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WE ARE DOOMED

Why are we doomed? I don’t know why. That’s just the name of the game.
79%Game Brain Score
music, gameplay
graphics, story
94% User Score Based on 96 reviews
Critic Score 63%Based on 14 reviews

Platforms

Mac OSMac OSNintendo SwitchNintendo SwitchPCPCPlaystation 4Playstation 4Playstation 5Playstation 5WindowsWindowsXbox OneXbox OneXbox Series X|SXbox Series X|SPlayStationPlayStationPlaystation VitaPlaystation VitaXboxXbox

About

"WE ARE DOOMED" is a fast-paced twin-stick shooter with arcade-style action and vibrant neon visuals. Wield an overpowered laserbeam and SUPERBEAM to blast through polygon baddies in Waves or Endless mode. With easy-to-learn controls and a chill soundtrack, it offers quick, satisfying games and a beautiful explosion of geometry, color, and light. A game controller is recommended.

WE ARE DOOMED screenshot
WE ARE DOOMED screenshot
WE ARE DOOMED screenshot
WE ARE DOOMED screenshot
WE ARE DOOMED screenshot
WE ARE DOOMED screenshot
WE ARE DOOMED screenshot
WE ARE DOOMED screenshot
WE ARE DOOMED screenshot
WE ARE DOOMED screenshot
WE ARE DOOMED screenshot
+4

94%
Audience ScoreBased on 110 reviews
music4 positive mentions
story3 negative mentions

  • Engaging and addictive gameplay with a unique superbeam mechanic that enhances scoring and strategy.
  • Visually appealing with colorful graphics and a polished aesthetic that keeps the action readable amidst chaos.
  • Well-structured achievements and online leaderboards provide motivation for completionists and score chasers.
  • The game can be visually overwhelming, making it difficult to track enemies and hazards during intense moments.
  • Limited game modes (only wave and endless) may lead to repetitive gameplay and a lack of long-term engagement.
  • Some players feel the price point is too high for the content offered, suggesting it is better suited for sale.
  • music
    37 mentions Positive Neutral Negative

    The music in the game is primarily driven by gameplay, where shooting enemies generates sound effects that synchronize with a static soundtrack, creating a satisfying audio experience. While the game features only one song, the warm, airy synthpop complements the vibrant visuals and enhances the overall action. Players feel like active participants in the music-making process, although some reviewers note that the musical integration isn't as dynamic as in similar titles.

    • “Wad is a musically driven twin-stick arena shooter.”
    • “Essentially, you are the musician and besides being the instrument of destruction, your weapon is also a synth arp and choir instrument of sounds, and the pitch is affected by the distance between you and the enemies.”
    • “Bright, colorful enemy design and retro, chunky effects help to keep the action readable even at its most chaotic while pairing well with the soundtrack's warm, airy synthpop.”
    • “The musical drive part of Wad is not as well done as games like Everyday Shooter, but this one certainly has better gameplay.”
    • “Though it's not necessarily a fully dynamic music system since it uses a static soundtrack, the sound effects synchronize with the music in a very satisfying way, and you feel very much like everything is coming together in an awesome way that transcends the scoring portion of the game.”
    • “But not like Beat Hazard where music drives the game, in Wad the gameplay drives the music, kind of like Everyday Shooter.”
  • graphics
    27 mentions Positive Neutral Negative

    The graphics of the game are characterized by a minimalist yet polished aesthetic, drawing comparisons to retro titles like Atari 2600 shooters. While some players find the visuals simple and reminiscent of previous works, others praise the vibrant colors and seamless integration with gameplay, creating an aesthetically pleasing experience. Overall, the art style is well-received, contributing to the game's unique charm within the twin-stick shooter genre.

