Compare Hot Shot Burn prices across 50+ stores and find the best deal. Developed by Artifex Mundi. Published by Artifex Mundi. Released on 1/17/2020. Available on PC. Genres: Action, Indie, Sports.

If your usual crew is three controllers away and you need something to fill the gap, Hot Shot Burn is the top-down arena brawler that turns a couch into a warzone in under thirty seconds.

I normally review shooters where latency graphs and time-to-kill spreadsheets matter. Hot Shot Burn does not care about any of that, and honestly that's the first thing you need to know. This is a top-down, one-hit-kill arena shooter for two to four players built around chaos management rather than aim precision, and it wears that identity loudly. Rounds clock in at under sixty seconds, bullets are instantly lethal, and the point system rewards kills, survival, and even picking up nachos scattered around the floor. Once any player hits fifty points, a final last-man-standing round kicks in, which means the leader suddenly has a target painted on their back from every other player at the table. That comeback mechanic alone generates more trash talk per square foot than anything I've played at a party night. The roster sits at six characters, each with a distinct weapon archetype and one special ability. Chuck the space wrestler runs a short-range shotgun and can launch himself across the arena in a trail of fire. Another character fires a teleport disc and blinks to it on reactivation, which is as annoying to fight as it sounds and exactly the kind of ability that makes your friends yell at the TV. The sniper-type characters carry limited ammo, so reload windows are genuine vulnerability moments rather than a cosmetic cooldown. Arenas each bring their own hazards, from conveyor belts that shove players into kill zones to shrinking red barriers that force engagements when a round drags. Mutators can spawn mid-match and flip the ruleset further, which keeps things unpredictable even in a familiar map. Here is where I have to be straight with you. The Steam review count is thin, and the concurrent player numbers are close to zero on a normal day. The game's own community flagged this clearly: you need to show up with friends or the online lobbies will be empty. Mouse and keyboard controls have a sensitivity quirk that occasionally sends your shot into a wall instead of an enemy, and the AI bots are rough enough that solo sessions get stale fast. The in-game commentary is fun for the first hour and repetitive by the second. If you want a ranked ladder, skill-based matchmaking, or any kind of solo progression beyond cosmetic unlocks, none of that exists here. What it does deliver, with a controller in hand and people next to you or in a voice call, is a tight, readable, genuinely funny little arena shooter. The Saturday-morning cartoon art style keeps the screen readable even when all four players are crammed into a corner. The synthwave soundtrack holds up better than most party game audio. Remote Play Together support means you can run it on one copy and still pull in online friends without everyone needing to own it, which matters a lot for a game this dependent on having a full lobby. Fred, Scout Team

Hot Shot Burn
ActionIndieSports

Hot Shot Burn

Jan 17, 2020Artifex Mundi
GamerScout Says

If your usual crew is three controllers away and you need something to fill the gap, Hot Shot Burn is the top-down arena brawler that turns a couch into a warzone in under thirty seconds.

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Screenshots & Media

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About Hot Shot Burn

I normally review shooters where latency graphs and time-to-kill spreadsheets matter. Hot Shot Burn does not care about any of that, and honestly that's the first thing you need to know. This is a top-down, one-hit-kill arena shooter for two to four players built around chaos management rather than aim precision, and it wears that identity loudly. Rounds clock in at under sixty seconds, bullets are instantly lethal, and the point system rewards kills, survival, and even picking up nachos scattered around the floor. Once any player hits fifty points, a final last-man-standing round kicks in, which means the leader suddenly has a target painted on their back from every other player at the table. That comeback mechanic alone generates more trash talk per square foot than anything I've played at a party night. The roster sits at six characters, each with a distinct weapon archetype and one special ability. Chuck the space wrestler runs a short-range shotgun and can launch himself across the arena in a trail of fire. Another character fires a teleport disc and blinks to it on reactivation, which is as annoying to fight as it sounds and exactly the kind of ability that makes your friends yell at the TV. The sniper-type characters carry limited ammo, so reload windows are genuine vulnerability moments rather than a cosmetic cooldown. Arenas each bring their own hazards, from conveyor belts that shove players into kill zones to shrinking red barriers that force engagements when a round drags. Mutators can spawn mid-match and flip the ruleset further, which keeps things unpredictable even in a familiar map. Here is where I have to be straight with you. The Steam review count is thin, and the concurrent player numbers are close to zero on a normal day. The game's own community flagged this clearly: you need to show up with friends or the online lobbies will be empty. Mouse and keyboard controls have a sensitivity quirk that occasionally sends your shot into a wall instead of an enemy, and the AI bots are rough enough that solo sessions get stale fast. The in-game commentary is fun for the first hour and repetitive by the second. If you want a ranked ladder, skill-based matchmaking, or any kind of solo progression beyond cosmetic unlocks, none of that exists here. What it does deliver, with a controller in hand and people next to you or in a voice call, is a tight, readable, genuinely funny little arena shooter. The Saturday-morning cartoon art style keeps the screen readable even when all four players are crammed into a corner. The synthwave soundtrack holds up better than most party game audio. Remote Play Together support means you can run it on one copy and still pull in online friends without everyone needing to own it, which matters a lot for a game this dependent on having a full lobby. Fred, Scout Team

Tags

multiplayerpvponline-pvplocal-multiplayerlocal-coopachievementscloud-savestier:sub-5One-Hit-KillArena BrawlerCouch PartyRemote Play TogetherMutatorsCharacter SpecialsSynthwave SoundtrackSolo-Unfriendly

System Requirements

Minimum

OS
Windows 7, 8, 10 (64 bit only)
Memory
2 GB RAM
DirectX
Version 11
Storage
1 GB available space
Graphics
NVIDIA or Radeon card with 2 GB VRAM, Intel UHD 620 for laptops with no dedicated GPU
Processor
Intel, AMD 2 core CPU @ 2Ghz

Recommended

OS
Windows 7, 8, 10 (64 bit only)
Memory
2 GB RAM
DirectX
Version 11
Storage
1 GB available space
Graphics
Dedicated Nvidia or Radeon card with 2 GB VRAM
Processor
Intel, AMD 2 core CPU @ 3Ghz

Reviews & Ratings

No ratings available

Game Info

Developer
Artifex Mundi
Publisher
Artifex Mundi
Release Date
Jan 17, 2020

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