
Toroom
A budget twin-stick roguelite that actually delivers on its loot loop - if you keep expectations calibrated to its indie scale and don't mind the shallow biome count.
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My first honest reaction to Toroom was mild suspicion. A sub-five-dollar roguelite with cute pixel art and a rabbit in a tophat as the protagonist does not scream "shooter credibility." But once I stopped expecting Hades and just ran the loop for what it is, something clicked. You clear procedurally generated rooms, grab weapons, stack items, fight a boss, move to the next biome, die, restart. That cycle is tight enough to hold attention across multiple sessions, which is more than most micro-budget titles can claim. The shooting itself is twin-stick and competent. Weapon variety is the real hook here, with over 35 weapons spread across the three biomes, each set tuned to the environment you are fighting through. You go from icy ruins crawling with golems and skeletons to green forests full of wasps and plants and then into desert heat, each zone bringing its own enemy behaviors and weapon flavor. The item pool goes deeper still, with over 70 regular, cursed, and ultra-rare pickups that can swing a run dramatically. Cursed items add a risk-reward dimension that stops the loot game from feeling purely additive and mechanical. In-run shops let you spend coins on weapons, items, and even pets, which gives you some agency between RNG rolls. Multiple playable characters are the other pillar of replayability. Each has its own ability set, and since the dungeon layouts and loot pool randomize every run, the character choice meaningfully changes how you approach each session. Local co-op is in here too, which is genuinely rare at this price tier and works well on a couch. The online multiplayer tag is listed, though from everything I have seen, the local co-op is where the social experience actually lives. The limits are real and worth naming. Three biomes is thin. A player who runs hot through content will see the full visual vocabulary of the game in a handful of hours. The soundtrack, a light electro-16bit blend, loops similarly across all biomes and fades into the background fast. There is no ranked mode, no netcode conversation to have, no meaningful meta-game outside of achievements and unlocking characters like the koala Kotaka. For a shooter specialist like me, the ceiling shows up earlier than I would like. But for what Toroom costs, the loop-to-price ratio is defensible, and the Steam community sits at a solid positive rating, which tells you the core experience lands for the people who pick it up.

Shooters
Etiquetas
Requisitos del sistema
Mínimos
- OS
- Windows 7
- Memory
- 4 GB RAM
- Storage
- 200 MB available space
- Graphics
- Integrated GPU, 128mb
- Processor
- Intel Celeron @2.80Ghz
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Información del juego
- Desarrolladora
- Gagonfe
- Distribuidora
- Gagonfe
- Fecha de lanzamiento
- 17 jul 2021



