less crazy late-game enemy hordes ('oozes') than he expected from the hype
- Оригинальный текст · АнглийскийNot S tier for him, partly due to personal taste
Наблюдения о дизайне
- Оригинальный текст · Английский3D third-person survivors-like, rare in the genre, with movement as a real skill layer
- Оригинальный текст · АнглийскийRandom attribute plus rarity on each weapon upgrade makes every upgrade feel distinct
- Оригинальный текст · АнглийскийToggling unlocked items on and off solves the item-pool dilution problem common in roguelikes
- Оригинальный текст · АнглийскийConstant leveling through the whole run keeps progression rewarding
- Оригинальный текст · АнглийскийCommunity mystery around the anonymous developer and weekly competitive leaderboards boosted its attention
Оригинальный текст · АнглийскийTop 10 of 2025 (#5)
Оригинальный текст · АнглийскийMegabonk 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.
Что хвалит автор
- Оригинальный текст · АнглийскийExtensive 3D movement with physics that let skilled players traverse levels fast and precisely
- Оригинальный текст · АнглийскийLarge pool of items, weapons and characters
- Оригинальный текст · АнглийскийFun level design filled with interactables
- Оригинальный текст · АнглийскийUpgrade system: stat and weapon upgrades with randomised values and varying upgradeable stats each time
- Оригинальный текст · АнглийскийTome mechanic lets players prioritise specific stats to curate runs while keeping controlled randomness
- Оригинальный текст · АнглийскийFantastic music, fun vibe and humour
- Оригинальный текст · АнглийскийActive community and a developer who keeps updating and listens to feedback
- Оригинальный текст · АнглийскийGreat balance of automation, strategy and skill in chaotic bullet-and-monster gameplay
Проблемы, отмеченные автором
- Оригинальный текст · АнглийскийNo 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
Наблюдения о дизайне
- Оригинальный текст · АнглийскийUpgrade values and even which weapon stats can be upgraded vary per run, adding a layer of choice
- Оригинальный текст · АнглийскийTome mechanic curates randomness so runs can be steered
- Оригинальный текст · АнглийскийBrings Risk of Rain 2 style items and 3D movement into the survivors-like format


