User Score
7.7

Generally favorable reviews- based on 60 Ratings

User score distribution:
  1. Positive: 38 out of 60
  2. Negative: 6 out of 60

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  1. Nov 22, 2014
    7
    It plays a lot like Heretic/Hexen would if they had Roguelike elements. Map layouts are far more arena-like and not as complex as they were in the classics, though. You must pick from a number of characters (you start with one, but can unlock others) and reach the 5th floor to win, and every floor is randomly generated from a number of pre-built rooms that are then strung together. A floorIt plays a lot like Heretic/Hexen would if they had Roguelike elements. Map layouts are far more arena-like and not as complex as they were in the classics, though. You must pick from a number of characters (you start with one, but can unlock others) and reach the 5th floor to win, and every floor is randomly generated from a number of pre-built rooms that are then strung together. A floor ends when you beat its boss, and you will need a Portal Key to summon the boss. The game has permadeath and you can only save between floors.

    There is a good variety of weapons (the pool grows bigger as you unlock more of them) spread across 4 categories. The first is the basic wand, whose mana (ammunition) replenishes quickly and automatically for all characters. Different characters will have different properties for this starting weapon, such as faster or slower ROF, a differently-styled secondary attack, less or more accuracy. The second class of weapons are books, whose attacks are typically shotgun-like and don't consume too much mana. The third type are staves that function as rapid-fire crowd control weapons, and mostly have a primary attack with good accuracy and a secondary that excels at close quarters, burning through your mana rapidly while firing a barrage of projectiles inaccurately. The fourth and last type are weapons that deal area damage. These are usually firearms or throwable explosives, and often have a steep mana cost per use. Some weapons deal self-explanatory status effects, such as poison, stun, or freezing.

    You can find usable amulets that must be recharged (by killing monsters), lore scrolls (these give a large EXP boost) and occasionally perks. You also get to choose between two (or three with the Bookworm perk) random perks on level up. In roguelike fashion, you can find statues in certain rooms that allow you to trade your health or mana (or offer nothing, for a lower chance of success I presume) for a possible bonus. You can get a random effect (Divine Indifference) or even a punitive malus from these statues.

    I have thoroughly enjoyed this game so far. The challenge is markedly above average and you can extract many hours of quality gameplay from Ziggurat. The shooting feels tight and fast-paced, and the emphasis on dodging projectiles gives the game an interesting quasi-old-school feel. When I first played this game, I ended up stopping only six hours later, and in my book that's pretty high praise.
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  2. Jul 15, 2017
    5
    Ziggurat is a fantasy-themed FPS roguelike game. You play as an apprentice wizard sent into the titular Ziggurat as a test to prove your worth, killing waves of monsters in rooms and fighting your way through five levels (and five bosses) to complete the game.

    While the idea of wielding magic instead of weapons seems really cool, if that’s why you came here, you’re apt to be
    Ziggurat is a fantasy-themed FPS roguelike game. You play as an apprentice wizard sent into the titular Ziggurat as a test to prove your worth, killing waves of monsters in rooms and fighting your way through five levels (and five bosses) to complete the game.

    While the idea of wielding magic instead of weapons seems really cool, if that’s why you came here, you’re apt to be disappointed; the weapons in this game are wands, staves, magic spell books, and alchemic devices, but a lot of them more or less function like various common weapons (shotguns and rifles, most notably). Your wand is your default, infinite ammo weapon which slowly recharges itself over time; it fires relatively quickly, or you can do an alternate shotgun blast fire which is a bit slower.

    The other weapons are randomized and found in the first room of each level of the dungeon (and occaisionally elsewhere in a level as a treasure). There’s a fair number of weapons in the game, and you will only see half a dozen or so on any given playthrough. They are of pretty mixed quality; some weapons are clearly much better than others, but their presence or absence is totally random. Sometimes you’ll find a great weapon right off the bat; other times you’ll find a terrible one deep in the Ziggurat.

    Each of the three categories of weapons – spellbooks, staves, and alchemic devices – have their own mana pool, which serves as ammunition. All weapons have two firing modes, a primary and a secondary, with the secondary typically being a more powerful but slower-firing version of the primary, generally simply launching 2-3 times as many projectiles, generally in a broader spread; some weapons subvert this, with the alternate fire being a faster fully automatic fire mode.

    The player starts out with just two characters who have generally balanced stats unlocked, but as the game is played more the player unlocks additional characters. These characters have unbalanced stats, generally specializing in one particular weapon or another, sometimes starting out with equipment, sometimes having special perks that make them faster or fire faster with one weapon (and slower with others) or a limited health pool but more mana, ect. These don’t change things up too much, but they do make some difference, particularly in the early game, where your starting weapon apart from your wand is entirely dependent on what the Ziggurat throws at you.

