Gorgeous, clever, and one bad dice roll from ruining an hour of good play.
Every Game We’ve Reviewed
All 63 reviews, stamped and shelved, newest first. No stars, no thumbs, just the truth about what you actually paid for.
Five years in Early Access bought one of the deepest build trees in the genre.
Bigger mission hubs, real co-op, and a combat system the original never needed.
A shadow-teleporting stealth assassin that earned its reputation the hard way.
A five-dollar traffic puzzle real enough to survive a legal threat from Mini Motorways' own studio.
Critics gave it a 70 in 2011. Players never stopped defending it.
A flying city with real promise, and a combat system its own fans keep fighting about.
Monster-fusion combat gorgeous enough to make its roguelite pivot land anyway.
A card-combo kingdom-builder that sold 400,000 copies in a month, crashes included.
A two-person studio added pirates to a six-year-old ARPG that still doesn't have a cash shop.
Expectations
Thirteen years, a rough launch, and one of the best comeback stories running.
Expectations
Free, brutally deep, and still reinventing its own economy every few months.
Four years and nine DLCs in, still the genre's best version of itself.
Darwin the crab evolves into anything. The runs don't evolve much with him.
A business empire sandbox that hit 1.0 with more depth than discipline.
A clever rune-crafting system wrapped around a story that never catches up to it.
Its charm holds up better than its increasingly repetitive combat does.
Fifteen-plus years later, the haggling still hasn't stopped being fun.
Still the deckbuilder every other deckbuilder gets compared to.
Four years of Early Access paid off for this beaver city-builder.
A viral roguelite that escalates from one bouncing ball into screen-filling chaos.
A cozy brewing sim with a real recipe hook and a well that runs dry early.
A roguelite city builder that asks for patience through a rough opening, then rarely lets up.
Charming co-op platforming that critics liked more than the audience that loved the original.
Beautiful and heartfelt, with puzzle design that doesn't quite match the emotional reach.
Expeditions and exhibit-hunting give the formula its best new hook yet.
The Theme Hospital successor that earned the comparison, still holding up five expansions later.
Landscaping tools and joke courses move the formula outdoors, but campus after campus starts to blur.
Solid gunplay and a free revival, but almost nobody is left to play it with.
Sharp writing and a real magic system, worth it especially on sale.
Local co-op and a stop-to-shoot twist carry it past some repetitive bosses.
A proven concept with barely an hour of content, and Steam won't sell it anymore.
A real power fantasy undercut by crashes, floaty combat, and a two-hour campaign.
A randomized talent tree carries six classes further than the price tag suggests.
Strong combat and daylight-lit art, held back by only three levels worth of content.
Charming two-character puzzle design, over almost as soon as it clicks.
Manual aiming sets it apart, but builds converge late and updates have stalled.
Charming, deep roster, and a real fight against how much luck decides.
Real build ideas, a stalled update cadence, and a community that's stopped expecting more.
Class-synergy build-crafting on a Snake chassis, priced at three dollars.
Charming and relaxing, until a short campaign and a late difficulty wall show up.
A clever hook, a thin late-game, and a small, aging playerbase.
Real ideas, but the jank and a rough recent update overwhelm them.
A 3D bullet-heaven with real build depth and two biomes doing more work than they should.
Real movement innovation, broken AI, and servers nobody's on anymore.
Restoring and flipping cars stays satisfying until the endgame runs dry.
Imaginative battles undercut by miss-heavy RNG and a progression system that doesn't add up to much.
Movement good enough to carry it, workshop levels for scale, barely anyone left to play it with.
Great hook, real draft frustration, and a shallow back half.
A distinctive historical setting and build-crafting that carries the whole game. Turn the title mechanic off if it isn't clicking.
Four years of paid DLC and gunplay good enough to carry a fifth. Co-op balance still needs work.
The best-simulated city builder around right now. Weak combat and a slow opening keep it out of the top tier.
Four years of free updates, and the cult management still hasn't lost a step. The dungeon-crawling is the only part that hasn't kept up.
A clever inventory-tetris hook that still plays like it needed a few more months in Early Access. Worth it on sale.
Three years into Early Access, only one of five acts exists, and the core loop is still worth every one of the seven dollars.
Four incredible levels stretched across a much longer game. The Julianna invasions alone are worth the price of admission.
Two hundred hours in and still finding new things to build. The meme wore off around hour thirty; the game didn't.
Five hours, no filler, and an unreliable-narrator gimmick better than most sixty-dollar shooters bother attempting.
Comfort food for anyone who's missed Castlevania, made by the guy who made the one you're missing.
An ambitious solo-dev project that hasn't finished ironing out the basics. Worth it on sale.
Two years of real fixes, undone by a frame rate that still can't hold steady on hardware that should handle it fine.
A great idea about loot management wearing a half-finished roguelike. Fun for a weekend, thin after that.
A rabbit-run roguelite that turns backpack management into the best fight in the game. Ninety-seven percent of Steam agrees with me.