Info about Rabbit and Steel:

Official game description:
RABBIT & STEEL is a co-op action "raiding" roguelike focused around fighting challenging bosses alongside your rabbit-eared friends. Fight foes, gather loot, build your character, and work together to overcome obstacles on your way to the Moonlit Pinnacle.
Combat is deliberately similar to tab-target MMORPGs, being based around global cooldowns, effective skill usage, gear effects, and resolving boss mechanics through teamwork.
This isn't an MMO, though; it's a roguelike!
Start a run, pick a class, invite friends to your lobby and you're raiding in seconds. Anywhere from 1 to 4 rabbits can embark together. If you venture out alone, mechanics that normally require cooperation will be replaced with intense bullet hell attacks.
Of course, it isn't always as simple as slapping down the enemies that stand in your way. Building your character with loot and upgrades you find along the way is key to success. Certain sets of items combo _very_ well together... so make sure your allies don't roll on something you really need!
_A few months ago, all contact with the Moonlit Kingdom was lost._
_Reports indicate that the city's denizens attack outsiders on sight._
_Investigative expeditions are repelled or go missing._
_A colossal white tower now manifests in the city's center each night, stretching skyward towards the stars._
_Something must be done. The rabbits will take care of this._
_The night is short. Move swiftly._
*   Up to 4 players can play together locally, online, or a mix of the two
*   A plethora of bosses, stages, and challenging bullet-hell patterns to conquer
*   A single player story campaign where you chat up your enemies to uncover the mystery of the Moonlit Kingdom
*   Over 100 random loot items to power up your character
*   You can kill your friend by clipping them with a "spread" marker for laughs
*   Honestly they deserve it for rolling on the Darkstorm Knife even though they don't need it and it's SO good for your class
*   Supports playing with keyboard, mouse+keyboard, or with a controller

Release date: May 9, 2024

Categories: Cooperative Multiplayer, Single-player, Roguelike, Bullet-hell, Boss Rush, Action RPG, Character Progression, Local Co-op

Feature scans:
- MTX: score 0; verdict: Fair / Pure; summary: All user reviews confirm that the game has no microtransactions, no pay-to-win, and no greedy monetization practices. The developer is praised for releasing a free DLC and offering an affordable base price. The monetization model is purely a one-time purchase with no additional real-money involvement.
- Wiki: score 75; verdict: Heavy reliance on external guides and spreadsheets; summary: User feedback indicates a strong reliance on external resources, particularly guides and spreadsheets, due to the game's lack of clear mechanics explanations and item valuation. Many players must consult wikis or record replays to progress, while others use spreadsheets to manage inventory decisions.
- Proton/Linux: score 5; verdict: Works Well; summary: The game demonstrates flawless Linux and Proton compatibility, running perfectly on Steam Deck and receiving high praise for its Proton support. No workarounds or tweaks are mentioned, and the few available reviews all indicate a smooth experience.
- Steam Deck: score 80; verdict: Plagued by Crashes; summary: The game offers excellent performance and controller support on Steam Deck, but is marred by frequent crashes during specific gameplay (ring farming) and lacks a continue feature. Additionally, Steam Workshop does not function on Deck, and some users report controller recognition issues.

