WE ARE DOOMED is a twin-stick shooter where you zap polygon baddies with an absurdly overpowered laserbeam. Dive head-first into the action with reckless ambition, charge the SUPERBEAM, and zap everything out of existence in an instant.
User reviews:
Overall:
Positive (11 reviews) - 100% of the 11 user reviews for this game are positive.
Release Date: 21 Apr, 2015

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About This Game

WE ARE DOOMED is a twin-stick shooter where you zap polygon baddies with an absurdly overpowered laserbeam. Dive head-first into the action with reckless ambition, charge the SUPERBEAM, and zap everything out of existence in an instant. Chase high scores or just enjoy the beautiful explosion of geometry, color and light.

  • Pure arcade action. No cutscenes, storylines, or lengthy tutorials.
  • An overpowered laserbeam weapon, and the more ridiculous SUPERBEAM.
  • Waves mode: 30 waves that range from chill to hyper-intense.
  • Endless mode: An endless barrage of baddies. How many zones can you survive?
  • Quick to start, and quick to restart for "just one more" game.
  • A vibrant world of neon colors, bold shapes, and glitching geometry.
  • A beautiful, chill, and occasionally glitchy soundscape.

Press Quotes

"We Are Doomed is a fantastic take on the twin-stick shooter" - Hardcore Gamer (4/5)

"All about that Doomed chill" - Giant Bomb, Quick Look

"We Are Doomed is one of my fave shooters of the past few years" - Rob Fearon, Take This Machine

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows XP (SP3), Vista, 7 or 8
    • Processor: Intel Core 2 Duo 1.6 GHz or greater
    • Memory: 1 GB RAM
    • Graphics: OpenGL 2.0 compatible graphics card
    • Storage: 60 MB available space
    • Additional Notes: A game controller is highly recommended, but not required.
    Minimum:
    • OS: Mac OS X 10.7 or greater
    • Processor: Intel Core 2 Duo 1.6 GHz or greater
    • Memory: 1 GB RAM
    • Graphics: OpenGL 2.0 compatible graphics card
    • Storage: 60 MB available space
    • Additional Notes: A game controller is highly recommended, but not required.
Customer reviews
Customer Review system updated! Learn more
Overall:
Positive (11 reviews)
Recently Posted
RoX
( 2.0 hrs on record )
Posted: 28 December, 2015
Relative to the game, this review will be short and sweet, as there is not too much content. The 2 modes available in the game are Waves and Endless which are pretty much the same. Only difference between them is that the Waves game play is linear and enemies spawn in the same waves everytime you play. Of course each wave adds new hazards, different and more enemies to increase the dificulty. Where as, Endless works like GW2: Retro Evolved, where enemies just spawn and you just survive.

The graphics are just okay and the twin stick game play is nothing new. So why should you get this? Well, the audio. WAR is a musically driven twin stick arena shooter. Unlike Beat Hazard, where music drives the game, the game play drives the music. Essentially you are the musician and your weapon is a synth arp and choir and the distance of your shot between you and the enemies effects the pitch. Destorying the enemies creates a beat. Sound simple enough? I'm currently ranking 23 on the leaderboards and I have yet to pass wave 17... yeah, it gets brutal!

The musical drive part of WAD is not as well done as games like Everyday Shooter but makes up for it with better game play. Unfortunately, you only get one track with WAD, which makes any long sessions impossible. This is recommended in smaller doses as it's a good filler game to play every once in a while. This while lacking content makes the asking MSRP hard to swallow, pick it up on sale!

Highly recommended for audiophiles, masochistic gamers who love brutally difficult games, and twin stick enthusiasts.
Helpful? Yes No Funny
qproject101
( 1.8 hrs on record )
Posted: 22 November, 2015
I love this game! Don't be put off by the average review score from other platforms. Main complaints are from lack of variety game modes that only include endless mode and 30 wave stages. I don't think this is worth the full price but wait for sale. You can get Geometry Wars Retro Evolved for half the price but I do recommend We Are Doomed.

I love the graphics, art style and gameplay. Your laser weapon is limited in distance and that makes it more challenging. You also get a secondary weapon by collecting enough cubes (Trinkets) to enable your superbeam weapon. The enemies don't go down easily with one shot kill and depending on which enemies it takes more hit points to kill.

I recommend this for all Twin Stick Shooters fans.
Helpful? Yes No Funny
Tempest
( 7.7 hrs on record )
Posted: 19 September, 2015
This is one of my favorite games on Steam. If you like twin-stick shooters, this game is a must buy. The action, visuals, controlling, and music are excellent. I like how the weapon is limited for the most part. The weapon generally has a short width and short range. There are opportunites to upgrade the weapon, but only briefly. This keeps the game challenging. The only thing missing is a way to earn extra lives, as far as I can tell. I just finished the waves mode. Maybe there can be an update to add more waves. Endless mode is there, though, so that's fine. Please buy this game and support this fine developer!
Helpful? Yes No Funny
Rob-otron 2084
( 2.8 hrs on record )
Posted: 2 August, 2015
WeAreDoomed is great. It's a really thoughtful and well considered twin stick shooter that understands a lot of what makes many other games great and uses it well to its advantage. There's parts of a lot of games in here from Geometry Wars to the psychedelic classic Spheres Of Chaos all wrapped up in a big laser, big explosion arena shooter that lets you load up and drop into the zone in seconds. Mind, it helps that the music is incredible too.
Helpful? Yes No Funny
natedsaint
( 0.4 hrs on record )
Posted: 13 July, 2015
The mission statement of Vertex Pop is to use satisfying procedurally generated imagery in a quick to learn, hard to master play-style. This is absolutely accomplished here.

