Compare DiscStorm prices across 50+ stores and find the best deal. Developed by XMPT Games. Published by XMPT Games. Released on 8/20/2015. Available on PC, Mac, Linux. Genres: Action, Indie. Metacritic score: 58/100.

Three discs, a dash button, and the patience to lose them all at once: DiscStorm is a controller-on-couch local brawler that burns bright for about two hours then quietly asks you to invite friends over.

My honest reaction when I first booted DiscStorm was: this is dodgeball with a skill ceiling I did not expect. You carry three discs at all times, throw them in any direction, and they ricochet off walls and obstacles until they stop moving or you snatch them out of the air mid-flight. The core loop is throw, recover, deflect, dash - and when it clicks, the read-and-react feel is genuinely sharp. Disc management ends up being the real tension: run dry on ammo and your only option is a dash that grants brief invincibility but leaves you completely toothless. That single resource creates micro-decisions that most games in this sub-genre never bother with. The single-player campaign runs across nine stages - haunted mansions, jungle temples, a pirate ship, volcano lairs - each structured as two mob waves, a mini-boss, another mob wave, a harder version of that mini-boss, and a final boss. The difficulty ramp is real. Early levels are gentle enough that you can fumble through on muscle memory. By mid-game you will die a lot, and the late stages are brutally unforgiving - reviewers logged upwards of 60 deaths on the final level, and that tracks. The checkpoint system helps, but it only saves between waves, not mid-level, so a crash-out near a boss sends you back further than you want. The single-player runs around 2 to 3 hours for a clean completion. The honest problem is that the wave-mob-boss structure repeats identically across every stage with almost no mechanical variation. Enemy types shift (zombies, disc-throwing Frankenstein variants, fast dashers) but the pacing never does, and the characters are visually distinct reskins that play identically, which kills any reason to experiment. Local multiplayer is where this thing actually lives. Up to four players, controller in hand, flinging up to twelve discs simultaneously across a shared screen - it gets chaotic in the best way. The mode list is solid: a first-to-ten deathmatch, a Regicide mode where you score only while wearing the crown (and anyone can knock it off you with a disc), and a one-disc Death Disc mode that plays like a hot-potato survival round. These modes are genuinely fun with the right group. The problem the game launched with - and it matters on PC specifically - is that multiplayer is local only. No online. If you are playing on a PC, rounding up multiple controllers and bodies in one room is not always realistic, and the CPU opponents in multiplayer fill-in slots are punishing to the point of being unfair rather than instructive. On the peripheral side: keyboard and mouse is technically supported but the game itself recommends a controller, and that guidance is worth following. Twin-stick movement and aiming maps cleanly to a pad in a way that mouse aiming never quite replicates for a game built around ricochets rather than direct aim. The presentation earns more credit than critics gave it at launch. The pixel art is clean, the arenas read well under pressure (critical when projectiles are everywhere), and the chiptune soundtrack actually fits the tempo without becoming grating over a session. Where the feedback falls short is on hit-feel: when a disc connects, the visual response is minimal - an enemy flashes briefly and disappears. There is no satisfying crunch, no weight. For a game where landing shots is the entire point, that muted impact response is a noticeable gap. SteamSpy data puts average playtime under five hours total, and that feels accurate. DiscStorm is a game with a genuine mechanical idea at its center that simply did not get the content depth or the online infrastructure to sustain it past a weekend. If you have a regular couch gaming group and enough controllers, it punches above its weight for a session or two. Solo, it runs out of ideas faster than it runs out of stages. Fred, Scout Team

DiscStorm
ActionIndie

DiscStorm

Aug 20, 2015XMPT Games
GamerScout Says

Three discs, a dash button, and the patience to lose them all at once: DiscStorm is a controller-on-couch local brawler that burns bright for about two hours then quietly asks you to invite friends over.

