NIMRODS: GunCraft Survivor

Assemble a limitless arsenal in this survive-em-up roguelite shooter. As a Gun Manufacturer's testing force, your mission is simple: test the latest gun tech and scavenge alien planets. Collect insane weapon parts to invent crazy guns that slay thousands. You may not survive, but your guns will!

NIMRODS: GunCraft Survivor is a early access, 2d and bullet hell game developed and published by Fiveamp.
Released on October 28th 2024 is available on Windows and MacOS in 13 languages: English, Dutch, Simplified Chinese, French, Italian, German, Spanish - Spain, Indonesian, Japanese, Korean, Polish, Portuguese - Brazil and Russian.

It has received 902 reviews of which 783 were positive and 119 were negative resulting in a rating of 8.2 out of 10. 😎

The game is currently priced at 8.28€ on Steam and has a 15% discount.


The Steam community has classified NIMRODS: GunCraft Survivor into these genres:

Media & Screenshots

Get an in-depth look at NIMRODS: GunCraft Survivor through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64bit
  • Processor: x64 architecture with SSE2 instruction set support
  • Memory: 2 GB RAM
  • Graphics: Capable of DX11 or higher
  • Storage: 600 MB available space
MacOS
  • OS: macOS 10.14 or later
  • Processor: Apple Silicon or Intel x64
  • Memory: 2 GB RAM
  • Graphics: Metal capable Intel and AMD GPUs
  • Storage: 2 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Nov. 2024
This game is a refreshing take on the roguelite genre, there is so much potential for unique builds. Can get a extremely laggy when hundreds of bullets are on the screen at once, in need of optimisation.
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Nov. 2024
7/10 based on potential, 5/10 based on current state NIMRODS has a solid foundation for a unique take on the bullet heaven genre, BUT is held back by a variety of tedious design choices that keep the game from shining. The games core gimmick of building guns in each run and then being able to give that gun to a Drone that will assist you in future runs feels mostly like an after thought at this point. Typically your drone is just going to be equipped with whatever your most recent strongest gun build is, there's little to no incentive to do otherwise. The drone itself is given a fairly limited range of customization choices (movement behavior, targeting behavior and the choice of two perks) and in general feels like something that fades into the background of your runs after a certain point. DROP PODS are a later game customization feature that holds back common QOL features you'd expect in most games in the genre. want to banish a specific upgrade? unlock the drop pod that let's you do that, and then purchase (up to 3) of that drop pod. once you have that drop pod you have two options: randomly receive that specific drop pod through out your runs (likely not when you need to use a banish) OR unlock the scheduling system and schedule at what levels you want to receive that drop pod (still likely not when you need to use a banish). Most drop pods make sense, like a drop pod with a healing effect or a drop pod with a turret that fires for a time after dropping, but linking banishes (and i assume rerolls if they exist) behind this system is a massive miss. The general grind in the game is also a bit tedious. higher level upgrades are often times locked behind 3-4 different types of currency, with many later upgrades requiring 1-2 items that only drop from the final boss of a run, slowing the rate of attaining these upgrades to a crawl. Not only do you need to purchase these upgrades, you also need to unlock them by either completing specific missions or finding the specific upgrade on the map while playing. there's rarely much of a thrill associated with finding a new unlock on the map, as this usually means you just have another item to save up resources to buy. Difficulty is a little all over the place, you might find yourself dominating the majority of a run in a hard mode area, only to die 1 minute before the final boss spawns because an overwhelming hoard of highpower monsters was dropped on your face, this feels bad. There's a little too many instances of "feels bad" deaths vs "oh, i understand what i did wrong" deaths. In general, the level of difficulty tends to force most playthroughs into 1-2 specific upgrade builds so that they can be successful, which sorta feels in opposition to a game that feels like it wants you to experiment with all the cool upgrades it's giving you. I think the biggest suggestion i have for a direction that could fix this game a bit would be a "universal" upgrade tree that allows players to unlock some QOL type features like rerolls or banishes as something that is available whenever you need them.
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Nov. 2024
Absolutely amazing game Great Devs who want feedback about about what works and doesnt, Game keeps getting better the more you play it and the More you explore
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Nov. 2024