- Hardware Profile:
  - Summary: Players with 8-11GB VRAM report excellent performance with minor dips, while those with less than 8GB VRAM experience lag, crashes, and frame drops despite still recommending the game.
  - Sample size: 67 (3% coverage)
  - Audience skew: Review sample is mostly Windows-based.
  - Windows <8GB VRAM (mixed, 27 reports): Players report occasional lag, crashes, and frame drops in fights, but still recommend the game.
  - Windows 8-11GB VRAM (positive, 11 reports): Performance is excellent with stable high FPS, though occasional FPS dips on some enemies are noted.
  - Caveats: 67 of 2663 reviews expose hardware metadata.; Review sample is mostly Windows-based.
Feature extractions:
- Community Price:
  - Community fair range: $10.00 - $15.00
  - Reasoning: The majority of reviews express that the game is worth its full current price of $14.99, especially given a free DLC update. Several recommend purchasing at full price for enthusiasts but suggest a discount for others, indicating that a lower price (around $10) is also seen as fair. The evidence collectively supports a fair base-game price range of $10 to $15.
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: 30.0h
  - Session length: 0.5h
  - Endgame: 100.0h
  - Reasoning: The 25-hour statement indicates clearing normal and hard modes, used as an upper bound for game completion but conflicting with the 30-hour story clear which is taken as storyCompletion. Session length is directly from the 30-minute average run. The hundred-hour statement explicitly reports endgame investment on lunar difficulty, thus endgame is set to 100.
- Time-to-fun:
  - Summary: Rabbit & Steel is generally enjoyable from the start, especially in multiplayer, though some players may experience a brief adaptation period due to visual chaos and learning difficulty.
  - Stance: Fun immediately
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: poor visual clarity making safe zones hard to distinguish; complex boss patterns requiring memorization and coordination; repetitive early-game runs due to roguelike structure; steep learning curve for higher difficulties; multiplayer requires high coordination with others
  - Unlock drivers: playing with friends or in co-op; unlocking new classes and items; learning and internalizing attack patterns; practice to improve personal skill; using the tutorial-like stage structure
  - Conditions: preferably playing in co-op with friends; willingness to learn and memorize patterns; using voice communication for coordination; solo play as practice for multiplayer; selecting appropriate difficulty for skill level
- Player Archetypes:
  - MMO Raid Purist (buy)
    - Motivation: To enjoy the challenge of coordinated boss fights and deep mechanics without MMO grind time.
    - Playstyle: Focuses on learning boss patterns, optimizing class rotations and item builds, and communicating with teammates for high-difficulty clears.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: FF14 player; MMO raider; Raid enthusiast; 狒批 (FF14 slang)
    - Reference games: Final Fantasy 14; World of Warcraft; Touhou
  - Solo Bullet Hell Purist (sale)
    - Motivation: To overcome extreme difficulty through pattern memorization and precise execution.
    - Playstyle: Plays solo on higher difficulties (Hard/Lunar), focuses on dodging and optimizing single-player builds, values personal skill progression and pattern memorization.
    - Experience: veteran
    - Purchase stance: sale
    - Labels: Touhou fan; Solo player; Bullet hell player; Hardcore gamer
    - Reference games: Touhou Project; The Binding of Isaac
  - Group Chaos Enjoyer (buy)
    - Motivation: To share the challenging and chaotic experience with friends, creating memorable moments through teamwork.
    - Playstyle: Plays primarily in multiplayer (2-4 players), appreciates the unique boss patterns and mechanics that require communication, often uses voice chat for coordination.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: Co-op gamer; Friend group player; Party game lover; Coordination player
    - Reference games: Final Fantasy 14; Touhou
  - Relaxed Collector (sale)
    - Motivation: To enjoy the charming aesthetics and casual progression without high-pressure challenge.
    - Playstyle: Plays solo or co-op on lower difficulties (Cute, Normal), collects cosmetics, explores the story, and enjoys the music and art.
    - Experience: newcomer
    - Purchase stance: sale
    - Labels: Casual player; Collector; Art lover; Music enjoyer
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Cute and stylish art (weight 0.37): Many players praise the game's cute and stylish visual design, including character designs and overall artwork. This is a frequently mentioned positive aspect.
- Great music and sound (weight 0.23): The music is consistently praised, with specific mentions of the crow theme, final boss soundtrack, and emerald lake area. The soundtrack enhances the overall experience.
- Unique and novel mechanics (weight 0.22): Players appreciate the game's unique mechanics, including the novel gameplay, roguelike elements, and the combination of MMO raid boss and roguelite. Hardcore gameplay is a plus.
- Good content and value (weight 0.18): The game meets expectations in content, with well-tuned run lengths, free DLC, and good value for money (e.g., extra hours for a low price).
- Easy to understand and accessible (weight 0.14): The cute design is paired with easy-to-understand mechanics, including keyword explanations on items. Low difficulty modes are acceptable, making the game accessible.
- Pleasant atmosphere and vibe (weight 0.14): The game's atmosphere is pleasant, with enjoyable areas like Darkhouse Depths and a Touhou-like vibe. The overall aesthetic is appealing.
- Negative items reworked (weight 0.06): It is appreciated that some negative items were reworked, suggesting the developers listen to feedback and improve the game.
- Past tense fun concerns (weight 0.05): One player noted the game used to be fun (past tense), implying potential changes or decline. However, this is a single mention with low frequency.
- Amusing story fragments (weight 0.04): There is a sarcastic mention of amusing story fragments, indicating some players find the story elements entertaining but perhaps not serious.
- Fast refund process (weight 0.04): One player noted a fast refund process, which is a positive customer service experience but not directly about gameplay.

