Full ReleaseXbox · PC · PlayStation

Serious Sam: Shatterverse

Behaviour Interactive · Shooter, Action, Adventure

Overview

Serious Sam: Shatterverse is a co-op roguelite FPS for 1 - 5 players. Blast through shifting universes, stack wild boons, bend the rules with run modifiers, and hunt Mental's deadliest forces. Fall fast. Come back louder.

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Serious Sam Stone is back, but this time he's not alone. Uber Mental's maniacal machinations have fractured the walls between universes, and now Sam's from multiple dimensions must learn to work together to repair the Shatterverse.

As part of the Serious Program, a multidimensional force opposing Uber Mental, you'll travel across shifting universes to finish battles other Sams couldn't. Mental has been hunting the hero across realities, and in many timelines, he's already won. Now, it's your turn to push back. To advance, you must bring down his five lieutenants, each a formidable boss in search of total annihilation.

Wield a relentlessly destructive arsenal of devastating weapons, unlock powerful boons, and experiment with run modifiers that reshape gameplay. In true roguelite fashion, death is never the end, and each run opens the door to new strategies and limitless possibilities across the Shatterverse.

MULTIVERSE MAYHEM

Reality cracked and now Serious Sams from multiple universes are fighting the same war. Team up across shifting worlds, collide with alternate versions of the legend, and bring guns-blazing chaos to timelines that were never supposed to meet.

BIG GUNS, SERIOUS DAMAGE

Pack the classics, then crank it into the weird. Wield a mix of iconic Serious Sam staples and brand-new toys, built for one purpose - clearing arenas when Mental's hordes decide hundreds is a warm-up. Explosive, loud, and extremely violent.

ESCALATING DESTRUCTION

A world full of unstable anomalies, hidden portals, and high-risk opportunities that can supercharge a run, or end it instantly. Push forward greater rewards, unlock powerful modifiers, and upgrades that permanently expand your possibilities.

MENTAL'S HORDE, REMIXED

Familiar foes are back, and they brought friends. Face a selection of classic Serious Sam enemies alongside fresh monsters, all under Mental's control, all engineered to overwhelm you, and all begging to be turned into mush.

ARCADE-STYLE FPS ENERGY

High-adrenaline, run-and-gun arena chaos, big battlefields, nonstop pressure, and perfectly-timed one-liners when everything's on fire. Shatterverse leans into the Serious Sam legacy and pushes it forward with procedurally shifting runs across hand-crafted arenas set in previously unexplored worlds.

From the game's Steam store page.

THE GAMEQ VERDICT337 reviews analyzed

What players are actually saying

GameQ verdict: Mixed

A cheap, chaotic co-op horde shooter that improves with unlocks, but a grindy start, shallow perks, bugs and nonstop chatter drag it down.

52% positive on Steam · 803 reviews

1. Summary

Shatterverse split its audience almost exactly in half, and much of the argument is about what players expected from the Serious Sam name. Many longtime fans gave up within an hour or two, saying it does not look, sound or play like Serious Sam: a cartoony look one reviewer calls "Fortnite-style graphics," infinite-ammo guns with reloads and stat rolls, and a cast of talkative alternate Sams in place of the lone one-liner hero. Positive reviewers describe a cheap ($15 to $20), chaotic horde shooter that is at its best in co-op and "opens up" once weapons and trinkets are unlocked.

Fans list many of the same problems as the critics. Everyone starts with only a pistol, shotgun and Tommy gun, and unlocking anything else is a slow grind. Level-up perks are small stat bumps ("take 3% less damage"). The banter is constant, and most reviewers who mention it dislike it. Bugs and crashes can wipe an hour-long run, the netcode lags, and performance is poor for how the game looks. A small content pool (five Sams, six biomes, fixed enemy placements) turns repetitive within a few hours. Whether it is a real Serious Sam game stays in dispute, and some call it an unfinished roguelite that shipped as a 1.0 while still feeling like early access.

2. What keeps coming up

What players praise
Co-op with friends is where it clicksHigh

Being a good time with a group is one of the most repeated positives. "Pretty fun with friends," "one of the best co-op games I've ever played," "finally a way I can get my wife to play Serious Sam with me": positive reviews keep coming back to chaotic four-player horde clearing, and some call it best with friends. The praise comes with conditions, though. Some of the same reviewers say multiplayer is where the lag, desyncs and bugs are worst (see below), and a few say difficulty scaling punishes bigger groups. Solo players are less charmed.

Cheap enough to forgive a lotHigh

Price comes up often, frequently as a defense: "It's a $20 game," "cost less than a single topping pizza," "For 15 € this is a very fun game." Defenders use the low price to excuse the thin content and rough edges, and some recommendations are hedged as "on sale" or "for what it is." A minority argue the other way: one player called it worth "at most $4.99 in its current state," and another said a game this unfinished should not cost 17.99 euros.

It gets better once the unlocks arriveMedium

Players who got past the opening runs say the game improves: once better weapons, rarer affixes, trinket set bonuses and Act 2 and Act 3 unlock, fights get denser and builds get stronger. "Doesnt make a good first impression, but sticking with it and letting it do it's thing paid off." "Once you get the Raptor or the Cannon unlocked, the game is a lot more fun." Several reviewers, positive ones included, still call the opening a rough first impression.

