Compare God Of Weapons prices across 50+ stores and find the best deal. Developed by Archmage Labs. Published by Archmage Games Studio. Released on 9/12/2023. Available on PC. Genres: Action, Casual, Indie, RPG.

If you ever wished Vampire Survivors made you stop and play Tetris with your loadout between every floor, God of Weapons is exactly that experiment - and it mostly works.

I picked this up expecting a straightforward auto-shooter and spent the next two hours staring at a grid, rotating swords and crossbows like I was packing a suitcase that kept growing. That inventory screen is not a loading screen detour - it is the game. Between each of the twenty floors in a run, you spend the gold you looted on weapons and accessories, then puzzle-fit them into an expanding backpack whose shape changes every level. Swords, axes, hammers, bows, crossbows, magic staves: each item takes up its own irregular footprint of squares, and the more powerful pieces demand weirder configurations of space. Adjacency matters too - place enchanted weapons next to a Grimoire and the passive bonus activates, so positioning is never just spatial, it is strategic. That tension between wanting one more item and knowing you lack the squares for it is quietly addictive in a way the action half of the game rarely matches. The auto-shooter combat itself is the genre standard: isometric arena, your character sprints, weapons orbit and fire automatically, you dodge poison pools and elite spawns. Archmage Labs is a small Hanoi-based studio, and the craft shows in what they chose to concentrate on - the inventory loop - rather than trying to out-spectacle bigger productions. There are twelve character classes, each with three unlockable sub-classes, ranging from a non-moving juggernaut build to an agile rogue and a life-sapping wizard. The Knight, Hunter, and Raven archetypes are available from the start, with the rest gating behind run-completion objectives. Permanent progression lives in a main-hub statue where you spend post-run currency on stat bumps and new items that enter the shop rotation on future runs, so every loss still feeds forward. Where the game earns its Very Positive Steam rating honestly is in the purity of its loop: a single run of twenty floors takes roughly thirty minutes to an hour, the risk-reward modifiers mid-run - drink this potion for more inventory slots, but invite elite enemies - give you meaningful decisions under pressure, and the weapon-combining system (three identical items merge into a higher-tier version, capped at level four) rewards patience over panic-buying. What the game cannot hide past a handful of runs is environmental repetition. One dungeon tileset, only two boss encounters in the entire tower, and combat music that cycles without much variety - reviewers across the board flagged this, and it is fair. The boss fights in particular are underwhelming: no special mechanics, just a larger health pool. If the studio ever adds new environments and a broader boss roster, the foundation they have built would carry it comfortably. The PC version, which is the one in scope here, plays cleanly with a mouse, though controller users have reported friction in the inventory screen - fussier navigation when you need to rotate and slot items quickly. There is no tutorial, so your first run will likely end in confusion rather than defeat, but the systems are shallow enough to self-teach within two floors. Progression can stall if you are not reading item tags and planning synergies; this is not a game you can autopilot. For the right player - someone who loves the meditative crunch of a Resident Evil 4 briefcase puzzle wrapped around a bullet-heaven skeleton - it punches well above its modest profile. Kai, Scout Team

God Of Weapons
ActionCasualIndieRPG

God Of Weapons

Sep 12, 2023Archmage LabsArchmage Games Studio
GamerScout Says

If you ever wished Vampire Survivors made you stop and play Tetris with your loadout between every floor, God of Weapons is exactly that experiment - and it mostly works.

PC
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About God Of Weapons

I picked this up expecting a straightforward auto-shooter and spent the next two hours staring at a grid, rotating swords and crossbows like I was packing a suitcase that kept growing. That inventory screen is not a loading screen detour - it is the game. Between each of the twenty floors in a run, you spend the gold you looted on weapons and accessories, then puzzle-fit them into an expanding backpack whose shape changes every level. Swords, axes, hammers, bows, crossbows, magic staves: each item takes up its own irregular footprint of squares, and the more powerful pieces demand weirder configurations of space. Adjacency matters too - place enchanted weapons next to a Grimoire and the passive bonus activates, so positioning is never just spatial, it is strategic. That tension between wanting one more item and knowing you lack the squares for it is quietly addictive in a way the action half of the game rarely matches. The auto-shooter combat itself is the genre standard: isometric arena, your character sprints, weapons orbit and fire automatically, you dodge poison pools and elite spawns. Archmage Labs is a small Hanoi-based studio, and the craft shows in what they chose to concentrate on - the inventory loop - rather than trying to out-spectacle bigger productions. There are twelve character classes, each with three unlockable sub-classes, ranging from a non-moving juggernaut build to an agile rogue and a life-sapping wizard. The Knight, Hunter, and Raven archetypes are available from the start, with the rest gating behind run-completion objectives. Permanent progression lives in a main-hub statue where you spend post-run currency on stat bumps and new items that enter the shop rotation on future runs, so every loss still feeds forward. Where the game earns its Very Positive Steam rating honestly is in the purity of its loop: a single run of twenty floors takes roughly thirty minutes to an hour, the risk-reward modifiers mid-run - drink this potion for more inventory slots, but invite elite enemies - give you meaningful decisions under pressure, and the weapon-combining system (three identical items merge into a higher-tier version, capped at level four) rewards patience over panic-buying. What the game cannot hide past a handful of runs is environmental repetition. One dungeon tileset, only two boss encounters in the entire tower, and combat music that cycles without much variety - reviewers across the board flagged this, and it is fair. The boss fights in particular are underwhelming: no special mechanics, just a larger health pool. If the studio ever adds new environments and a broader boss roster, the foundation they have built would carry it comfortably. The PC version, which is the one in scope here, plays cleanly with a mouse, though controller users have reported friction in the inventory screen - fussier navigation when you need to rotate and slot items quickly. There is no tutorial, so your first run will likely end in confusion rather than defeat, but the systems are shallow enough to self-teach within two floors. Progression can stall if you are not reading item tags and planning synergies; this is not a game you can autopilot. For the right player - someone who loves the meditative crunch of a Resident Evil 4 briefcase puzzle wrapped around a bullet-heaven skeleton - it punches well above its modest profile. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:sub-5Grid InventoryAuto-ShooterSurvivors-likeBuild SynergyTower ClimbClass UnlocksPermanent ProgressionRun-Based

Steam Deck & Linux

Steam Deck PlayableProtonDB Platinum

Valve rates this game Steam Deck Playable. Runs flawlessly on Linux out of the box. Based on 13 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7 or newer, 64-bit
Memory
4 GB RAM
Storage
2 GB available space
Graphics
GTX 580 / AMD HD 7870
Processor
Intel Core i3-6100 / AMD FX-8350

Recommended

OS
Windows 7 or newer, 64-bit
Memory
8 GB RAM
Storage
4 GB available space
Graphics
GTX 1050 / AMD HD 7970
Processor
Intel Core i5-4670K / AMD Ryzen 5 1500X

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Game Info

Developer
Archmage Labs
Publisher
Archmage Games Studio
Release Date
Sep 12, 2023

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Where can I buy God Of Weapons cheapest?

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What platforms is God Of Weapons available on?

God Of Weapons is available on PC.

When was God Of Weapons released?

God Of Weapons was released on 12 September 2023.

Who developed God Of Weapons?

God Of Weapons was developed by Archmage Labs and published by Archmage Games Studio.