Common complaints:
- RNG and useless items (weight 0.78): The item and relic system is heavily criticized for having too many useless or detrimental items (60-70%), little control over choices, and no reroll or ban system. This makes runs feel luck-based rather than skill-based.
- Roguelike elements feel weak (weight 0.6): The roguelike building system is criticized for not providing a sense of progression, with weak item synergies, mostly DPS upgrades, and limited meaningful choices. The roguelike part feels superficial.
- Poor visual clarity and clutter (weight 0.59): Many players report that the game suffers from poor visual clarity, confusing effects, and excessive clutter that makes it hard to distinguish attacks, player markers, and safe zones. This leads to unavoidable hits and frustration.
- Multiplayer connectivity and experience (weight 0.54): Online multiplayer suffers from unstable connections, frequent disconnects without reconnect options, chaotic gameplay, and difficulty balancing. Many players find the coop experience frustrating and poorly implemented.
- Excessive memorization required (weight 0.44): The game heavily relies on memorizing boss attack patterns with many random variations, but provides poor visual feedback. This makes sight-reading nearly impossible and creates frustration, especially on harder difficulties.
- Single player difficulty and boring (weight 0.43): Solo play is considered either boring due to slow pace or excessively hard due to poor balance, high enemy HP, and lack of scaling. Single player mode is not enjoyable for many.
- Unclear mechanics and indicators (weight 0.39): Players find many game mechanics, area indicators, and attack patterns unclear or poorly explained. Tutorials are insufficient, and hidden stats or tooltip omissions add to the confusion.
- Difficulty spikes and poor balance (weight 0.37): Players report extreme difficulty spikes between stages, modes, and bosses with no gradual buildup. Normal mode may be too easy, while hard or higher is frustrating and unfair.
- Excessive screen clutter and chaos (weight 0.36): Screens become extremely cluttered with half-screen attacks, area damage, and effects, making it hard to track player position or safe zones. This causes physical discomfort for some.
- No save or mid-run saving (weight 0.32): The game lacks any save or continue feature, requiring a full 40+ minute commitment per run. This is punishing and forces players to restart from the beginning on death or exit.
- Low variety and repetitive content (weight 0.3): The game is described as monotonous, lacking content variety, with repetitive boss orders, no minion stages, and limited class or item diversity. This reduces replayability.
- Boss and enemy HP too high (weight 0.29): Bosses and regular enemies are described as bullet sponges with excessive health, making fights drag on and become tedious. This is especially problematic given the difficulty and time pressure.
- Friendly fire and dead player penalties (weight 0.28): Coop mechanics include friendly damage from chain spells or fallen player zones, which restrict survivors and cause wipes. This creates negative team dynamics and frustration.
- Technical and performance issues (weight 0.25): The game suffers from performance drops, controller recognition problems, softlocks (e.g., pressing Windows key), and low FPS even on easiest difficulty. These technical problems hinder enjoyment.
- No boss practice mode (weight 0.23): Players frequently complain about the lack of a dedicated boss practice mode or any way to practice boss fights effectively. This forces them to replay entire runs to learn patterns, which is especially punishing in a roguelike setting.
- Movement speed and dodge issues (weight 0.22): Low movement speed makes some attacks unavoidable, and movement feels clunky. Ranged characters self-slow when attacking, and melee characters are knocked back frequently, reducing control.
- Color issues and accessibility (weight 0.18): Color-coded mechanics are inaccessible for colorblind players, and some symbols are unreadable due to rotation. This locks content behind color-based challenges.
- Punishing health and healing system (weight 0.18): Players have very low HP (5), no in-combat healing, and some items break permanently on hit. This makes getting hit extremely punishing and forces near-perfect play.
- Time limit and DPS check issues (weight 0.18): Harder difficulties impose time limits that cause unavoidable death if DPS is insufficient, forcing players to focus on damage items and ignoring survival, which restricts build variety.
- Unclear audio and visual cues (weight 0.14): Audio lacks depth and does not provide effective gameplay cues. Combined with visual clutter, this makes it hard to react to attacks and understand threats.