The soundtrackMedium

The music gets praise in both positive and negative reviews. One negative reviewer calls it "the only redeeming quality," another reviewer suggests listening to the soundtrack on its own, and fans single out the combat tracks and a remix of the classic "Dunes" theme. A few dissenters find the tracks generic or grating, and a few reviewers separately complain about the sound mix, saying enemies are hard to hear.

Where players are split
Is this really Serious Sam?High

About a quarter of all reviews raise this argument. The negative camp says Shatterverse misses the series' core: hand-built arenas with designed enemy mixes, ammo economy, choosing the right gun for each enemy type, huge hordes, and secrets. "A generic looter shooter in a Serious Sam skin suit." Several argue the roguelite structure itself breaks that combat puzzle, because random drops leave you fighting Kleer and Biomechanoids with whatever the RNG gave you.

The positive camp answers that it is a spin-off from a different studio, the series has always experimented, and the tagline never promised a mainline sequel. One longtime fan credits it with getting the fundamentals right: damage breakpoints close to Croteam's (a Kleer dies to one double-barrel shot, a Werebull to two rockets), classic enemies, and circle-strafing that still works. Several defenders say the game is "overhated" or being review-bombed by fans who expected something else.

The cartoony art styleHigh

The stylized look splits players. Critics call it "Fortnite," "mobile game," "Disneyland Sam," and dislike the flat lighting, dark ice levels, purple-heavy palette and redesigned characters, especially a crude, low-poly Retro Sam. Supporters find it a welcome break from the realistic military look of Serious Sam 3 and 4, and a few compare it to Serious Sam 2's colorful style. Some environments, such as the Egypt throwback levels, get praise even from detractors.

Gunplay and movement feelMedium

Some players call the gunplay satisfying, the dash and double jump a good fit, and the horde clearing fun. Others describe aiming as floaty or "under water," blame mouse smoothing and camera smoothing being on by default, and say weapons lack punch: weak sounds, little feedback, reloads on the rocket launcher, a five-second shotgun reload. A few players note that small bumps in the floor stop movement dead mid-fight.

BossesLow

Some players find the bosses well telegraphed and fun, with one standing out for its randomized phases. Others call most of them bullet sponges with thin move sets, point to an enrage timer that ends runs when you simply lack damage, and single out the Lava Golem and the final boss's endless Kamikaze spawns as unfair, especially solo.

What frustrates players
A grind wall and a three-gun startHigh

The grind is one of the most repeated gameplay complaints, much of it from players in the 2 to 10 hour range. Every new player starts with only the pistol, pump shotgun and Tommy gun. Everything else (weapons, Sams, perk ranks) costs the same scarce Catalyst Orb currency, and even unlocked guns only appear if the RNG drops them. Some weapons also sit behind tiered unlocks, such as Flamethrower before Grenade Launcher before Rocket Launcher. "5 hours in I have unlocked 1 sam and 1 new gun," one player writes. Positive reviewers raise it too: one says "the power fantasy should start a bit sooner," and another that for roguelite players the fun is "hidden behind progression." A mid-September review notes that a patch gave out more catalyst orbs and made guns cheaper, which made unlocks easier.

The dialogue never stops, and most find it unfunnyHigh

The writing is disliked on both sides of the vote. Players complain of constant banter between the Sams and the NETRICSA AI that talks over combat, repeats the same conversations run after run, and restarts after being interrupted. Specific targets include Cartoon Sam's "unalive" jokes, Retro Sam speaking only in recycled classic one-liners, and a script that seems to mock the original Sam. A couple of reviewers, one of them positive, suggest turning off the subtitles and voices. A minority enjoy the cast, especially Broken Sam and Alien Sam, and find some of the character arcs charming.

Bugs and crashes that end hour-long runsHigh

Bugs are reported across every playtime group, and they cost more in a roguelite where a run takes 45 to 60 minutes. Players report crashes (including at the final boss), falling through floors and into endless voids, doors and objectives that fail to trigger, bosses going invulnerable or clipping through the floor, loot stuck in walls, clients unable to see or pick up armor, keybinds not working, and screen filters that stick for a whole level. A disconnect or crash cannot be rejoined, so all progress from that run is lost. A few players, including one on Linux, report no problems at all.

Roguelite systems that feel shallowHigh

Even roguelite fans call the build side thin. Level-up picks are mostly small percentage bonuses ("the typical, barely-noticeable '3% more whatever' stuff," one player writes) or oddly conditional ones, such as better aim while standing still or airborne. Chest weapons are small stat shuffles players often skip, and there are few real synergies. Enemy placements in each arena are fixed rather than randomized, so runs soon feel scripted. Comparisons to Gunfire Reborn, Roboquest, Deadzone Rogue and Risk of Rain rarely favor Shatterverse. The trinket set bonuses and weapon affixes get some credit from players who reached later acts.

