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Megabonk

Megabonk

Developed by
vedinad
Published by
vedinad

$5.99

Smash 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!

Consensus
A78.4/100
Steam players94.3% positiveVery Positive106,532 reviews
Metacritic ↗88/100Users: 7.8/10
VG Insights estimate ↗≈4.2M copies · ≈$30M gross

What creators say

View full ranking →

Tier list Part 4 (2025)

Megabonk 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.

Liked

  • Layered upgrade system: tomes for stat paths, up to four weapons, chest items and shrines with minigames all feed builds
  • Weapon 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
  • Movement is unusual for the genre and has real skill and tech (jumping, sliding for momentum), leading to late-game map-crossing flight
  • Maps are dense with shrines, chests and interactables, and climbing or falling enemies keep you moving; maps among the best in the genre
  • Characters scale with every level, and leveling stays frequent into the late game instead of tapering off
  • Items are mechanically distinct, and every unlocked item can be toggled on or off to avoid diluting the pool
  • Weekly-reset leaderboards with different metas, a strong community, great music and vibe, and engaging dev logs

Disliked

  • Wants more unique events per run; the bush guy in the first level is a cool surprise but is the same every time
  • Very hard for a survivors-like; the tier-three bosses and some challenge runs are extremely tough, which he frames as both pro and con
  • Slightly less crazy late-game enemy hordes ('oozes') than he expected from the hype
  • Not S tier for him, partly due to personal taste

Top 10 of 2025 (#5)

Megabonk 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.

Liked

  • Extensive 3D movement with physics that let skilled players traverse levels fast and precisely
  • Large pool of items, weapons and characters
  • Fun level design filled with interactables
  • Upgrade system: stat and weapon upgrades with randomised values and varying upgradeable stats each time
  • Tome mechanic lets players prioritise specific stats to curate runs while keeping controlled randomness
  • Fantastic music, fun vibe and humour
  • Active community and a developer who keeps updating and listens to feedback
  • Great balance of automation, strategy and skill in chaotic bullet-and-monster gameplay

Disliked

  • No real criticisms stated here; he only pre-empts the worry that the upgrade system adds too much randomness and says the tome mechanic addresses it

What players say

A 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.

Megabonk 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.

Players love

  • Extremely addictive 'one more run' loop, the single most repeated praise in Steam reviews
  • 3D movement with jumping, sliding, wall-climbing characters and physics quirks makes it feel distinct from 2D survivors-likes
  • Good blend of Vampire Survivors auto-combat with Risk of Rain 2-style chest, shrine and item systems
  • Very 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
  • Wacky busted builds and hilarious late-run physics moments when the screen fills with projectiles
  • Large unlock and quest list (about 20 characters, 70+ items, 240 quests) and daily leaderboards give goals to chase
  • Impressive polish for a one-person project; runs fine on Steam Deck and Linux
  • Humor and memes, dumb-fun presentation and soundtrack land well for many players (a few critics found the music wears thin)

Common complaints

  • Balance: a small set of 'meta' items, tomes, weapons and characters are required to beat the hardest tiers while many others are seen as useless
  • Luck and XP tomes are close to mandatory, eating passive slots and limiting build variety
  • Difficulty and enemy HP scaling spike hard at tier 3 / final bosses; runs can feel decided by RNG and meta items within the first minutes
  • Little enemy variety (mostly walk-at-you damage checks) and only two zones with shared bosses, so runs feel samey
  • Thin depth for survivors-like veterans: 'mile wide, inch deep', decisions often reduce to stacking damage or projectiles with few real synergies
  • Some 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
  • Humor and meme references are a turn-off for some (IGN called the humor shoddy); community described as toxic by some reviewers
  • Update cadence: many players feel it reads like an early-access build with a long gap between content updates

Can feel tedious

  • Grinding 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
  • Resetting runs repeatedly to hunt for meta items, which players call an 'RNG reset simulator' at higher tiers
  • Item pool dilution: each new unlock makes desired items drop less often
  • Late-game visual clutter and boss mechanics (for example orb pushback during pillar charging in the desert final boss)
  • Early-game levels feel slow at base movement speed, with some saying faster movement requires exploiting an engine quirk
  • Shallow modifiers (gold, silver, knockback) that feel meaningless
  • Having to fill 2 of 4 passive slots with XP/luck/difficulty boosters every run, which reviewers call lame and build-limiting

What's unique

  • Essentially a 3D Vampire Survivors / Risk of Rain 2 hybrid, where vertical movement, jumping, sliding and fall damage are core
  • Characters with distinct movement traits (for example a wall-climbing Monke, slow Amog, fast skeleton)
  • Silver-shop meta-progression gives only rigging tools (rerolls, bans, skips) and no permanent stat upgrades, so each run starts equal
  • Chest cost scales with each chest opened, Risk of Rain-style, alongside shrines that offer percentile boosts
  • Daily leaderboards with Steam friends and a physics engine that lets builds get absurd; meme-heavy 90s low-poly art style
  • Built by a solo dev (Vedinad, widely speculated to be DaniDev of Crab Game and Muck) which became part of its story

Players want

  • A full balance pass so more weapons, tomes and characters are viable, plus real synergies rather than plain stat bumps
  • Rework or remove luck/XP tome dependence, for example turning them into permanent shop upgrades, and soften tier 3 enemy HP scaling
  • More content: additional maps and biomes, distinct bosses per zone, more enemy types
  • Co-op multiplayer, one of the most requested features (repeated in top positive reviews)
  • Fix the unlock pool dilution: let players remove or ban unlocked items from the drop pool more effectively
  • Regular communication and updates from the dev, and less design focus on the optimized YouTuber/leaderboard meta

Summarised from Steam reviews and community discussion.

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