GamerScout Verdict
Worth a look for ARPG fans who want a clever skill system and a fresh sci-fi setting, but buy it as a finished rough cut, not a live game.
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About Superfuse
I went into Superfuse hoping for a sharp ARPG alternative to the endless parade of dark-fantasy dungeon crawlers, and the pitch genuinely delivers on paper. You play as an Enforcer - a corporate-sponsored superpowered mercenary - dropped onto asteroid colonies to scrub out a creeping plague called the Corruption while the billionaire gods who run the galaxy watch from orbit. That setting alone is a breath of recycled space-station air compared to the usual skull-strewn medieval hellscapes the genre leans on. The star of the show is the Fuse system. Rather than a static skill tree, fuses are a separate class of loot that drop off enemies and chests, and each one physically modifies one of your abilities. Slot a Split fuse onto your lightning bolt and it fires three projectiles. Slot a different fuse and it ricochets. The three launch classes - Berserker for close-range brawlers, Elementalist for ranged spell-slingers, and Technomancer for a minion-and-scrap hybrid playstyle - each come with a handful of base powers, and the fuse combinations are where the real build identity emerges. It replaces the traditional skill tree in a way that feels tactile and rewarding, closer to Path of Exile's gem-socket system than Diablo's point-spend approach, and it is easily the most interesting thing Superfuse does. The campaign itself runs around eight hours, with optional contracts across a solar map that add post-story grind - each contract rolls random difficulty modifiers that tweak enemy strength and loot luck, which is a solid enough loop. The rougher edges are hard to ignore. Repetition sets in fast: environments and enemy types recycle quickly, and the pacing flattens out well before the credits. The potion system drew consistent community criticism - charges drop one at a time off enemies and have to be picked up manually, which turns every post-fight moment into a floor-vacuum exercise. Inventory space is tight, auto-loot is minimal, and the map offers little navigational information. Controller support was absent or unreliable at launch. The loot itself - weapons and armor outside of fuses - landed as visually uninspired, most pieces differing only in colour and stat values. The presentation is a genuine bright spot. The cel-shaded, comic-book art style is striking and wholly original for the genre, and the electronic score - composed by BAFTA-nominated Michael McCann, the same composer behind Deus Ex: Human Revolution - gives the whole thing a Blade Runner-adjacent atmosphere that suits the corporate-dystopia fiction well. Voice acting is present throughout, which is rare at this budget tier. Here is the critical piece of context, though: the developer, Stitch Heads Entertainment, went bankrupt. The game shipped into Early Access and received only minor patches before development went quiet. Steam community sentiment shifted from cautious optimism to outright warnings, with players noting the studio became unreachable and updates stopped. What you are buying is the Early Access build, full stop. The Fuse system is genuinely inventive and the eight-ish-hour campaign is playable, but the quality-of-life gaps that were supposed to close during Early Access never did, and a promised fourth class never materialised. Approach it as a completed - if rough - short-form ARPG rather than a live project, and your expectations will land in the right place.

Catch-all
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System Requirements
Minimum
- OS
- Windows 10+
- Processor
- i5-6500 / AMD Ryzen 3 3300U or equivalent
- Memory
- 8 GB RAM
- Graphics
- Geforce 1060 3GB / AMD Radeon RX 5600 or equivalent
- Storage
- 15 GB available space
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Game Info
- Developer
- Raw Fury
- Publisher
- Raw Fury
- Release Date
- Jan 31, 2023