
Super Meat Shooter
Mostly-negative Steam reception, a 14-minute median playtime, and a broken mouse-look that needs a workaround on day one. Approach this one with eyes wide open.
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About Super Meat Shooter
I want to like Super Meat Shooter more than its community does. There is something genuinely peculiar and kind of charming buried in here: a solo developer (Drop_Dead_Fred, credited in Cyrillic alongside the Latin alias) building a pixel-art first-person shooter around a plague-ridden dream kingdom, a skinless-monster apocalypse, and a love story holding it all together. That is a weirder premise than most budget shooters bother with, and weirdness earns goodwill from me almost automatically. On paper the content list looks respectable for the price tier. Twenty-three levels span dungeons, castle barracks, a laboratory, a train, a cemetery, and a handful of secret rooms. Six weapons cover a believable spread from a lowly shovel all the way through a pistol, nail gun, machine gun, and a particularly unhinged entry described as a bionic alive shotgun, capped off with a gas shooter. Twelve enemy types promise some variety in a genre that can go stale fast. The pixel art aesthetic leans hard into old-school corridor shooting with 2.5D construction, and there is a rhythmic music background meant to keep the pace up. In isolation those are fine ingredients. In practice, things fall apart quickly. The community data tells a stark story: Steam reviews land in "Mostly Negative" territory, sitting around 36-37% positive across roughly 60 reviews. Median playtime sits at roughly 14 minutes. That number is not a badge of honour for a compact game, it is a signal that many players quit before reaching the second act. The most-pinned community guide is not a tips-and-tricks post, it is a fix for a broken mouse-look control that requires players to manually dial down their mouse polling rate to 125Hz just to aim properly. A basic input problem left unpatched years after release is a red flag that cannot be hand-waved away by charm. The love story framing is thin, delivered through broken English that swings between endearing and confusing. The dream-world atmosphere could have been the game's genuine selling point, and there are flickers of something strange and committed in the art direction, but the technical roughness undercuts the mood at every turn. For a game with this price point the bar is low, but even sub-dollar games have to actually be playable on launch without community-sourced hardware workarounds. Who is this for, then? Dedicated shovelware archaeologists. People who collect micro-budget curiosities and can appreciate a solo developer's raw ambition even when the execution is unpolished. If you have fixed the mouse polling rate, found your footing, and the dream-kingdom aesthetic is speaking to you, there is a scrappy little shooter underneath, with enough location variety to stay mildly interesting for its short runtime. Just go in knowing you are funding a fragment of someone's vision, not a finished product. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 98 or XP
- Memory
- 64 MB RAM
- DirectX
- Version 8.1
- Storage
- 32 MB available space
- Graphics
- Compatible with DirectX
- Processor
- 1 GHz CPU
- Sound Card
- DirectX® Compatible
Recommended
- OS
- Windows Vista or Seven
- Memory
- 128 MB RAM
- DirectX
- Version 9.0
- Storage
- 32 MB available space
- Graphics
- Compatible with DirectX
- Processor
- 1,5 GHz CPU
- Sound Card
- DirectX® Compatible
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Game Info
- Developer
- Drop_Dead_Fred (Фред)
- Publisher
- Conglomerate 5
- Release Date
- Nov 22, 2017