Compara los precios de Killer Klownz en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Peter Labick. Publicado por My Way Games. Lanzado el 5/12/2016. Disponible en PC. Géneros: Action, Adventure, Simulation.

An HTC Vive-only wave shooter that trades strategic depth for pure coulrophobia fuel - thirty minutes of clown-slaying with automatic weapons, fog, and very little reason to return after your first session.

My first reaction loading up Killer Klownz was to double-check whether I had the right game - and if you own a non-Vive headset, the answer is already no. This is a VR-only title built exclusively for the HTC Vive, which is the single biggest piece of information the genre labels and store tags conspicuously fail to surface. If you don't own that specific hardware, close this tab. If you do, read on, because the picture is complicated. What you're getting is a roomscale wave shooter, full stop. Homicidal clowns spawn from behind oversized circus props and discarded toys across a fog-choked arena, and your job is to shoot them before they reach you. There are no loadouts to plan, no skill trees, no branching difficulty modes to theorize about - you get automatic weapons with unlimited ammo, a fixed viewpoint inside your play space, and whatever adrenaline the premise generates. The map does dynamically resize to fit your roomscale dimensions, which is a thoughtful touch for a 2016 indie production. Enemy types do vary in speed and toughness, so there is at least a rudimentary escalation curve keeping you on your toes across waves. Here is where I have to be straight with you: by any strategy-or-sim standard, there is no meaningful decision layer here. No resource allocation, no positioning meta, no AI worth studying. The tension is entirely sensory - the thick fog that hides approaching clowns until they are uncomfortably close, the sound design, and the base-level unease that clown imagery produces in a significant chunk of the population. The Steam community notes that testers reportedly dropped out of sessions within seconds, and based on how the game is constructed, I believe it. The horror delivery is functional. The game design beneath it is not deep. Longevity is the honest problem. Average playtime data sits under nine minutes, and peak concurrent players hover at effectively one. There are no updates of note, no mod tools, no community content pipeline. Once the novelty of the setting wears off - which for most players happens inside a single sitting - there is no mechanical hook to pull you back. Five Steam trading cards come with the package, which will matter to badge collectors and approximately nobody else. The positive review ratio is genuinely decent given the sample size, which tells you the people who did play it largely got what they expected: a short, sharp VR fright. Expectations managed correctly is half the battle for a micro-budget title like this. If you are building a VR demo reel to show friends what roomscale can do in a horror context, Killer Klownz earns its place in that rotation for about twenty minutes. If you want something to return to, something with a score-chase loop or a difficulty ceiling worth pushing against, this is not it. Newcomers to VR wave shooters will find it accessible since there is nothing to learn, but veterans of the genre will exhaust it before the room has a chance to cool down. Diego, Scout Team

Killer Klownz

Killer Klownz

5 dic 2016Peter LabickMy Way Games
GamerScout opina

An HTC Vive-only wave shooter that trades strategic depth for pure coulrophobia fuel - thirty minutes of clown-slaying with automatic weapons, fog, and very little reason to return after your first session.

PC
Steam Deck Unsupported
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €1.33

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Acerca de Killer Klownz

My first reaction loading up Killer Klownz was to double-check whether I had the right game - and if you own a non-Vive headset, the answer is already no. This is a VR-only title built exclusively for the HTC Vive, which is the single biggest piece of information the genre labels and store tags conspicuously fail to surface. If you don't own that specific hardware, close this tab. If you do, read on, because the picture is complicated. What you're getting is a roomscale wave shooter, full stop. Homicidal clowns spawn from behind oversized circus props and discarded toys across a fog-choked arena, and your job is to shoot them before they reach you. There are no loadouts to plan, no skill trees, no branching difficulty modes to theorize about - you get automatic weapons with unlimited ammo, a fixed viewpoint inside your play space, and whatever adrenaline the premise generates. The map does dynamically resize to fit your roomscale dimensions, which is a thoughtful touch for a 2016 indie production. Enemy types do vary in speed and toughness, so there is at least a rudimentary escalation curve keeping you on your toes across waves. Here is where I have to be straight with you: by any strategy-or-sim standard, there is no meaningful decision layer here. No resource allocation, no positioning meta, no AI worth studying. The tension is entirely sensory - the thick fog that hides approaching clowns until they are uncomfortably close, the sound design, and the base-level unease that clown imagery produces in a significant chunk of the population. The Steam community notes that testers reportedly dropped out of sessions within seconds, and based on how the game is constructed, I believe it. The horror delivery is functional. The game design beneath it is not deep. Longevity is the honest problem. Average playtime data sits under nine minutes, and peak concurrent players hover at effectively one. There are no updates of note, no mod tools, no community content pipeline. Once the novelty of the setting wears off - which for most players happens inside a single sitting - there is no mechanical hook to pull you back. Five Steam trading cards come with the package, which will matter to badge collectors and approximately nobody else. The positive review ratio is genuinely decent given the sample size, which tells you the people who did play it largely got what they expected: a short, sharp VR fright. Expectations managed correctly is half the battle for a micro-budget title like this. If you are building a VR demo reel to show friends what roomscale can do in a horror context, Killer Klownz earns its place in that rotation for about twenty minutes. If you want something to return to, something with a score-chase loop or a difficulty ceiling worth pushing against, this is not it. Newcomers to VR wave shooters will find it accessible since there is nothing to learn, but veterans of the genre will exhaust it before the room has a chance to cool down.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayertrading-cardstier:sub-5VR-OnlyWave ShooterHTC ViveRoomscaleHorror FPSShort SessionCoulrophobiaIndie Horror

Requisitos del sistema

Mínimos

OS
Windows 7 SP1
Memory
4 GB RAM
Storage
140 MB available space
Graphics
GTX 980
Processor
Intel i5 4590
VR Support
SteamVR. Room Scale 2m by 1.5m area required

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Información del juego

Desarrolladora
Peter Labick
Distribuidora
My Way Games
Fecha de lanzamiento
5 dic 2016

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¿En qué plataformas está disponible Killer Klownz?

Killer Klownz está disponible en PC.

¿Cuándo se lanzó Killer Klownz?

Killer Klownz se lanzó el 5 de diciembre de 2016.

¿Quién desarrolló Killer Klownz?

Killer Klownz fue desarrollado por Peter Labick y publicado por My Way Games.