Gameplay feedback:
- Core is bullet hell roguelike (weight 0.4): The game is fundamentally a bullet hell game with roguelike or roguelite mechanics, including runs, unlocks, and permadeath. One review notes the roguelike elements are superficial, but the genre mix is clear.
- Boss rush with raid mechanics (weight 0.36): The game is described as a boss rush with MMO raid-style mechanics, including positional elements and coordination similar to FF14. Boss fights are the primary content, with variations and color-coded mechanics.
- Item and equipment systems (weight 0.3): The game features an item system with keywords, trinkets, unlockables, and equipment set bonuses. There is a large pool of 280 items, and players choose from 3-5 items per chest, with contested items decided by dice rolls in multiplayer.
- Multiplayer co-op focus (weight 0.19): Multiple reviews highlight the game's cooperative multiplayer mode, specifically 4-player co-op. This is a key distinguishing feature from single-player bullet hell games.
- Wind and knockback mechanics (weight 0.16): Wind and knockback mechanics affect player movement and positioning, adding an extra layer of challenge. Sliding and muscle memory based movement are also mentioned.
- Regular enemies and dungeons (weight 0.15): Besides bosses, there are regular enemy encounters and dungeon runs. The game includes sidescrolling shmup aesthetics and meta progression.
- Cooldowns on all actions (weight 0.1): Primary, secondary, and special attacks all have cooldowns, which is a significant gameplay constraint. This affects the pacing and strategy compared to traditional bullet hell shooters.
- Coordination and Simon says (weight 0.1): The game requires rapid coordination with Simon-says style signals, especially in multiplayer. Party coordination is essential for success in boss fights.

Performance notes:
- Performance issues on low-end hardware (weight 0.12): Players report lag and unplayable frame rate drops, including dips below 10 FPS on low-end GPUs. This severely impacts gameplay, as even basic settings cannot maintain stable performance.

Recommendations:
- Very high difficulty (weight 0.27): The game is extremely hard and demands significant time investment and memorization, making it unsuitable for casual players. It is recommended only for hardcore enthusiasts.
- Best with friends (weight 0.15): The game is primarily enjoyable when played with friends, and solo play is not recommended. This suggests a strong social component is necessary for fun.
- Needs more development (weight 0.15): The game is not ready for release in its current state, and needs more work before it can be recommended. Multiple reviews cite poor balance and design.
- No redeeming quality (weight 0.14): Some players find no positive aspects in the game at all, strongly advising against purchase.
- Price too high (weight 0.12): Players feel the game is not worth its current price, suggesting a discount of 90% to be reasonable. This indicates a major concern about value for money.
- Buy on sale only (weight 0.11): Several reviews advise purchasing the game only during a sale for a quick try, rather than at full price.
- Not for general audience (weight 0.11): The game is hard to recommend for a general audience due to its niche appeal and high difficulty, targeting only specific types of players.
- Niche bullet hell appeal (weight 0.1): The game appeals to fans of bullet hells and specific themes like bunny girls, and may interest those who like Shmups and MMO raid mechanics.
- Overwhelming for some (weight 0.1): Players who get overloaded easily should avoid this game, as it can be too stressful and unfriendly, especially in cooperative play.
- RNG system problematic (weight 0.06): The random number generation system is criticized, and players recommend improvement or adding item control before they can recommend the game.
- Lots of content (weight 0.06): Players can expect dozens of hours of gameplay, indicating substantial content for those who enjoy the genre and challenge.
- Needs practice mode (weight 0.06): Reviewers suggest adding a practice mode for stages and bosses would significantly improve the game, and without it the game is not recommended.
- Better alternatives exist (weight 0.06): Players suggest playing older bullet hell games or Thunder Fighter instead, indicating the current game is inferior to established titles.
- Colorblindness issue (weight 0.05): A colorblindness accessibility issue blocks certain content, which may deter some players.
- Inefficient practice (weight 0.05): The game does not support efficient practice, implying it is only for those who want to spend time aimlessly rather than improve skills.
- Disconnect issues (weight 0.05): Technical problems such as disconnects make the game unplayable for some, and it cannot be recommended until fixed.