Performance and odd default settingsMedium

Players report low frame rates and Unreal Engine stutter for how simple the game looks (40 to 70 fps on RTX 4090- and 5080-class hardware, shader compiles before levels), no DLSS or FSR, and defaults of 50% 3D resolution and mouse smoothing. Some say it ran smoothly at high frame rates, even on older PCs and handhelds.

Netcode, matchmaking and dead lobbiesMedium

Multiplayer is peer-to-peer, and players outside good connections to the host describe rubber-banding, bad hit registration and desyncs. One player in Asia says online play there is effectively unusable. Others could not find matches at all, were locked out of matchmaking after a few tries, or were thrown back to the lobby while loading. Forced open mic with no push-to-talk and no text chat come up several times. One player's tip: switching who hosts can fix the lag.

Too little content, too much repetitionMedium

Players count five Sams, six biomes, a handful of arenas per biome, a small enemy roster drawn mostly from The First Encounter, and a few bosses, with some levels reused in reverse. A couple say they had seen everything within a few hours ("4 hours in and everything is bleeding together"). Requests for more Sams, biomes, enemies, an endless mode and a survival mode are common, even in positive reviews.

Lopsided difficulty: Act 1 too easy, Act 3 and solo too harshMedium

Some players find Act 1 a slow, easy tutorial and Act 3 a wall of Kleer and Kamikaze spam with a mandatory run modifier that can wreck a build. Several describe solo play as underpowered: you get one auto-revive per level, and some Sams lack any healing. Meanwhile co-op boss health scales up sharply. Players with 10 or more hours raise difficulty more often than others. A few veterans disagree and call the hardest mode a skill check, while a couple ask for the modifiers to be optional and for better solo tuning.

Playtest feedback that seemed to go nowhereMedium

Several players who took part in the closed and open playtests say bugs and requests they reported were never fixed, and some feel the release tuning (slower progression, required modifiers, harsher co-op scaling) made it worse than the playtest. A few testers disagree and say the release improved on the betas.

Melee-only healing and infinite ammoLow

Health comes mainly from melee finishers, which players find awkward in crowds (you must hold your aim on the target) and useless against bosses that spawn no adds. Infinite ammo with reloads and overheating is seen by purists as removing the series' weapon-switching strategy.

No mid-run save, no rejoinLow

With runs lasting 45 to 60 minutes, players want to be able to quit and resume a run, and to rejoin after a crash or disconnect. A few complain about losing all run progress when the host leaves.

Cluttered HUD and missing optionsLow

A large weapon grid covers much of the screen on every weapon swap. Players also ask for HUD scaling, a toggle for NETRICSA's voice, toggle aim, ADS sensitivity, and fixes for non-English keyboard bindings showing blank.

3. The player conversation

Launch week brought three quarters of all reviews, only 44% of them positive, including short verdicts from fans who had played less than an hour ("not Serious Sam," "Fortnite," "mobile game"). Some positive reviewers that week wrote defensively, arguing against what they saw as review-bombing by fans who wanted Serious Sam 5. Disappointment runs through the negative reviews, and a few say outright that they wanted to like it ("I wanted to like this game").

Detailed reviews on both sides often list the same problems: a grind-heavy opening, shallow roguelite systems, grating dialogue and launch-quality bugs. Sentiment rose in week three. Reviews written that week (26 reviews) were 65% positive and those in week four (9 reviews) 67% positive, and one credits a patch that made unlocks easier. Those later samples are small, and the reviewers who stayed are self-selected, so they suggest improvement more than prove it.

4. What the developers could do

  1. Rework the opening hours and the unlock economy. The three-gun start and slow orb income come up most among players in the 2 to 10 hour range, and the one review that mentions the mid-September orb and pricing patch says it made unlocks easier.
  2. Fix run-ending bugs and crashes, and add reconnect or rejoin. Crashes at the final boss, floor clipping and stuck doors cost players hour-long runs with no recovery.
  3. Cut and tame the dialogue, and add separate volume and voice toggles. Nonstop, repeating banter was criticized even by fans, and a couple of reviewers suggest turning the voices and subtitles off entirely.
  4. Deepen the roguelite build systems and randomize encounters. Players called level-up perks trivial stat bumps and noticed that fixed enemy placements make every run play the same, so more impactful perks, real synergies and varied spawns speak directly to that complaint.
  5. Improve netcode and multiplayer basics. Peer-to-peer lag, desyncs, matchmaking lockouts, forced open mic without push-to-talk and no text chat undercut co-op, which many positive reviews praise.
  6. Rebalance difficulty for solo play and group scaling. Reviewers found Act 1 dull, Act 3 and solo play punishing, and co-op boss health scaling harsh, and a couple asked for the Act 3 modifier to be optional.
  7. Optimize performance and fix default settings. Players with high-end GPUs reported poor frame rates for the visual style, and asked for DLSS or FSR plus sensible defaults instead of 50% resolution and mouse smoothing.
  8. Add content: more Sams, biomes and enemy types, plus an endless mode. Requests for more Sams, biomes and enemies come from positive reviewers too, and a couple say they would buy expansions.

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