    The various weapons have various effects, but most of them are comparable to various standard weapons – grenades that blow up on impact, automatic weapons, shotguns, ect. There are some which have odder effects and feel more different from the standard fare – one weapon fired a bunch of bouncing projectiles along the floor, another one shot out enemy-seeking rings, and a third froze enemies it shot. While such weapons exist, they’re mixed in with a lot of weapons which feel very standard, and unfortunately some of these weird weapons are just not very good (the bouncing along the ground weapon, for instance, is terrible against flying foes, which make up a large portion of the endgame enemies).

    As the player kills enemies, they drop experience crystals, mana, and healing potions, and the player must collect them before they disappear, preventing the player from simply standing back and mowing down enemies from a long range (though most weapons are ill-suited for such anyway). This encourages a more aggressive and constantly moving style of play.

    As the player gains experience, they level up, gaining a marginal amount of hit points and mana to all their mana pools, restoring them all somewhat, and gaining the choice between one of two randomized level-up benefits. As the player plays more, they unlock more randomized benefits, and some things will give them access to additional choices at level up during a particular play-through. In addition, the player can also be powered up by a few random rooms, which contain additional free level-up cards or various treasures hidden behind platforming puzzles, none of which are particularly difficult to solve and which seem to repeat very frequently (I only saw two puzzles, but I saw both of them multiple times – twice in the same playthrough, in fact).

    Sadly, while all of this sounds okay, that’s really all that can be said about the game – it is okay. The enemies are never all that exceptional, the game actually becomes rather routine the later you get into it as the greater number of enemies means that you get more health and ammo back to spam your powerful weapons with, and there just isn't that much variety in the gameplay - just more of the same, by and large.

    If you liked Tower of Guns, this is more of the same, but if you're looking for something memorable, this isn't that.
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  3. ave
    Jun 25, 2015
    7
    First of all, I really like the idea of reviving the old Heretic / Hexen serie. My first playthroughs were enjoyable and the Card reward system pretty nice.

    However, I felt the weapons are in many ways too similar. There is no "in this situation use this weapon" kind of choice. Plus, since each bolt is treated as a projectile, you'll always have a short delay between firing and hitting.
    First of all, I really like the idea of reviving the old Heretic / Hexen serie. My first playthroughs were enjoyable and the Card reward system pretty nice.

    However, I felt the weapons are in many ways too similar. There is no "in this situation use this weapon" kind of choice. Plus, since each bolt is treated as a projectile, you'll always have a short delay between firing and hitting. It's kinda hard to have that feeling of power.

    About the randomly generated levels and the rogue-like elements, it's clearly a design choice for replayability ; but at the cost. Once you start to see the same rooms again, you quickly lose the feeling of novelty or character. But since it could be played as an inbetween shooter, it's no big deal.

    I also encountered performance drops during some fights or when doors are open. But the thing that really drove me from the game is a "weapon autoswitch" bug : at anytime, your weapon can change without you choosing it. I guess it was a problem with my controler so I'll try using a pad.

    Anyhow, Ziggurat has potential and is already a good game, that you can fire anytime you want a shameless 15 minutes magical rampage.
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  4. Jul 28, 2015
    7
    A fun dungeon crawler that mixes old-school bullet hell shooter mechanics with modern procedural generation, all wrapped up in Warcraft style graphics.
  5. Dec 4, 2021
    6
    Просто хороший рогалик, не знаю что еще про него сказать)
    Вторую часть обязательно попробую.
    PS: снижаю до 6, в игре контента максимум на 15 часов, дальше духота.
Metascore
75

Generally favorable reviews - based on 5 Critic Reviews

Critic score distribution:
  1. Positive: 3 out of 5
  2. Negative: 0 out of 5
  1. Jan 2, 2017
    68
    So if you are after a dungeon crawler (or more correctly here a Tower climber) and you get your kicks from Serious Sam style play… then prepare to test your mettle as a Wizard to be, enter the Ziggurat and show them whose boss. If you are like me and find perma-death more a nuisance than a challenge then perhaps steer clear.
  2. LEVEL (Czech Republic)
    May 12, 2015
    80
    An excellent mix of a rogue-like genre and FPS – although it doesn't bring anything new, it works great. It has perfect controls and thanks to various enemies, randomly generated (almost) anything and RPG elements game feel fresh with every new start. [Issue#252]
  3. Nov 11, 2014
    80
    Ziggurat looks amazing, and at first, you can’t even tell that it was made by a small indie studio. Though the lack of resources is apparent in environments that lack variety – both visual and gameplay-wise. Plus, perks grant you only passive buffs, and aside from ‘guns’, your only other weapons are amulets which work for mere seconds when activated.