Compare Slashvival prices across 50+ stores and find the best deal. Developed by Hard Shark Games. Published by Hard Shark Games. Released on 3/17/2020. Available on PC. Genres: Action, Adventure, Indie, RPG, Early Access.

A solo dev's Early Access hack-and-slash with a rocky history worth knowing before you spend anything on it. Rough around the edges, but the bones of something scrappy and sincere are visible if you look closely enough.

I want to be honest with you the way I'd want someone to be honest with me about a small game nobody else is covering. Slashvival is a third-person action RPG with roguelite elements built almost entirely by a single developer at Hard Shark Games, and that context matters enormously for how you read everything that follows. The game launched into Early Access in 2020, hit a Steam ban related to asset similarities, lost momentum during the chaos of that period and the developer's personal financial pressures, and has been in an uncertain state of intermittent revival ever since. A Christmas update resurrected it from dormancy at one point. That is the honest arc. What actually exists in the current build is intentionally minimal. You get one area to explore, one melee weapon to swing, a run-dash-attack loop with a roll for evasion, a small shop where you spend gathered resources on upgrades, an inventory system, and procedurally generated spawns for food, enemies, and loot. Three enemy types currently populate the world. The low-poly medieval aesthetic is clean and purposeful rather than cheap, the kind of visual restraint that reads as a deliberate artistic call rather than a corner cut. Combat is light and responsive enough at the surface level, though there is not yet enough mechanical depth to carry extended sessions. The premise underneath all of this is actually affecting in a quiet way: a worldwide virus has left you as the only immune member of your family, and you fight through daily hordes of mutants to gather what they need to survive. That is a more personal hook than most Early Access action games bother with. The roadmap promises real expansion. At least three weapons, two or three new worlds, up to ten distinct enemy types, a crafting system, leaderboards, and potentially new playable characters from different races are all listed as goals. Whether those goals become reality depends on factors outside the game itself, including the developer's side project succeeding and the community growing. That is not a comfortable position for a buyer to be in, and I think you deserve to hear it plainly. The existing Steam user reviews skew warmly positive in small numbers, which suggests the people who did engage with it found something worth their time, but the sample size is too thin to read as a reliable signal. Who is this actually for right now? Patient supporters of solo dev projects who want to put a little weight behind someone building something from scratch. Players who have zero tolerance for incomplete content loops should absolutely wait. The procedural spawns and roguelite structure give each session a slightly different texture, and the roll-and-slash combat has a satisfying tactile snap even in its current stripped-down form. But if you are expecting the content depth of a finished game, that expectation will not be met. This is a foundation, not a house. Kai, Scout Team

Slashvival
ActionAdventureIndieRPGEarly Access

Slashvival

Mar 17, 2020Hard Shark Games
GamerScout Says

A solo dev's Early Access hack-and-slash with a rocky history worth knowing before you spend anything on it. Rough around the edges, but the bones of something scrappy and sincere are visible if you look closely enough.

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Screenshots & Media

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About Slashvival

I want to be honest with you the way I'd want someone to be honest with me about a small game nobody else is covering. Slashvival is a third-person action RPG with roguelite elements built almost entirely by a single developer at Hard Shark Games, and that context matters enormously for how you read everything that follows. The game launched into Early Access in 2020, hit a Steam ban related to asset similarities, lost momentum during the chaos of that period and the developer's personal financial pressures, and has been in an uncertain state of intermittent revival ever since. A Christmas update resurrected it from dormancy at one point. That is the honest arc. What actually exists in the current build is intentionally minimal. You get one area to explore, one melee weapon to swing, a run-dash-attack loop with a roll for evasion, a small shop where you spend gathered resources on upgrades, an inventory system, and procedurally generated spawns for food, enemies, and loot. Three enemy types currently populate the world. The low-poly medieval aesthetic is clean and purposeful rather than cheap, the kind of visual restraint that reads as a deliberate artistic call rather than a corner cut. Combat is light and responsive enough at the surface level, though there is not yet enough mechanical depth to carry extended sessions. The premise underneath all of this is actually affecting in a quiet way: a worldwide virus has left you as the only immune member of your family, and you fight through daily hordes of mutants to gather what they need to survive. That is a more personal hook than most Early Access action games bother with. The roadmap promises real expansion. At least three weapons, two or three new worlds, up to ten distinct enemy types, a crafting system, leaderboards, and potentially new playable characters from different races are all listed as goals. Whether those goals become reality depends on factors outside the game itself, including the developer's side project succeeding and the community growing. That is not a comfortable position for a buyer to be in, and I think you deserve to hear it plainly. The existing Steam user reviews skew warmly positive in small numbers, which suggests the people who did engage with it found something worth their time, but the sample size is too thin to read as a reliable signal. Who is this actually for right now? Patient supporters of solo dev projects who want to put a little weight behind someone building something from scratch. Players who have zero tolerance for incomplete content loops should absolutely wait. The procedural spawns and roguelite structure give each session a slightly different texture, and the roll-and-slash combat has a satisfying tactile snap even in its current stripped-down form. But if you are expecting the content depth of a finished game, that expectation will not be met. This is a foundation, not a house. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:aaaSolo Dev ProjectDay-Cycle SurvivalResource GatheringShop UpgradesLow-Poly AestheticPermadeathMelee CombatProcedural SpawnsMedieval Fantasy

System Requirements

Minimum

OS
Windows 7
Memory
8 GB RAM
DirectX
Version 11
Storage
236 MB available space
Graphics
NVIDIA GeForce 940M
Processor
Intel Core i5-6200U @ 2.30GHz
Additional Notes
Controller recommended

Recommended

OS
Windows 10
Memory
16 GB RAM
DirectX
Version 11
Storage
236 MB available space
Graphics
NVIDIA GeForce GTX 980
Processor
Intel Core i7-4790K @ 4.00GHz
Additional Notes
Controller recommended

Reviews & Ratings

No ratings available

Game Info

Developer
Hard Shark Games
Publisher
Hard Shark Games
Release Date
Mar 17, 2020

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