Compare Geometry Wars™ 3: Dimensions Evolved prices across 50+ stores and find the best deal. Developed by Lucid Games. Published by Sierra. Released on 11/25/2014. Available on PC, Mac, Linux, Xbox. Genres: Action.

Score-chasing on warped 3D geometry that will snap your focus in half, if you have the reflexes to keep up, this arcade shooter earns every second of its leaderboard addiction.

I'll be straight with you: I came into Geometry Wars 3 expecting a nostalgia cash-in with some polygon dressing slapped on top. What I got was a game that legitimately tested my reaction times in ways most modern shooters don't bother trying. The core loop is dual-stick, old-school, and ruthless. Left stick moves your claw-shaped ship, right stick aims your fire independently, and the moment you get cocky is the moment a green square dodges your shot and an orange triangle flanks you from a grid edge you forgot existed. The jump to 3D grids, where you're shooting across the surface of spheres, cubes, and peanut-shaped objects, sounds like a gimmick but it actually changes the spatial math of survival in ways that took me a few sessions to fully internalize. The mode variety is the real argument for buying. Classic mode covers the franchise's greatest hits: Deadline puts you on a timer, King locks your fire to shrinking bubbles, Pacifism lets you kill enemies only by threading gates and triggering chain reactions, Claustrophobia squeezes the walls in, and Evolved throws escalating enemy waves until something kills you. On top of that, Adventure mode runs you through over a hundred levels across 15 different 3D grid shapes, each level specifying a game type and a score target for one, two, or three stars. The six companion drones, including Attack, Collect, Ram, Snipe, Defend, and Sweep, add a loadout layer that lets you lean into different playstyles, though the Hardcore mode strips all of that out and runs a separate leaderboard for purists who want the raw, drone-free experience. Collecting green geoms to build your score multiplier into the thousands is the mechanical glue that makes every run feel high-stakes; dying resets that multiplier and it stings every time. Now for what's annoying. The boss fights, particularly in Ultimate mode, are divisive for good reason. They demand pattern memorization to a degree that stops feeling like a reflex test and starts feeling like a homework assignment. The Adventure mode's star-gating, where you replay old levels to bank enough stars before a boss will unlock, is pacing friction you'll either accept or resent. There's also a known issue with the Vsync behavior on PC that can push the game toward 25Hz rendering if you're not paying attention to your settings, which is exactly the kind of thing that kills a game built on precise input timing. Controller detection on Steam is occasionally fussy with modern pads and may need Steam Input enabled manually. Completionists can expect roughly 30 hours of content, but a casual run through Adventure sits closer to 9-12. For a shooter crowd, the performance floor matters. The game runs cleanly at high framerates on mid-tier hardware, and the particle load, which is genuinely heavy during late-wave chaos, stays manageable. Mouse and keyboard works but this is one of the few games where I'd say a controller is the correct input device; the twin-stick design is built for it. The leaderboards are active enough to stay competitive without being intimidating, and local co-op for up to four players holds up well as a couch session option. Fred, Scout Team

Geometry Wars™ 3: Dimensions Evolved
Action

Geometry Wars™ 3: Dimensions Evolved

Nov 25, 2014Lucid GamesSierra
GamerScout Says

Score-chasing on warped 3D geometry that will snap your focus in half, if you have the reflexes to keep up, this arcade shooter earns every second of its leaderboard addiction.

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About Geometry Wars™ 3: Dimensions Evolved

I'll be straight with you: I came into Geometry Wars 3 expecting a nostalgia cash-in with some polygon dressing slapped on top. What I got was a game that legitimately tested my reaction times in ways most modern shooters don't bother trying. The core loop is dual-stick, old-school, and ruthless. Left stick moves your claw-shaped ship, right stick aims your fire independently, and the moment you get cocky is the moment a green square dodges your shot and an orange triangle flanks you from a grid edge you forgot existed. The jump to 3D grids, where you're shooting across the surface of spheres, cubes, and peanut-shaped objects, sounds like a gimmick but it actually changes the spatial math of survival in ways that took me a few sessions to fully internalize. The mode variety is the real argument for buying. Classic mode covers the franchise's greatest hits: Deadline puts you on a timer, King locks your fire to shrinking bubbles, Pacifism lets you kill enemies only by threading gates and triggering chain reactions, Claustrophobia squeezes the walls in, and Evolved throws escalating enemy waves until something kills you. On top of that, Adventure mode runs you through over a hundred levels across 15 different 3D grid shapes, each level specifying a game type and a score target for one, two, or three stars. The six companion drones, including Attack, Collect, Ram, Snipe, Defend, and Sweep, add a loadout layer that lets you lean into different playstyles, though the Hardcore mode strips all of that out and runs a separate leaderboard for purists who want the raw, drone-free experience. Collecting green geoms to build your score multiplier into the thousands is the mechanical glue that makes every run feel high-stakes; dying resets that multiplier and it stings every time. Now for what's annoying. The boss fights, particularly in Ultimate mode, are divisive for good reason. They demand pattern memorization to a degree that stops feeling like a reflex test and starts feeling like a homework assignment. The Adventure mode's star-gating, where you replay old levels to bank enough stars before a boss will unlock, is pacing friction you'll either accept or resent. There's also a known issue with the Vsync behavior on PC that can push the game toward 25Hz rendering if you're not paying attention to your settings, which is exactly the kind of thing that kills a game built on precise input timing. Controller detection on Steam is occasionally fussy with modern pads and may need Steam Input enabled manually. Completionists can expect roughly 30 hours of content, but a casual run through Adventure sits closer to 9-12. For a shooter crowd, the performance floor matters. The game runs cleanly at high framerates on mid-tier hardware, and the particle load, which is genuinely heavy during late-wave chaos, stays manageable. Mouse and keyboard works but this is one of the few games where I'd say a controller is the correct input device; the twin-stick design is built for it. The leaderboards are active enough to stay competitive without being intimidating, and local co-op for up to four players holds up well as a couch session option. Fred, Scout Team

Tags

singleplayermultiplayerlocal-coopachievementscontroller-supporttier:indieTwin-Stick ShooterScore AttackHardcore ModeLeaderboard-Driven3D Grid CombatCouch Co-opDrone LoadoutPattern Memorization

System Requirements

Minimum

OS
Windows 7
Memory
2 GB RAM
DirectX
Version 10
Network
Broadband Internet connection
Storage
1 GB available space
Graphics
NVIDIA® GeForce® 6800 GT @ 512MB / ATI® Radeon™ X1900XT @ 512MB or better
Processor
Intel® Core™ 2 Duo / AMD Athlon™ 64 X2 3800+
Sound Card
DirectX® Compatible Sound Card

Reviews & Ratings

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Game Info

Developer
Lucid Games
Publisher
Sierra
Release Date
Nov 25, 2014

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