Compara los precios de REAVER en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por crunkz. Publicado por crunkz. Lanzado el 30/11/2023. Disponible en PC. Géneros: Action, Indie, Early Access.

If Quake and a neon fever dream had a kid who practiced recoil-jumping in the garage, REAVER is what came out. Raw movement-shooter craft from a solo dev, still cooking in Early Access.

I went in expecting another budget arena shooter and came out with sore wrists from trying to chain grapple-hooks into recoil boosts for twenty minutes straight. REAVER is a solo-developed, stylized FPS built entirely around movement as a survival language. Crouch-sliding, tether beams, slamming, recoil-boosting off your own gunfire - these are not optional flourishes, they are the vocabulary you need to stay alive. The community comparison to ULTRAKILL is unavoidable and fair, but REAVER has its own texture: colorful, loud, and reactive in a way that feels handcrafted rather than borrowed. The current Early Access build ships with 8 campaign levels, an endless arena mode, 10 weapons split across four classes (Revolvers, Shotguns, Machine-guns, Artillery), 11 enemy types, 2 bosses, and 5 difficulty tiers with modifiers. That is a real chunk of content for where the project sits developmentally. The weapon combo system is the heart of things: each gun carries unique abilities and ultimate moves fueled by a kill-to-mana loop, so you are constantly making split-second decisions about whether to burn your Revolver's Headshot Chain or save mana for something bigger. When that loop clicks, the arenas feel like improvised jazz. When it does not, especially early on before you have internalized weapon slots, it feels chaotic in the wrong way. Two rough edges are worth naming honestly. First, the visual density can tip into clutter during heavy fights - particles, enemy designs, and geometry competing for the same screen real estate. Players with less FPS experience flag this quickly, and even veterans note it is something the dev is aware of and working on. Second, Steam's own page carries a notice that the last developer update was over a year ago, which is a legitimate flag for any Early Access purchase right now. The planned 2025 content milestone has passed quietly. Whether crunkz is still actively building or in a quiet development stretch is genuinely unclear at the time of writing. That uncertainty is the single biggest reason to pause before committing. What keeps REAVER worth watching, and arguably worth playing right now for the right person, is the soundtrack and environmental reactivity. The level geometry pulses and responds to the music in a way that feels intentional and alive - one of those small design decisions that reveals a developer who cares about the total sensory experience, not just the kill count. The community around the game is small but passionate, with active speedrun routing, secret hunting, and fan art. That kind of organic attention does not happen around a throwaway project. If you have a high tolerance for Early Access roughness and a love for movement-shooter skill expression, REAVER offers a genuinely distinct feel at a modest price. Come in knowing it is unfinished, come in knowing the update cadence is uncertain, and come in ready to spend the first hour just learning to move. Do that, and you will probably find something worth your time. Kai, Scout Team

REAVER
ActionIndieEarly Access

REAVER

30 nov 2023crunkz
GamerScout opina

If Quake and a neon fever dream had a kid who practiced recoil-jumping in the garage, REAVER is what came out. Raw movement-shooter craft from a solo dev, still cooking in Early Access.

PC
Steam Deck PlayableProtonDB Gold
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€0.00
en N/A
Mínimo histórico: €0.79

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I went in expecting another budget arena shooter and came out with sore wrists from trying to chain grapple-hooks into recoil boosts for twenty minutes straight. REAVER is a solo-developed, stylized FPS built entirely around movement as a survival language. Crouch-sliding, tether beams, slamming, recoil-boosting off your own gunfire - these are not optional flourishes, they are the vocabulary you need to stay alive. The community comparison to ULTRAKILL is unavoidable and fair, but REAVER has its own texture: colorful, loud, and reactive in a way that feels handcrafted rather than borrowed. The current Early Access build ships with 8 campaign levels, an endless arena mode, 10 weapons split across four classes (Revolvers, Shotguns, Machine-guns, Artillery), 11 enemy types, 2 bosses, and 5 difficulty tiers with modifiers. That is a real chunk of content for where the project sits developmentally. The weapon combo system is the heart of things: each gun carries unique abilities and ultimate moves fueled by a kill-to-mana loop, so you are constantly making split-second decisions about whether to burn your Revolver's Headshot Chain or save mana for something bigger. When that loop clicks, the arenas feel like improvised jazz. When it does not, especially early on before you have internalized weapon slots, it feels chaotic in the wrong way. Two rough edges are worth naming honestly. First, the visual density can tip into clutter during heavy fights - particles, enemy designs, and geometry competing for the same screen real estate. Players with less FPS experience flag this quickly, and even veterans note it is something the dev is aware of and working on. Second, Steam's own page carries a notice that the last developer update was over a year ago, which is a legitimate flag for any Early Access purchase right now. The planned 2025 content milestone has passed quietly. Whether crunkz is still actively building or in a quiet development stretch is genuinely unclear at the time of writing. That uncertainty is the single biggest reason to pause before committing. What keeps REAVER worth watching, and arguably worth playing right now for the right person, is the soundtrack and environmental reactivity. The level geometry pulses and responds to the music in a way that feels intentional and alive - one of those small design decisions that reveals a developer who cares about the total sensory experience, not just the kill count. The community around the game is small but passionate, with active speedrun routing, secret hunting, and fan art. That kind of organic attention does not happen around a throwaway project. If you have a high tolerance for Early Access roughness and a love for movement-shooter skill expression, REAVER offers a genuinely distinct feel at a modest price. Come in knowing it is unfinished, come in knowing the update cadence is uncertain, and come in ready to spend the first hour just learning to move. Do that, and you will probably find something worth your time.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayertier:sub-5Movement ShooterRecoil-BoostingArena CombatMana-Based UltimatesMusic-Reactive EnvironmentSkill ExpressionSpeedrun PotentialSolo Dev

Requisitos del sistema

Mínimos

OS
Windows 10 x64
Memory
4 GB RAM
DirectX
Version 9.0
Storage
6 GB available space
Graphics
MSI GeForce GTX 960 4G (4 GB VRAM)
Processor
Intel Core i5-2320
Sound Card
Anything within reason should work

Recomendados

OS
Windows 10 x64
Memory
8 GB RAM
DirectX
Version 11
Storage
6 GB available space
Graphics
Radeon RX 570 Series
Processor
AMD Ryzen™ 5 3600
Sound Card
AMD High Definition Audio

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Información del juego

Desarrolladora
crunkz
Distribuidora
crunkz
Fecha de lanzamiento
30 nov 2023

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¿En qué plataformas está disponible REAVER?

REAVER está disponible en PC.

¿Cuándo se lanzó REAVER?

REAVER se lanzó el 30 de noviembre de 2023.

¿Quién desarrolló REAVER?

REAVER fue desarrollado por crunkz.