
The Mosquito Gang
Dead by Daylight got weird and went to war with summer: a 1v4 asymmetric brawl where the human does chores and the mosquitoes evolve mid-match. Chaotic good, rough around the edges.
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About The Mosquito Gang
I'll be straight with you: I came into The Mosquito Gang expecting a throwaway party gimmick and left with a genuine opinion about mosquito flight controls. That's either a testament to the concept or a sign I need a break. It's a 1v4 asymmetric multiplayer game where one human player faces off against four mosquito players across tight, destructible maps. The human plays in first-person, grinding through a checklist of mundane chores to earn cash for increasingly unhinged weapons, ranging from fly swatters to rocket launchers and flamethrowers. The mosquitoes operate in third-person, locking onto the human, siphoning blood via a QTE system, and spending those blood points on mid-match upgrades like teleportation, invisibility, and team heals. It's objectively absurd, and that's the whole point. The asymmetry is where the game gets interesting and also where it gets messy. The three launch maps, the Scientist's House, Toxor Labs, and the Flagship, are small but interactive, with destructible objects and environmental hazards that both sides can exploit. The mosquito evolution loop has some genuine depth: feeding builds your blood bank, blood buys powers, powers shift the match flow. A well-coordinated mosquito squad can chain teleport-and-drain runs that leave the human scrambling. On the flip side, once the human gets a couple of weapon upgrades locked in, the balance tips hard in their favor. Community feedback has flagged the human as overtuned in organized groups, and the QTE lock-on for mosquitoes adds friction at exactly the wrong moment. The developers have been pushing hotfixes since launch, and a "Mosquito Infestation" co-op PvE mode arrived post-launch, which gives you something to do if you can't fill a five-player lobby. From a performance standpoint, the game runs without drama on mid-range PC hardware. On Steam Deck, frame pacing is inconsistent enough that capping to 60 is the play. The UI is a genuine problem: control prompts are unclear, the human's task HUD is incomplete, and the front-end menus feel unfinished, one reviewer even flagged a test map called Polygon sitting in the main menu with zero context. The art is cartoonish and slapstick in a way that works, though the disclosed use of AI-generated assets in some environmental artwork is worth knowing before you spend. Steam reviews sit in the "Mostly Positive" range (around 70-75%), which tracks: it's a fun concept held back by polish deficits that are common for a small studio's first self-published title. Who's this for? Groups of four or five friends who want something chaotic and low-stakes for a game night. If you're a solo queue regular hoping to grind matchmaking, the player base is thin enough that you'll be waiting. There's no ranked ladder, no netcode worth stress-testing, no weapon meta to obsess over. That's not a dig, it's just a calibration. The TTK is fast and punishing, matches are short, and you will absolutely lose a round because a mosquito went invisible at the worst possible moment. Whether that's funny or frustrating is entirely on you. Fred, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 10
- Memory
- 8 GB RAM
- DirectX
- Version 11
- Network
- Broadband Internet connection
- Storage
- 6 GB available space
- Graphics
- NVIDIA GTX 1050 Ti or AMD RX 570
- Processor
- Quad-core Intel or AMD, 2.5 GHz or faster
Recommended
- OS
- Windows 10
- Memory
- 16 GB RAM
- DirectX
- Version 12
- Network
- Broadband Internet connection
- Storage
- 6 GB available space
- Graphics
- NVIDIA RTX 2060 or AMD RX 5700
- Processor
- Quad-core Intel or AMD, 2.5 GHz or faster
Reviews & Ratings
No ratings available
Game Info
- Developer
- Space Raccoon Game Studio
- Publisher
- Space Raccoon Game Studio
- Release Date
- May 20, 2025