
Earl vs. the Mutants
Ramming a monster truck into sentient, trash-talking mutants is more satisfying than it has any right to be, but Earl's world runs out of road faster than you'd hope.
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About Earl vs. the Mutants
My first instinct was to dismiss Earl vs. the Mutants as Vampire Survivors with a steering wheel bolted on. I was mostly wrong. Where most survivorlikes ask you to stand still and let the numbers wash over you, this one actively rewards aggression: you ram enemies at speed, use terrain elevation to maintain momentum, and toggle auto-aim on your mounted turret mid-run depending on which enemy wave is bearing down on you. That design decision alone makes the second-to-second play feel more reactive than most of its genre peers. The setup is properly silly in the best way. Earl is a post-apocalyptic pest exterminator working for Edna's Pest Control, and the pests have gone nuclear-mutant. The narrative wrapper is thin but charming, complete with goofy 2D character portraits and enemies that literally dance when they kill you. There is no deep lore, no branching consequence, no faction allegiance to sweat over. For a genre specialist like me, that stings a little. But Earl's game is honest about what it is: a run-based arcade loop dressed in radioactive overalls. The roguelite structure holds together reasonably well. Each run starts with your choice of one of four unlockable vehicles, each with distinct stats, and you earn XP orbs from kills to trigger level-up choices mid-run. Stacking the same upgrade levels it further, so there is a light build-crafting layer where you nudge Earl toward a drone-swarm playstyle, a ram-everything bruiser, or a turret-focused gunboat. Permanent upgrades purchased between runs from Granny's shop give progression teeth. The three biomes, Dead Forest, Moab Dry Desert, and Frozen Salt Flats, each host a boss encounter after you survive a ten-minute wave cycle across three difficulty tiers: Casual, Gnarly, and Insane. Runs average five to ten minutes, which makes it genuinely excellent Steam Deck filler material. The cracks show when you push past the first few hours. Only three maps means the environments go stale quickly, and the bosses themselves are thin: survive long enough, pump them with bullets, done. Certain enemy waves, particularly the ones that turn ramming into a liability rather than a tool, can feel like they work against the game's own momentum-first philosophy rather than adding clever counterplay. The low-poly art style is functional and performance is clean, but the sparse terrain means you are often too busy going fast to notice much of the world around you. Steam players rate this extremely warmly for its price tier, and that response makes sense. If your reference point is Vampire Survivors or the broader survivorlike crowd, Earl earns its place at the table by doing one thing differently enough to matter: the driving physics, the physics-driven ragdoll mutant corpses flying off your hood, the hill-gradient momentum system. It is not a deep RPG. Your choices do not echo past hour two. But as a budget-tier pick-up-and-play roguelite for someone who wants a tight, kinetic loop and does not need a narrative reason to care, Earl delivers what it advertises, nothing less, very little more. Monika, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 10
- Memory
- 2 GB RAM
- Storage
- 2 GB available space
- Graphics
- Geforce GTX 1050 or similar
- Processor
- Intel i5-4590 or similar
Recommended
- OS
- Windows 10
- Storage
- 2 GB available space
Reviews & Ratings
No ratings available
Game Info
- Developer
- Falling State Inc.
- Publisher
- Falling State Inc.
- Release Date
- Jul 18, 2024