
UBERMOSH:WRAITH
Ninety seconds, a sword that cuts bullets, and a pit that never stops filling. WRAITH stacks every lesson from three prior entries into one relentlessly tuned score-chaser.
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About UBERMOSH:WRAITH
I keep coming back to Walter Machado's work the same way I keep a battered arcade stick on my desk, not because the game demands it, but because something about the ritual feels right. UBERMOSH:WRAITH is the fourth volume in this solo-dev cyberpunk score series, and by this point Machado knows exactly what he is building and who it is for. The pitch is ruthlessly simple: survive a gun-filled pit for 90 seconds, cut incoming bullets with your sword, and rack up the highest kill count you can before the timer buries you. That premise has not changed since volume one, but WRAITH layers in enough new mechanics that returning players have genuine reasons to reset their muscle memory. The headlining addition is the Manastrike, a directional energy burst you can aim and release to clear pockets of enemies or punish shielded targets who laugh at your pistol. Alongside it sits the new Wraith class, a modified take on the series' Manastrike that pushes offensive output higher still. Shielded enemy variants now force you to think in beats rather than pure reflex, timing your sword deflections and power releases instead of just sprinting through the chaos. The Brainclap psionic wave carried over from UBERMOSH:BLACK sits in your toolkit too, which means WRAITH effectively functions as a greatest-hits of the series' accumulated mechanical ideas. Various class mods let you tilt the experience toward your preferred playstyle, and more aggressive enemy respawn timers mean the arena never lets you breathe the way older volumes occasionally did. The honest criticism of the entire UBERMOSH series applies here too. One arena, one run structure, no stages, no bosses, no narrative scaffolding. If you are the kind of player who needs a carrot beyond a leaderboard position and a personal best, this game will feel empty inside twenty minutes. The weapon pool, while satisfying in the hands, has a clear hierarchy that experienced players converge on quickly, which dulls the sense of discovery across longer sessions. The soundtrack, though, earns its keep completely. Machado composes his own music, and WRAITH's additions are exactly the thumping blend of metal and electronica that the frantic topdown carnage deserves. I have left the game running on the score screen purely to listen. Where WRAITH wins is in the micro-satisfaction of mastery. Deflecting a screen full of projectiles back into a crowd with a single sword swing, chaining that into a Manastrike burst, watching the kill counter spike, then dying because you got cocky, that loop is genuinely pleasurable in a way that feels handcrafted rather than algorithmic. Steam players sitting at 92 percent positive across hundreds of reviews are not wrong. This is not a long game. It is a sharp one. The kind of small, intentional arcade release that knows exactly when to end, even if it ends after 90 seconds every single time. For the right audience, particularly anyone who grew up feeding coins into a cabinet and chasing one more point, WRAITH delivers that specific pleasure with real craft behind it. Kai, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Playable. Runs flawlessly on Linux out of the box. Based on 4 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows XP
- Memory
- 4 GB RAM
- Storage
- 500 MB available space
- Graphics
- 1 GB
- Processor
- 3.0 Ghz
Recommended
- Memory
- 4 GB RAM
- Storage
- 500 MB available space
- Graphics
- 1 GB
- Processor
- 3.2 Ghz
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Reviews & Ratings
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Game Info
- Developer
- Walter Machado
- Publisher
- Walter Machado
- Release Date
- Jan 29, 2017
