In Death Review

“In Death” is an unusual game. It’s best described as a combination of bullet hell shooter and dungeon crawler, where you can move around in a first person perspective, but fight off hordes of enemies at the same time, using a bow and arrow. (You can also use a flashlight for a bit of sneakiness.) The game is heavily focused on boss fights, but you’ll also find yourself overwhelmed by hordes of enemies, and the game does a good job of keeping you on your toes at all times.

A high-octane bow-shooter with a dash of Japanese-inspired dungeon crawling? Sounds like the title of a ’90s cyberpunk anime, and in a way ‘In Death’ is like one of those anime.  It’s a short-lived adventure game that can be finished in a single sitting, but it will definitely keep you on the edge of your seat.

It may have been a little too early to be making a tough-as-nails, survival-based first-person shooter. But what is this? A rogue-like bow-shooter? Yep, that’s right.. Read more about in death: unchained and let us know what you think.

Roguelikes appeal to my masochistic side. You play as far as you can, knowing that death will put an end to every ounce of hard work you put in—all the while knowing that when you hit the restart button, everything will be different and all of the challenges will be rearranged; a true Sisyphean task that bears just enough accomplishment to keep you going. In Death is a difficult VR bow-shooter set in a world where you have almost no respite as you’re assaulted by some of the most horrific (and well-realized) goblins to emerge from the Necronomicon.

Details of the In Death Review:

Official Webpage

Sólfar Studios is the creator of this game. Oculus Store (Vive, Rift, Windows VR), Steam (Vive, Rift, Windows VR) (Rift) Oculus Rift and HTC Vive were used to test the product. The movie will be released on October 2nd, 2018.



Death, a new Early Access game, is a bow-shooter in the truest sense. You won’t have an useful reticle, and opponent hitboxes are harsh, so your arrows will often fly through the gaps between crusaders’ legs or millimeters over the skull of a possessed demon-monk. The shooting mechanic, on the other hand, is rock solid, so the learning curve isn’t nearly as steep as you might think, allowing even the most inexperienced player to get quite far in their run by maintaining a cautious optimism and tactical room-clearing as they progress through the nightmare world.

With a shield in hand, you can defend yourself against most arrow and melee assaults, but if you’re not cautious, you’ll be soon overpowered.

You may also choose a crossbow at the start of your run, although it’s tough to use for long shots due to the lack of two-handed stability. Although the crossbow is helpful for rapidly knocking bolts for a rapid fire rampage against a room full of ghoulies or putting as many explosive arrows into a monster as humanly can, I preferred to stick to the bow. But then then, I’ve become quite good at shooting the bow as well.

With just six health bars and a limited number of healing options, you’ll almost certainly suffer a horrible end no matter how you slice it. You won’t go to Hell empty-handed, however; upon death, you’ll be given a variety of accomplishments that alter the game in some manner, whether for the better or for the worst (eg: far-away headshots do more damage, but you unlock harder class of baddie). The ability to asynchronously challenge other online players to beat your single-player run through Purgatory is one of the major draws to return to the game after you’ve set it down, coupled with the ability to challenge other online players to beat your single-player run through Purgatory.


Despite the fact that In Death is a conventional roguelike, I wish it had the content of a single-player game with a campaign and a true narrative. Unfortunately, this is the genre, and In Death is a fantastic example of it. In Death’s degree of detail is amazing, and it may leave you feeling a little freaked out as you destroy a variety of creatures while exploring all of the fascinating and intriguing side pathways available. There is usually a level monster at the end, but if you go far enough (which I didn’t), there is also the promise of a demonic, gigantic version of the Archangel Gabriel. It’s just too difficult).


You may teleport using either a hand-thrown teleportation ‘shard’ or a teleportation arrow loaded into your weapon for control. Smooth forward movement, on the other hand, may be both head and hand related. If you have the default 180-degree sensor configuration on your Rift, you’ll enjoy the configurable snap-turn option. Yes, weapons and shields are available in both right-handed and left-handed versions.

I’ve spent approximately seven hours playing In Death over the course of many sessions, but due to the game’s general complexity, I’ve yet to get more than an hour into it. Because there is no difficulty slider, you should keep your expectations in check as you go through the progressively numbered Purgatories. In Death was at times too harsh for me. Getting to the level boss can take at least 30 minutes of clearing out baddies leading up to the dungeon, where you must not only kill the boss, but also a room of randomly spawning monks and ghoulies, which is extremely difficult without the use of special arrows such as poison or explosives, which you eventually acquire after a few deaths. You’ll be condemned to repeat yourself until you figure out a plan and acquire those pickups since there are no saves.

Having said that, I’m not a huge lover of the genre, but it’s obvious that In Death has nailed it fairly well, and I can’t blame it for that.


For the most of the game, you’ll be immersed in a world where the light never sets, illuminating the broken yet magnificent Gothic architecture—a tainted Escher-style jumble of church steeples, monastery courtyards, and lengthy bridges hanging above the clouds. It would seem to be a heavenly world if it weren’t for the possessed monks, zombies, and crusaders attempting to murder me, and less like Purgatory – the Roman Catholic church’s doctrinal assumption that a person must first endure a terrible state of suffering before ascending to heaven.


As you approach close-quarters battle with numerous villains in a single location, the dramatic changes from dark to light usually indicate your imminent death. The game’s ‘Pits,’ which are dedicated dungeons with their own bosses, are the polar opposite of this.

The game’s positional audio is outstanding. While there doesn’t seem to be any kind of ambient audio occlusion, each baddie has their own growl, and each thrown weapon that may do damage has its own sounds, so you’ll hear it even if you’re not facing the incoming hit. This not only keeps you aware of the evil guys in front of you, but it also provides you with enough information to know when a monk has teleported behind you (nothing personal, kid).

The haptics are also very excellent, as you draw your bow and sense a gradual rumble that corresponds to the increasing strain of the bow-string.


Outside of natural, room-scale movement, teleportation is one of the most pleasant modes of transportation. However, even if you choose to utilize smooth forward, which mimics continuous walking, you’ll be OK.

While I like to play standing up, In Death has a sat option that raises your in-game height to that of a standing position, making it perfect for anybody with even an arm’s length of room in their play location.

As a roguelike, In Death is a shoot-em-up with a twist: every time you play, you die, and the game begins again. In this way, In Death resembles a highly challenging bow-shooter like Galaga or Space Invaders, where each successive game is usually harder than the last. It certainly sounds like an ideal title for those with an appetite for first-person shooter challenges—and it’s no surprise the game has been getting rave reviews, with 9/10s from both IGN and Rock, Paper, Shotgun. But should you consider this title for yourself?

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