Other player notes:
No miscpoints

Emotions:
- Frustration (weight 0.42): Players experience frustration due to a combination of difficulty spikes, unclear mechanics, and poor visual clarity that make it hard to read enemy attacks. The lack of a save system, unstable multiplayer, and reliance on RNG for item builds further compound the issue, forcing players to restart runs after unexpected deaths or disconnects.
- Disappointment (weight 0.22): Disappointment stems from the game not living up to expectations of a skill-based roguelike, instead requiring heavy pattern memorization and feeling unbalanced. Players find the multiplayer experience poor, the item system unrewarding, and the overall polish lacking, making it less engaging than similar titles.
- Anger (weight 0.05): Anger arises from unfair DLC bullet patterns, RNG-dependent shops, and patches that remove fun playstyles without warning. The need for hours of practice to overcome one boss on hard mode and the game's failure to fit any genre well also contribute to player outrage.
- Enjoyment (weight 0.05): Enjoyment is driven by the cute character designs, engaging music, and the core bullet hell gameplay. The roguelike progression and co-op fun with friends also add to the positive experience, despite some problematic areas.
- Boredom (weight 0.04): Boredom results from repetitive boss patterns and mind-numbingly easy early waves that feel like a chore. The monotonous gameplay and low content variety make runs feel tedious, especially in co-op mode.
- Annoyance (weight 0.03): Annoyance is caused by poor visibility leading to unavoidable damage and a low movement speed that makes the game feel sluggish. The choppy attack animations further detract from the feel of combat.
- Irritation (weight 0.03): Irritation comes from melee characters being knocked back away from enemies, making close combat frustrating. The sliding mechanic and general visual clutter add to the overall sense of lack of control.
- Exasperation (weight 0.01): Exasperation is a result of constant negative feedback loops from repetitive memorization and visual clutter. Players feel worn down by the same obstacles that prevent progress or fun.
- Exhaustion (weight 0.01): Exhaustion is caused by extremely tedious runs with bad RNG and low currency rewards. The game demands inhuman skill and perfect coordination with others, making even basic progress feel draining.
- Displeasure (weight 0.01): Displeasure is driven by overall visual issues that make the experience uncomfortable. The poor clarity and chaotic effects create an unenjoyable atmosphere.
- Sarcasm (weight 0.01): Sarcasm is used by players to mock the game's poor quality, highlighting how its flaws are so severe that they become almost humorous. This tone reflects deep dissatisfaction wrapped in irony.
- Confusion (weight 0.01): Confusion arises from poor visibility and unclear mechanics that leave players unsure of what is happening on screen. The lack of proper tutorials or tooltips compounds this feeling.
- Amusement (weight 0.01): Amusement comes from a sarcastic enjoyment of story fragments or absurd gameplay moments. Players with this emotion find humor in the game's flaws rather than being frustrated by them.
- Regret (weight 0.01): Regret is felt for wasting time on the game and missing the refund window due to an initial effort to learn the systems. Players feel they invested hours only to be let down.
- Mentally exhausted (weight 0.01): Mental exhaustion results from unclear markers, unreadable attack lines, and a bloated item pool that cannot be pruned. The combination of boring solo play and overly hard multiplayer leaves players drained.
- Fun (weight 0.01): Fun is achieved when playing with friends and experiencing a well-tuned run length. The cooperative aspect and balanced pacing make the game enjoyable despite other flaws.
- Appreciation (weight 0.01): Appreciation is given for the game's successful fusion of raid boss mechanics and roguelite progression. Players value the unique concept even when execution has issues.
- Stress (weight 0.01): Stress is caused by high stakes and rapidly appearing signals that require constant coordination. The lack of a continue option and having to restart from the beginning every time ramps up the pressure.
- Hope (weight 0.01): Hope is expressed in suggestions for improvements like adding meta progression or an extra item per chest to balance single-player mode. Players believe the game has potential if certain changes are made.
- Defeat (weight 0.01): Defeat is the feeling of being unable to progress past the first level in most runs. The constant failure compounds with the game's difficulty to create a sense of hopelessness.}