Let Them Come
A stripped-down pixel art shooter where you hold one corridor against relentless alien waves. Pure, twitchy, and surprisingly tactical.
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About Let Them Come
Let Them Come is a wave-defense shooter built around a single, unflinching premise: you are one soldier, there is one corridor, and the creatures do not stop coming. Tuatara Games made this as a lean, deliberate experience rather than a sprawling one, and that constraint is exactly what gives it shape. You sit behind a mounted gun, manage a small loadout of weapons and grenades, and make split-second decisions about when to spray fire and when to conserve ammo. The pixel art is chunky and confident, the aliens grotesque in a Saturday-morning-cartoon-gone-wrong kind of way, and the whole thing pulses with a heavy metal soundtrack that earns its volume. The tactical layer is modest but real. Between waves you spend earned currency on upgrades - new firearms, throwables, passive buffs - and the order in which you buy things matters. Going into mid-game without splash damage handled is a lesson learned exactly once. Certain alien types demand specific counters: fast crawlers punish slow weapons, armored brutes laugh at pistol rounds. Reading the wave composition and swapping tools quickly is where the skill expression lives, and it is satisfying in the way a well-tuned arcade game should be. Nothing here is deep in a Souls or roguelite sense, but the loop is clean and the difficulty curve feels hand-authored rather than procedural. Where it earns those Very Positive reviews is in its honesty about what it is. Let Them Come does not pretend to be a campaign. It does not pad runtime with cutscenes or artificially gate progress behind thin storytelling. The pixel craft is intentional down to the muzzle flash animations, and the sound design - each weapon has a distinct, punchy report - rewards headphones. The metal soundtrack by Rockband Gameover deserves a specific callout: it is not background noise, it is genuinely calibrated to escalate with the on-screen chaos in a way that indie games rarely bother to get right. The honest criticism is that the content ceiling arrives sooner than some players will want. Once you have learned the roster of enemy types and settled on an upgrade path you enjoy, the game does not dramatically reinvent itself. There is a boss encounter, there is an endgame, and then there is the question of whether you want another run at a higher difficulty. For players who want dozens of hours of fresh surprises, this is not that. For players who want a focused, well-made 5-to-8 hour experience that knows exactly when to end - and ends well - it is the kind of small release that quietly sits on your drive and gets replayed during lunch breaks. Tuatara Games made something handcrafted and unhurried in spirit even when the screen is absolute chaos. That is a harder trick than it looks, and it comes through clearly in every frame of animation. Kai, Scout Team
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Game Info
- Developer
- Tuatara Games
- Publisher
- Versus Evil
- Release Date
- Oct 3, 2017
