Compare Full Metal Furies prices across 50+ stores and find the best deal. Developed by Cellar Door Games. Published by Cellar Door Games. Released on 1/17/2018. Available on PC, Xbox. Genres: Action, Adventure, Indie, RPG. Metacritic score: 85/100.

A co-op action RPG from the Rogue Legacy devs that actually punishes lone-wolf play and rewards a locked-in four-player team. Scrappier than it looks.

Full Metal Furies is a side-scrolling co-op action RPG from Cellar Door Games, the studio behind Rogue Legacy. Where most games in this lane let one skilled player carry the rest, Furies is engineered around the idea that every role on the team genuinely matters. Enemy types have specific weaknesses, and those weaknesses map to specific character classes, so you cannot just mash your way through a session without someone getting frustrated. It is a design choice that sounds annoying on paper and feels refreshingly honest in practice. The roster splits into four archetypes: the bruiser-style Soldier, the ranged Sniper, the shield-carrying Guardian, and the Engineer who builds turrets and gadgets mid-fight. Each class has its own skill tree, and the build variety holds up well into the back half of the game. You are not just picking stat nodes, you are making real decisions about how your character interacts with the rest of the group. A Guardian specced for damage absorption plays completely differently from one built around debuff sharing, and the combat loop rewards parties that actually talk to each other. Playing solo is technically possible since the game lets you swap between AI companions, but the AI is about as tactically adventurous as a park bench, so single-player is closer to a preview than a full experience. The writing sits comfortably in the irreverent, self-aware zone that Cellar Door clearly enjoys. The world is a post-war fantasy with a satirical edge, and the dialogue leans into the absurdity without becoming exhausting. It is not Disco Elysium-tier prose scrutiny, but the lore has actual texture to it, and the story does pay off if you follow the side content. There are no galaxy-brained dialogue trees here, but the worldbuilding is punchy and consistent, which is more than most genre peers manage. Filler quests are present but not egregious, and the XP curve stays reasonable without demanding a grind. Where Furies stumbles is in discoverability. The weakness system and the synergy between classes are not explained especially well upfront, and a fresh group of players will spend the first hour confused rather than coordinated. The visual presentation also plays things safe, landing in competent but unmemorable territory. If you are coming in expecting the procedural depth of Rogue Legacy, you will need to recalibrate. This is a structured campaign, not a roguelite, and the replay value lives in difficulty scaling and class experimentation rather than run variety. The online lobby system gets the job done without any elegance, and finding strangers to play with relies heavily on the community staying active. For the right group of two to four players who enjoy coordinating builds and yelling at each other over enemy shields, this is a genuinely satisfying package. The combat has crunch, the class system has depth, and the co-op design is the rare kind that actually enforces teamwork instead of just labeling itself cooperative. Solo players and people who cannot reliably field a consistent crew will get less mileage out of it, which is the honest caveat the 91% positive reviews tend to gloss over. Monika, Scout Team

Full Metal Furies
ActionAdventureIndieRPG

Full Metal Furies

Jan 17, 2018Cellar Door Games
GamerScout Says

A co-op action RPG from the Rogue Legacy devs that actually punishes lone-wolf play and rewards a locked-in four-player team. Scrappier than it looks.

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About Full Metal Furies

Full Metal Furies is a side-scrolling co-op action RPG from Cellar Door Games, the studio behind Rogue Legacy. Where most games in this lane let one skilled player carry the rest, Furies is engineered around the idea that every role on the team genuinely matters. Enemy types have specific weaknesses, and those weaknesses map to specific character classes, so you cannot just mash your way through a session without someone getting frustrated. It is a design choice that sounds annoying on paper and feels refreshingly honest in practice. The roster splits into four archetypes: the bruiser-style Soldier, the ranged Sniper, the shield-carrying Guardian, and the Engineer who builds turrets and gadgets mid-fight. Each class has its own skill tree, and the build variety holds up well into the back half of the game. You are not just picking stat nodes, you are making real decisions about how your character interacts with the rest of the group. A Guardian specced for damage absorption plays completely differently from one built around debuff sharing, and the combat loop rewards parties that actually talk to each other. Playing solo is technically possible since the game lets you swap between AI companions, but the AI is about as tactically adventurous as a park bench, so single-player is closer to a preview than a full experience. The writing sits comfortably in the irreverent, self-aware zone that Cellar Door clearly enjoys. The world is a post-war fantasy with a satirical edge, and the dialogue leans into the absurdity without becoming exhausting. It is not Disco Elysium-tier prose scrutiny, but the lore has actual texture to it, and the story does pay off if you follow the side content. There are no galaxy-brained dialogue trees here, but the worldbuilding is punchy and consistent, which is more than most genre peers manage. Filler quests are present but not egregious, and the XP curve stays reasonable without demanding a grind. Where Furies stumbles is in discoverability. The weakness system and the synergy between classes are not explained especially well upfront, and a fresh group of players will spend the first hour confused rather than coordinated. The visual presentation also plays things safe, landing in competent but unmemorable territory. If you are coming in expecting the procedural depth of Rogue Legacy, you will need to recalibrate. This is a structured campaign, not a roguelite, and the replay value lives in difficulty scaling and class experimentation rather than run variety. The online lobby system gets the job done without any elegance, and finding strangers to play with relies heavily on the community staying active. For the right group of two to four players who enjoy coordinating builds and yelling at each other over enemy shields, this is a genuinely satisfying package. The combat has crunch, the class system has depth, and the co-op design is the rare kind that actually enforces teamwork instead of just labeling itself cooperative. Solo players and people who cannot reliably field a consistent crew will get less mileage out of it, which is the honest caveat the 91% positive reviews tend to gloss over. Monika, Scout Team

Tags

steamTrue Co-opClass SynergyCouch Co-opSkill TreesPost-War FantasyBeat-em-up RPGTeam-Based CombatFour-Player

System Requirements

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Reviews & Ratings

Metacritic
85
Steam
91%(2,900)

Game Info

Developer
Cellar Door Games
Publisher
Cellar Door Games
Release Date
Jan 17, 2018

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