Devil Daggers

released on Feb 18, 2016
by Sorath

Devil Daggers

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Devil Daggers

released on Feb 18, 2016
by Sorath

Inspired by 1990s FPS and arcade games, Devil Daggers is a fast-paced shooter that places you in an abyssal arena to face endless legions of demons. Armed with versatile magic daggers and a fluid movement system, fight to survive as long as you can. Compete for precious seconds with Steam Friends or on global leaderboards. Your spirit and skill will be tested.


More details at IGDB

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It's a very straight forward simple fast paced shooter. All of it is just on a flat square plane. Not much content, unless you're the type of person who loves leader boards.


Boomer shooter fazendo o que faz de melhor, te entupir de adrenalina e te deixar matar muitos demônios.


Devil Daggers is the follow up to Quake in spirit. It takes Quake’s ideology of minimalist FPS combat and refines it even further to its barest of bones, and through that a mechanically perfect game is born. Devil Dagger’s has some of the tightest gameplay feel I’ve experienced in a shooter, as well as the depth to back it up. It’s the epitome of “refining basics to perfection”.

Devil Daggers is also incredibly unforgiving in its difficulty and it's atmosphere. If you can’t keep up with its tempo, your dance will be short lived. Every facet of the game is built around this idea that your death is inevitable, and your goal is to delay it for as long as you can. While it’s difficult, it’s also immensely rewarding. Watching yourself improve and climb the ranks of the leader boards, adding seconds to your high score, tightening your mechanical skill, it’s all incredibly satisfying.

I’ve long since shied away from high skill shooters, but Devil Daggers is the exception I always come back to. And for how cheap it is, its well worth your money and time.


Devil daggers is an exercise of endurance rather than skill. You are to dissect increasing enemy numbers always in the same order to prioritize gems farming, always going through slow starts of small enemy waves. You are not going to improve at something besides your time nor do anything special with movement, weapons or managing one resource unless out of a whim, stuff like "shotgun" jumps are situational and the map is just a shrinking flat arena which makes nothing of your movement. It takes a good number of waves to introduce enough enemy types, hell it's not even hard to aim especially once players figure how to shoot the shotgun fire consecutively as the optimal one above all others. It's a collection of ideas everyone listed everywhere yet this game still has too little going for it besides presentation and players dying in one hit.