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About DiscStorm

My honest reaction when I first booted DiscStorm was: this is dodgeball with a skill ceiling I did not expect. You carry three discs at all times, throw them in any direction, and they ricochet off walls and obstacles until they stop moving or you snatch them out of the air mid-flight. The core loop is throw, recover, deflect, dash - and when it clicks, the read-and-react feel is genuinely sharp. Disc management ends up being the real tension: run dry on ammo and your only option is a dash that grants brief invincibility but leaves you completely toothless. That single resource creates micro-decisions that most games in this sub-genre never bother with. The single-player campaign runs across nine stages - haunted mansions, jungle temples, a pirate ship, volcano lairs - each structured as two mob waves, a mini-boss, another mob wave, a harder version of that mini-boss, and a final boss. The difficulty ramp is real. Early levels are gentle enough that you can fumble through on muscle memory. By mid-game you will die a lot, and the late stages are brutally unforgiving - reviewers logged upwards of 60 deaths on the final level, and that tracks. The checkpoint system helps, but it only saves between waves, not mid-level, so a crash-out near a boss sends you back further than you want. The single-player runs around 2 to 3 hours for a clean completion. The honest problem is that the wave-mob-boss structure repeats identically across every stage with almost no mechanical variation. Enemy types shift (zombies, disc-throwing Frankenstein variants, fast dashers) but the pacing never does, and the characters are visually distinct reskins that play identically, which kills any reason to experiment. Local multiplayer is where this thing actually lives. Up to four players, controller in hand, flinging up to twelve discs simultaneously across a shared screen - it gets chaotic in the best way. The mode list is solid: a first-to-ten deathmatch, a Regicide mode where you score only while wearing the crown (and anyone can knock it off you with a disc), and a one-disc Death Disc mode that plays like a hot-potato survival round. These modes are genuinely fun with the right group. The problem the game launched with - and it matters on PC specifically - is that multiplayer is local only. No online. If you are playing on a PC, rounding up multiple controllers and bodies in one room is not always realistic, and the CPU opponents in multiplayer fill-in slots are punishing to the point of being unfair rather than instructive. On the peripheral side: keyboard and mouse is technically supported but the game itself recommends a controller, and that guidance is worth following. Twin-stick movement and aiming maps cleanly to a pad in a way that mouse aiming never quite replicates for a game built around ricochets rather than direct aim. The presentation earns more credit than critics gave it at launch. The pixel art is clean, the arenas read well under pressure (critical when projectiles are everywhere), and the chiptune soundtrack actually fits the tempo without becoming grating over a session. Where the feedback falls short is on hit-feel: when a disc connects, the visual response is minimal - an enemy flashes briefly and disappears. There is no satisfying crunch, no weight. For a game where landing shots is the entire point, that muted impact response is a noticeable gap. SteamSpy data puts average playtime under five hours total, and that feels accurate. DiscStorm is a game with a genuine mechanical idea at its center that simply did not get the content depth or the online infrastructure to sustain it past a weekend. If you have a regular couch gaming group and enough controllers, it punches above its weight for a session or two. Solo, it runs out of ideas faster than it runs out of stages. Fred, Scout Team

Tags

singleplayermultiplayerpvplocal-multiplayerlocal-coopachievementscontroller-supporttrading-cardscloud-savestier:sub-5Arena BrawlerDisc CombatCouch MultiplayerController RequiredRegicide ModeSkill-CeilingWave DefenseChiptune SoundtrackShort Completion

System Requirements

Minimum

OS
Win XP / Win 7 / Win 8 / Win 10
Memory
2 GB RAM
DirectX
Version 9.0c
Network
Broadband Internet connection
Storage
2 GB available space
Graphics
GeForce 8800 or equivalent.
Processor
2.0 GHz Dual Core Processor
Sound Card
DirectX 9.0c compatible.
Additional Notes
Controller Highly Recommended. Please see supported list in the 'About This Game' section.

Reviews & Ratings

Metacritic
58

Game Info

Developer
XMPT Games
Publisher
XMPT Games
Release Date
Aug 20, 2015

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