At this point my recommendation would be a "maybe", or a "game is good for a few hours of fun." I am giving it a yes for its potential, and because I really want to see it become the game it could be with some love. Game has MASSIVE promise to be one of the best bullet heavens out there and provide playtime similar to giants like Vampire Survivors, *if* it makes some much needed changes during this early access phase. I highly encourage all players to give specific feedback as much as possible so we can see this game realise that potential. - Upgrades balance issues. Builds are deceptively not as varied as you may initially think. When you boot up the game it's like wow, look at all these options, so many ways I can make my gun work, but after a couple hours it just becomes a sort of "take these upgrades" as some are more powerful than others, and the real "feel changing" upgrades i.e. splitting bullets, or explosive bullets, are scarce. Additionally, because there are so many upgrade slots (barrel, mag, etc), there are not actually that many different parts available for each one, meaning one build can have a good chunk of the potential options at any given time. - Enemy and area balance. Many enemies/areas feel out of whack and you often lose a run due to some insane moment of overwhelm, even if a build was coasting until then. This sort of unprepared ending feels really hard to play around and it's disappointing seeing a very powerful build suddenly die to an unbalanced mechanic. The OP confusion status in the Hives which can be chained, a wall of undodgeable projectiles, or a sudden enemy swarm that oneshots you. It feels like only the high roll builds have a chance at clearing the 25 minute boss, or even getting there, and it's a sort of diceroll each run wondering if you'll be able to make it there. Feels bad to not get the more powerful upgrades offered and be gimped. Or not to be offered them in time and have your run cut off prematurely. Upgrades need a good look over, the weaker ones being brought into balance. The last boss's contact damage hitbox is too large, extending up to his head and not just on the circular "base" where his body would touch the ground/player (hitboxes in general may need a bit of work), and he can outrun you at default movement speed so unless you're running the Dash movement ability, or have gotten movement upgrades, you will often just die, again limiting build variety and feeling bad after a long and promising run. The Hive area is unbalanced and incredibly hard to approach, especially considering its proximity to the starting zone. I felt disincentivised to start in any other area than the starting one as they feel too punishing in comparison, even with many meta-upgrades, and found myself repeatedly starting in the same place hoping for a high roll build that had enough AoE to enter the Hive to get the unlocks I needed there, which became stale after some time, repeating the same content. - Gun and Resource balance Many guns feel vastly inferior to others. I ended up running every game with the assault rifle as I didn't want to gimp myself or risk the inconsistency of the other weapons. The game is a bullet heaven with many smaller enemies, slower firing weapons feel intrinsically less useful for the game world. Overall, there's a feeling because of these various balance issues that runs become quite samey. You're inadvertently funnelled into mostly the same upgrade and weapon choices if you want to get far enough to collect enough resources to start unlocking the VERY highly priced meta upgrades. Resources in general feel too scarce and the game starts to feel unrewarding and grindy after a few hours trying to gather hundreds of an item for an incremental upgrade. - UI and QoL It is really unclear what the weapon part meta-upgrades in base are for. They should be specifically sectioned or indicated somehow to their component parts (e.g. it should be very clear x upgrade belongs to the Hellspitter Barrell or Ammo Rack or Chevron Charm, etc instead of them all just being in the same window and you've no easy way to tell them apart). It is hard to tell what gun part upgrades belong to which part of the gun in-run, this should be labelled. You should be able to inspect your gun during the upgrade window. Some guns have stat bonuses based on how many upgrade slots are filled but you have no way to see this when an upgrade is offered. Resources should potentially be grabbed by magnets, or there should be specific resource collecting magnets. So many get left on the floor and for a game that has such high resource costs and also incentivises movement with exploration rewards, this feels incongruent. Lots of other minor issues of convenience. Such as allowing a hotkey for toggling auto-aim, as I use auto-aim on my laptop yet there are instances I want it turned off, like focus firing a tower or a resource node, and don't want to have to go into the menu every time. - Performance and optimisation. Some builds overwhelm your computer with sheer projectiles and cause run-ending frame drops. This is happening on high end PCs also from YouTube content I've seen. XP gems do not seem to be combined to reduce floor object density. Overall Nimrods is really promising and this is why I feel motivated to write this review/feedback at all. With some good design choices and a bit of polish it be incredibly good and take off. Please keep working on it!
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Oct. 2024
neat game, although devs tout the number of weapon combinations imo the variation is lacking since a number of those modules are just upgraded versions of previous modules. the ~800,000+ weapon combinations number, although technically true, doesn't really feel so when you're picking one of ~5 different base upgrades over and over again. i'd like to see the visuals more refined (although this is situational, i've been overwhelmed by the amount of explosions on screen with the RPG during lategame, for example.) and certain visuals look rather shoddy (flamethrower fx in particular.) despite these minor qualms the game presents a solid foundation which i have no doubt it will grow on. the game is early access after all, and i have good faith the devs will address these concerns in time. beyond upgrades, the game has excellent weapon variety and great replayability. if you're put off by the early access tag, i'd definitely recommend you keep an eye on this title in the future.
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Last Updates

Steam data 23 November 2024 08:49
SteamSpy data 19 December 2024 17:12
Steam price 23 December 2024 12:30
Steam reviews 22 December 2024 05:47
NIMRODS: GunCraft Survivor
8.2
783
119
Online players
317
Developer
Fiveamp
Publisher
Fiveamp
Release 28 Oct 2024
Platforms