Compara los precios de Squad Killer en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por WANZUNGDEV. Publicado por WANZUNGDEV. Lanzado el 20/5/2021. Disponible en PC, Xbox. Géneros: Action, Casual, Indie.

Pixel-art run-and-gun meets roguelike punishment in a sub-five-dollar package that will kill your run, steal your coins, and dare you to start over. Know what you're signing up for.

My first hour with Squad Killer felt like a slap from a game that hadn't read the memo about easing players in. No tutorial, no story, no hand-holding of any kind. You drop into a two-tone pixel room, enemies flood in almost immediately, and the loop reveals itself fast: shoot, jump, throw grenades, flip tables for cover, collect coins, survive. It is a side-scrolling platform shooter with roguelike DNA wired directly into its bones, and it commits to that identity with a confidence that bigger budgets rarely bother with. The structure is 17 rooms across the main campaign, with a boss encounter lurking every five stages. What keeps each run genuinely different is that the stage order is randomized, enemy compositions shift, and even the shop that appears between levels offers a random trio of power-ups to spend your coins on. Rapid-fire upgrades, extra health, additional grenades, more lives - these purchases are not optional luxuries. Without smart coin management you will not reach the midpoint. The coin-to-shop economy feels slightly imbalanced on harder runs, and a few players have noted that key rebinding is absent on PC, which is a genuine annoyance for keyboard users since the default layout is built around a controller. The audio scored poorly in at least one outlet's breakdown, and that criticism is fair - the music is forgettable at best. None of this is invisible, but none of it is a dealbreaker either at this price tier. What WANZUNGDEV got right is the tension of the moment-to-moment play. You can knee-slide to avoid bullets, flip tables into position as cover, and choose when to throw your limited grenade supply instead of hoarding it until a boss wipes you out anyway. The six bosses in particular tip the difficulty toward bullet-hell territory, demanding that you read attack patterns under pressure rather than spam your way through. Death sends you back to the beginning, and because randomness means you cannot memorize a fixed route, every run asks for genuine adaptability rather than rote repetition. Two additional modes - Boss Rush, which chains all six bosses together, and Stacked Deck, which starts you with a random set of seven power-ups - give returning players a different texture without overhauling anything structurally. The two-tone pixel aesthetic is customizable through a palette selector, which is a small but thoughtful touch that lets you impose your own mood on the monochrome carnage. It looks exactly like something a single developer built with love for a very specific kind of game. That specificity is worth respecting. Squad Killer is not trying to be a 20-hour experience. It knows what it is: a short, punishing, replayable arcade sprint. Achievements are reportedly easy enough to clear in under 20 minutes, which makes it an odd pick for anyone primarily after a completion challenge, but a fine one for players who simply want to see how far raw skill and a decent power-up draw will carry them. Kai, Scout Team

Squad Killer

Squad Killer

20 may 2021WANZUNGDEV
GamerScout opina

Pixel-art run-and-gun meets roguelike punishment in a sub-five-dollar package that will kill your run, steal your coins, and dare you to start over. Know what you're signing up for.

PCXbox
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My first hour with Squad Killer felt like a slap from a game that hadn't read the memo about easing players in. No tutorial, no story, no hand-holding of any kind. You drop into a two-tone pixel room, enemies flood in almost immediately, and the loop reveals itself fast: shoot, jump, throw grenades, flip tables for cover, collect coins, survive. It is a side-scrolling platform shooter with roguelike DNA wired directly into its bones, and it commits to that identity with a confidence that bigger budgets rarely bother with. The structure is 17 rooms across the main campaign, with a boss encounter lurking every five stages. What keeps each run genuinely different is that the stage order is randomized, enemy compositions shift, and even the shop that appears between levels offers a random trio of power-ups to spend your coins on. Rapid-fire upgrades, extra health, additional grenades, more lives - these purchases are not optional luxuries. Without smart coin management you will not reach the midpoint. The coin-to-shop economy feels slightly imbalanced on harder runs, and a few players have noted that key rebinding is absent on PC, which is a genuine annoyance for keyboard users since the default layout is built around a controller. The audio scored poorly in at least one outlet's breakdown, and that criticism is fair - the music is forgettable at best. None of this is invisible, but none of it is a dealbreaker either at this price tier. What WANZUNGDEV got right is the tension of the moment-to-moment play. You can knee-slide to avoid bullets, flip tables into position as cover, and choose when to throw your limited grenade supply instead of hoarding it until a boss wipes you out anyway. The six bosses in particular tip the difficulty toward bullet-hell territory, demanding that you read attack patterns under pressure rather than spam your way through. Death sends you back to the beginning, and because randomness means you cannot memorize a fixed route, every run asks for genuine adaptability rather than rote repetition. Two additional modes - Boss Rush, which chains all six bosses together, and Stacked Deck, which starts you with a random set of seven power-ups - give returning players a different texture without overhauling anything structurally. The two-tone pixel aesthetic is customizable through a palette selector, which is a small but thoughtful touch that lets you impose your own mood on the monochrome carnage. It looks exactly like something a single developer built with love for a very specific kind of game. That specificity is worth respecting. Squad Killer is not trying to be a 20-hour experience. It knows what it is: a short, punishing, replayable arcade sprint. Achievements are reportedly easy enough to clear in under 20 minutes, which makes it an odd pick for anyone primarily after a completion challenge, but a fine one for players who simply want to see how far raw skill and a decent power-up draw will carry them.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttier:sub-5Run-and-GunRoguelike RunsBoss Rush ModeBullet-Hell BossesTable Cover MechanicAchievement FriendlyPalette CustomizationKeyboard Unfriendly

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
512 MB RAM
Storage
150 MB available space
Graphics
Any Modern Card In Last Several Years
Processor
Intel i3

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Memory
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Información del juego

Desarrolladora
WANZUNGDEV
Distribuidora
WANZUNGDEV
Fecha de lanzamiento
20 may 2021

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¿En qué plataformas está disponible Squad Killer?

Squad Killer está disponible en PC, Xbox.

¿Cuándo se lanzó Squad Killer?

Squad Killer se lanzó el 20 de mayo de 2021.

¿Quién desarrolló Squad Killer?

Squad Killer fue desarrollado por WANZUNGDEV.