Compare Mr Blaster prices across 50+ stores and find the best deal. Developed by ENTERi. Published by Forever Entertainment S. A.. Released on 7/14/2017. Available on PC, Mac, Linux. Genres: Action, Casual, Indie.

Worms stripped down to one mechanic, set in space, with a global leaderboard that probably has twelve people on it. Couch multiplayer curiosity, nothing more.

I came in expecting a scrappy little physics shooter and got exactly that, for better and worse. Mr Blaster is built around a single interaction: two spacemen standing on floating planetary platforms, taking turns lobbing projectiles at each other while you fiddle with angle and shot power. That's it. No movement tech to speak of, no weapon switching mid-round, no positioning game. The whole loop lives or dies on whether you and a friend find arc-trajectory physics amusing for more than twenty minutes. The Worms comparison is unavoidable and the developers themselves invite it. But Worms earns its depth through terrain destruction, a rotating arsenal, and round-to-round unpredictability. Mr Blaster gives you one weapon per character, two platforms, and the occasional satellite drifting through the middle of your shot path. That satellite interference is genuinely the most tactically interesting thing in the game. Destroying it gives a point bonus; letting it block an incoming projectile can flip a round. It's a thin layer of chaos on top of an already thin concept, but it's something. Headshots deal bonus damage, which at least keeps you aiming carefully rather than just lobbing shots blindly at the hitbox. Solo mode pits you against escalating AI bots in duels or four-player free-for-alls. The difficulty ramp is real enough to keep you honest for a session, but there's no structured progression that would hold a lone player across multiple sittings. The content ceiling is low and you'll hit it fast. Multiplayer is where the game finds its only real footing. Local split-screen for two is functional and the kind of thing that fills five minutes at a gathering. The online mode supports up to four players with a global leaderboard, which on paper sounds like a ranked ladder worth climbing. In practice, the player pool is small and the netcode situation gets no meaningful coverage anywhere, which is never a good sign. Unlockable platforms, flags, and 13 character sprites give you cosmetic targets to chase via planet conquest, but they don't add mechanical depth. From a shooter-brain perspective, this is not a game that rewards precision input in any meaningful way. Mouse weight and polling rate are irrelevant here. What the game actually asks for is patience with a physics system that can feel inconsistent when the planet bob animation shifts your character's stance mid-windup. That's a frustration that compound over time rather than resolves. Steam user reception sits at a mixed 62% positive across 54 reviews, which about sums it up: half the room finds it charming for what it is, the other half expected more. Both reactions are legitimate. Fred, Scout Team

Mr Blaster
ActionCasualIndie

Mr Blaster

Jul 14, 2017ENTERiForever Entertainment S. A.
GamerScout Says

Worms stripped down to one mechanic, set in space, with a global leaderboard that probably has twelve people on it. Couch multiplayer curiosity, nothing more.

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About Mr Blaster

I came in expecting a scrappy little physics shooter and got exactly that, for better and worse. Mr Blaster is built around a single interaction: two spacemen standing on floating planetary platforms, taking turns lobbing projectiles at each other while you fiddle with angle and shot power. That's it. No movement tech to speak of, no weapon switching mid-round, no positioning game. The whole loop lives or dies on whether you and a friend find arc-trajectory physics amusing for more than twenty minutes. The Worms comparison is unavoidable and the developers themselves invite it. But Worms earns its depth through terrain destruction, a rotating arsenal, and round-to-round unpredictability. Mr Blaster gives you one weapon per character, two platforms, and the occasional satellite drifting through the middle of your shot path. That satellite interference is genuinely the most tactically interesting thing in the game. Destroying it gives a point bonus; letting it block an incoming projectile can flip a round. It's a thin layer of chaos on top of an already thin concept, but it's something. Headshots deal bonus damage, which at least keeps you aiming carefully rather than just lobbing shots blindly at the hitbox. Solo mode pits you against escalating AI bots in duels or four-player free-for-alls. The difficulty ramp is real enough to keep you honest for a session, but there's no structured progression that would hold a lone player across multiple sittings. The content ceiling is low and you'll hit it fast. Multiplayer is where the game finds its only real footing. Local split-screen for two is functional and the kind of thing that fills five minutes at a gathering. The online mode supports up to four players with a global leaderboard, which on paper sounds like a ranked ladder worth climbing. In practice, the player pool is small and the netcode situation gets no meaningful coverage anywhere, which is never a good sign. Unlockable platforms, flags, and 13 character sprites give you cosmetic targets to chase via planet conquest, but they don't add mechanical depth. From a shooter-brain perspective, this is not a game that rewards precision input in any meaningful way. Mouse weight and polling rate are irrelevant here. What the game actually asks for is patience with a physics system that can feel inconsistent when the planet bob animation shifts your character's stance mid-windup. That's a frustration that compound over time rather than resolves. Steam user reception sits at a mixed 62% positive across 54 reviews, which about sums it up: half the room finds it charming for what it is, the other half expected more. Both reactions are legitimate. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayerlocal-coopachievementstrading-cardscloud-savestier:sub-5Physics DuelerTurn-Based ShootingCouch MultiplayerAngle-and-PowerArcade CasualFlag CaptureGlobal LeaderboardShort Sessions

System Requirements

Minimum

OS
Windows 7
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
500 MB available space
Graphics
nVidia 320M or higher, or Radeon 7000 or higher, or Intel HD 3000 or higher
Processor
Dual core from Intel or AMD at 2.0 GHz

Reviews & Ratings

No ratings available

Game Info

Developer
ENTERi
Publisher
Forever Entertainment S. A.
Release Date
Jul 14, 2017

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