Meme Mayhem

Hurl emojis and battle the internet's biggest stars to rise as a meme master in Meme Mayhem! Collect powerful perks and relics, enjoy a darkly comic social media story, and assemble the ultimate emoji attack stack in this roguelite idle RPG.

Meme Mayhem is a roguelike deckbuilder, card game and rogue-like game developed and published by Cr3 Studio.
Released on September 13th 2024 is available only on Windows in 3 languages: English, Simplified Chinese and Traditional Chinese.

It has received 5,171 reviews of which 3,961 were positive and 1,210 were negative resulting in a rating of 7.5 out of 10. 😊

The game is currently priced at 16.49€ on Steam.


The Steam community has classified Meme Mayhem into these genres:

Media & Screenshots

Get an in-depth look at Meme Mayhem 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
  • Processor: 2.0 Ghz
  • Memory: 2 GB RAM
  • Graphics: 1Gb Video Memory, capable of OpenGL 3.0+ support
  • DirectX: Version 11
  • Storage: 1 GB available space

Reviews

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

Oct. 2024
Love the game, lots of fun, think 'luck be a landlord' with more RPG stuff and a fun twitter feed for ongoing lore and entertainment. As of patch 0.20.171, I have grievances with some aspects of balance, listed below. Overall I'm aware it's an early version of the game and I think the developer(s) have done a great job. I only have so much feedback because I'm enjoying things so much that the rough edges are that much more prominent. My biggest gripe is the Zoomer boss. The tooltip reads that the ult needs to be channeled, but for some reason, stuns do not interrupt it, and even when you have 'ult can be dodged' you aren't able to dodge the smoke. I also believe that bubble armor doesn't work against it and I don't recall how it interacts with thorns. It doesn't behave like a channel nor does it behave like an ult, nor does it behave like repeated normal attacks, so outside of brain drain it feels really hard to interact with even when you're looking ahead and trying to prep for the boss. In general, the early game experience with pop cat and hideo as a locked in boss path punishes you severely for not picking up brains, which leads to a lot of runs dying just from not seeing them, even when you've clued in to the fact that these bosses demand some build around. I'm not sure why thorns are procced by every attack type. For example, the chair feels unreasonably hard for the sensei character at times, because most of his attacks do no damage so you just delete yourself before you get a chance to close combat. I feel like damageless attacks should be safe from thorns. Wheeler can sometimes get really unlucky with print timing, have 0/20 on all their prints, and die out of the blue in mid to late game. I also don't like how adding to your print strength comes at a severe detriment to your immediate power, while also being forced on you at every shop. It feels really bad to see a card you want immediately and be forced to put it into a print if you have an open print slot. I feel like prints should be harder to proc but still give you the initial power, and/or you should be able to opt in and out of selecting for prints more reliably. Perhaps cards that go into prints should be their own perk type. It also feels awkward that print cards have two empty slots, but you only get one bonus slot if selected again. It feels like you're constantly losing out on half the power. There's also a bug where if, e.g. you have a stone print, pick a tomato print to expand it, the counter for tomato print starts showing up despite you not having any tomato prints. With experience you figure out that accepting a boss's friendship gives you their relic, but you can't see what that relic does once the choice is presented. You either need to know off the top of your head what it does or ensure you check ahead of time. It feels like that UI could use improving. I initially had a misunderstanding of how flex works - because they 'hit' yourself, I thought they were doing damage when doing so, and I was intentionally picking more armor to negate that even though only bombs work in that fashion. Even after realizing music notes and hops don't work in that fashion, I still held onto a 'no pain no gain' philosophy for muscles for some reason. Similarly, it took me awhile to realize that brains and ice cubes do no damage. I'm aware some relics operate off the 'hit' keyword, but it feels like there could be better wording to prevent this misunderstanding. It feels strange that Priest shit talking (I think that's what it's called) does literally nothing until you pick up a common perk to enable it. It's interesting that the formula of generating a symbol and scaling that symbol are inverted, but I think that feeling could be preserved while giving it some amount of base damage. Maybe 5 damage scaling initially, and picking up a common increases it by 15, instead of each common increasing by 20 (I'm only 70% confident I'm remembering those numbers right) To reiterate for the dev(s), I hope you find the critical feedback helpful. I've done my best to phrase things as constructively as possible and this shouldn't be mistaken for displeasure. Please continue the great work and be proud of what you've done so far!
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Sept. 2024
This game is a nice little autobattler. It leans more on that than roguelike elements like permanent progression outside of little boosts. I have no idea why this game is getting review bombed. The devs have shown already they plan on giving constant QOL and balance updates to make it better and better. Highly recommend if you want a neat little game to throw on in the background.
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Sept. 2024
I understand this is a niche game... what i don't understand is people complaining about RNG in a roguelike deckbuilder. Do people not understand what those two genres are built on? Even the darlings of the hybrid genre (STS and MTrain) are RNG dependent. Granted less so than MM, but here the runs are so short if you get a bad one it's not like you're married to it. Normally don't review many games, but seeing all the negative reception to a game i'm really enjoying made me feel the need to add a little in the other direction. FYI: check out the reviews in your language only. Because while the game was once as low as 29% recommended and is now sitting at around 40%... when you limit the reviews to 'English Only' it's actually 90% recommended. Seems to be a Chinese review bomb going on over their dissatisfaction with the pricing in China.
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Sept. 2024
Game is good, can be a bit fustrating due to RNG to get builds going, but it doesn't deserve this review-bombing
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Sept. 2024
I usually don't write reviews, especially with little playtime, but this game gets way too many negative reviews that it doesn't deserve. Yes, the game might be a bit expansive and a bit misbalanced atm (but that can totally be fixed with updates), but you can clearly see that it is a labor of love by the devs, for the players, and I have over 20 hours played in the demo alone, so I basically already got my money's worth. The game itself is a super addictive auto battler combined with a "draft simulator" is how I'll describe it. If you love auto battlers and/or drafting a deck and/or roguelike deckbuilder games - do give this game a try. It's the best game I've tried so far that combines deckbuilding with auto battling so well.
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Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates

Steam data 23 November 2024 11:07
SteamSpy data 21 January 2025 02:55
Steam price 23 January 2025 20:21
Steam reviews 21 January 2025 15:49
Meme Mayhem
7.5
3,961
1,210
Online players
81
Developer
Cr3 Studio
Publisher
Cr3 Studio
Release 13 Sep 2024
Platforms