    • “I love the graphics, art style, and gameplay.”
    • “The action, visuals, controlling, and music are excellent.”
    • “We Are Doomed brings us a new kind of experience in the twin-stick genre; set to a vibrant world of colorful visuals and featuring close-quarters action through the use of the very powerful but short beam, playful elements that make this a great change of pace from the general crowd of twin-stick shooters we're so used to seeing.”
    • “The graphics are just okay (what you see on the store page is pretty much it) and the twin-stick shooter style of gameplay is nothing new.”
    • “Minimalist, highly polished graphics and simplistic enemy designs remind me of Atari 2600 shooters like Beamrider.”
    • “However, it's certainly not doomed, as it's a solid arcade shooter with a gorgeous – if occasionally distracting – art style and fitting music.”
  • gameplay
    16 mentions Positive Neutral Negative

    The gameplay is characterized by a compelling loop that encourages players to progress while avoiding enemies, enhanced by engaging mechanics such as combo scoring and power-ups. The procedurally generated environments are visually appealing and seamlessly integrated with the gameplay, though some players note a lack of depth and potential repetitiveness due to limited modes and customization options. Overall, the game offers addictive and accessible gameplay, appealing to both casual and expert players.

    • “Great gameplay loop, always trying to get further without dying to retain a higher multiplier for the next superbeam.”
    • “Since they're procedurally generated, not only are they performant, they flow very seamlessly along with the motion of the gameplay itself in a very aesthetically pleasing and informative way.”
    • “It ended up the gameplay lives up to its distinct appearance with the use of some genuinely engaging design choices in enemy placements and their behaviors.”
    • “On the contrary, they are distinguished by features like combo scoring, life systems, slow-motion and bomb mechanics, enemy behavior, power-ups, play modes, and so on; yet at bottom they are all about staying as far away as possible from whatever you are shooting at.”
    • “[only two gameplay modes, can become a little repetitive]”
    • “[little depth of gameplay, few options and customizations, hard completion for non-experts]”
  • humor
    14 mentions Positive Neutral Negative

    The humor in the reviews highlights a sharp, dry wit and a blend of absurdity and realism, particularly through the author's clever observations on modern art and societal issues. Readers appreciate the engaging and entertaining writing style, which combines humor with serious themes, making for a thought-provoking yet amusing experience. Overall, the book is described as both funny and insightful, with a unique perspective that resonates with those who share the author's worldview.

    • “This chapter was one of the places where I was required to wipe tears from my eyes, no, not in despair but from laughing.”
    • “As a brutally honest intellectual self-portrait, 'Doomed' is well-organized, funny, and immensely entertaining and informative.”
    • “John's humorous writing style is engaging as his sense of humor is as dry and witty as mine.”
  • story
    7 mentions Positive Neutral Negative

    The game's story is intertwined with exploration and learning, featuring a backdrop that includes historical elements, such as the Kansas City school system experiment of the 1970s. Players engage with the narrative through dynamic gameplay, where defeating enemies contributes to the overall experience. The focus on procedurally generated imagery enhances the storytelling, making it both engaging and challenging.

    • “He recounts in some detail the story of Kansas City and its school system experiment of the 1970s.”
    • “Is there a story and tons of things to learn and explore?”
    • “Then by destroying the enemies, it generates a beat.”
    • “The mission statement of Vertex Pop is to use satisfying procedurally generated imagery in a quick to learn, hard to master play-style.”
  • atmosphere
    2 mentions Positive Neutral Negative

    The atmosphere of the game is highly praised for its effective use of sound effects combined with a droney ambient soundtrack, which together create an immersive and engaging experience.

    • “This, in addition to some great sound effects layered over a droney ambient track, really creates an atmosphere.”
  • replayability
    2 mentions Positive Neutral Negative

    Reviewers highlight a significant lack of content as a major factor negatively impacting the game's replayability, making the $10 price point seem unjustifiable.

    • “The replayability-killing lack of content makes the asking MSRP of $10 USD hard to swallow.”
  • optimization
    1 mentions Positive Neutral Negative

    The reviews indicate that the aspect of "optimization" is not directly addressed in terms of performance or technical efficiency, but rather focuses on the examination of real-world social dynamics, such as race and gender relations, through statistical analysis. This suggests a deeper exploration of societal issues rather than traditional optimization metrics.

  • grinding
    1 mentions Positive Neutral Negative

    Players find the grinding aspect of the game to be repetitive and occasionally tedious, with some noting that it can feel overly drawn out.

    • “The grinding feels endless and often tedious, making it hard to stay engaged.”
    • “I find myself repeating the same tasks over and over, which becomes incredibly monotonous.”
    • “The amount of time required to level up is excessive, turning the game into a chore rather than an enjoyable experience.”

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