
Caveblazers
Eighty-six percent of Steam players recommend it, and after a few runs you'll understand why: Caveblazers earns its cult standing one brutal, loot-drunk descent at a time.
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About Caveblazers
I keep coming back to Caveblazers the way you revisit a favourite hiking trail that has quietly broken your ankle twice. The cave doesn't change its intention to kill you, but your relationship with it shifts run by run, and that slow renegotiation is exactly the loop the game is built around. Developed by Deadpan Games and published under the Yogscast banner, this is a 2D action roguelite platformer that leans harder on combat than almost any of its contemporaries. Where Spelunky asks you to think like a puzzler first and a fighter second, Caveblazers just wants you to swing faster. The mechanical foundation is tighter than it looks on the outside. You start each run with a sword and a bow, and from there randomisation takes over: weapons, rings, pendants, blessings, and potions tumble out of crates and enemy drops in combinations you cannot predict. Blessings arrive in sets of three and ask you to choose one, sometimes granting a double jump or a melee shockwave effect that changes how you approach every subsequent room. Potions are another story entirely: their identities are randomised each run, so drinking one might grant temporary invincibility or might set you on fire with your health already in single digits. That volatility is the game's personality, not a flaw. The dual-weapon system, one melee slot and one ranged slot, forces genuine in-the-moment decisions about whether to close distance or kite, and the wall-jump movement feels genuinely good under a controller. Enemy pathfinding is notably aggressive; goblins and orcs will chase you with real persistence across platforms, which keeps encounters from ever feeling passive. The criticisms are real and worth naming. Boss rooms are plain rectangular arenas with little variation, and ranged builds tend to dominate them because most bosses are easier to cheese from a wall while jumping. Melee-focused runs can feel punishing by comparison, since enemies hit hard and healing items are rationed stingily across floors. Some community voices note that the early hours, before you have unlocked enough hub perks to add starting variety, can feel like a repetitive gauntlet of short deaths. The pixel art style is functional rather than distinctive, and the cave biomes, while they do shift aesthetic slightly every few floors, never produce the visual moments that comparable games manage. If you are coming from Dead Cells or Hades expecting handcrafted environmental storytelling, adjust expectations. What the game does deliver is a daily run mode with a fixed loadout, a challenge system that unlocks new perks and weapons through milestone play, local co-op for up to two players, and a hub-based progression bar that rewards persistence with class-adjacent starting builds like archer or mage variants. The soundtrack, quietly praised in most reviews, does honest work setting the underground mood without calling attention to itself. For a game at its price point, the sheer volume of item interactions and build permutations is generous. Runs are short enough that failure never feels like a time tax, and the community reception across over fifteen hundred reviews sits at Very Positive. Kai, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Verified. Runs great on Linux after minor tweaks. Based on 32 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows Vista, 7, 8 or 10
- Memory
- 2 GB RAM
- DirectX
- Version 9.0
- Graphics
- 512 MB
- Processor
- Dual Core
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Game Info
- Developer
- Deadpan Games
- Publisher
- Yogscast Games
- Release Date
- May 24, 2017