Controls: since I have this on the PC I tried with both the 360-style controller via USB and the keyboard/mouse, and I enjoy them both for different reasons. Everything is tight and responsive, and at no point are you frustrated by it.

Visuals: Like VertexPop's earlier entry Orbit1, the visuals are simple and stunning at the same time. Since they're procedurally generated, not only are they performant, they flow very seamlessly along with the motion of the gameplay itself in a very aesthetically pleasing and informative way. My only gripe is that sometimes the pulsing backdrop obscures some of the potentially dangerous enemies. This feels intentional, but it was the only time I got frustrated.

Audio: This is by far my favorite part. Though it's not necessarily a fully dynamic music system since it uses a static soundtrack, the sound effects synchronize with the music in a very satisfying way, and you feel very much like everything is coming together in an awesome way that transcends the scoring portion of the game.

Overall: Well worth the price of admission, this game will keep you company when you're bored with AAA titles, and you'll find yourself coming back to it when you're trying to engage your subconscious between work tasks. Almost as effective as a walk in the park!

Helpful? Yes No Funny
Tynk
( 5.4 hrs on record )
Posted: 10 June, 2015
So...
Robotron:2084 and Asteroids met up at an Electric Wizard concert...dropped some acid...and...some 70 years earlier...their daughter,Candice Swanepoel was born.

Would time travel again.
Helpful? Yes No Funny
internisus
( 14.2 hrs on record )
Posted: 29 April, 2015
https://www.youtube.com/watch?v=OlLNRBpRi4U

The pleasant thing about genre is that the skills required by individual works readily transfer from one title to the next. This is the case for all media, not just video games; for example, rock and pop fans unexperienced with a type of music like rap or metal might find it unapproachable because they don't understand how to listen to it. Familiarity is comfortable; we feel good when we exercise abilities that have already passed beyond the struggle of early development. But every so often you encounter a title that discards your assumptions about how its genre is defined—and what skills it requires.

If you become good at one twin-stick shooter, you've become good at them all. This is certainly not to say that all of these games are the same! On the contrary, they are distinguished by features like combo scoring, life systems, slow-motion and bomb mechanics, enemy behavior, power-ups, play modes, and so on; yet at bottom they are all about staying as far away as possible from whatever you are shooting at. After all, if enemies kill by touch while your weapon has unlimited range, then distance is advantage.

That's why WE ARE DOOMED stands out from other twin-sticks; it takes away your advantage. A few very simple design elements work together to create an intimate, risky arcade game whose danger must always be managed from a close range. The weapon here is a short laser beam rather than the typical stream of bullets extending across the entire arena. Obviously, the inability to kill things from a comfortable distance changes the fundamental dynamic of a game like this, but what's really clever about the laser's range is the way in which the game keeps you on the offensive.

See, you might think that you could overcome the range problem by establishing a safe corner for yourself and playing a defensive game, perhaps poking out now and then to gradually expand your territory. Well, nice try, but threats spawn more quickly than you can possibly eliminate them, even if you destroy enemies with perfect efficiency. There is only one recourse: the Superbeam, an ability which extends your laser and cuts through enemies instantaneously. WE ARE DOOMED revolves entirely around management of the Superbeam; without periodically making use of its screen-clearing range and power, the player will doubtless be overwhelmed. The game's rhythm, then, emerges from the claustrophobia of high-density enemy build-up and the climactic relief of a nick-of-time Superbeam activation that effectively resets the board.

But the trouble is that the Superbeam is charged by picking up cubes called trinkets, and these depreciate over time and eventually disappear altogether. Therefore, in order to constantly build meter for the Superbeam and ensure long-term survival, the player must adopt bold, aggressive tactics, swimming straight through thick packs of enemies in order to grab trinkets as quickly as possible, and the short range of the basic beam forces you to carve your path on the fly. As a result of this clever synergy, the core experience of WE ARE DOOMED is one of constant, exhilarating tension. No other twin-stick plays quite like it.

Bright, colorful enemy design and retro, chunky effects help to keep the action readable even at its most chaotic while pairing well with the soundtrack's warm, airy synthpop. The sounds of trinkets spawning in and being collected are pleasingly light and musical over the steady thrum of your laser. Actually, the aural mood is surprisingly mellow and relaxing overall despite the splashy visuals. It's a welcome direction that keeps the player focused rather than frantic.

And that's a valuable mindset when the slightest distraction can be fatal. As in other twin-sticks, the entire point here is to push yourself to get better and better runs with higher and higher scores—that may sound repetitious, but the need to get close to enemies prevents the boredom of unthreatening early waves that sometimes haunts similar games. In its elegant new take on the genre, WE ARE DOOMED isn't just a refreshing alternative to other twin-stick arcade shooters—it's a better one.
Helpful? Yes No Funny
CueZero
( 4.3 hrs on record )
Posted: 22 April, 2015
We Are Doomed brings us a new kind of experience in the twin-stick genre; Set to a vibrant world of colorful visuals and featuring close-quarters action through use of the very powerful but short beam, playful elements that make this a great change of pace from the general crowd of twin-stick shooters we're so used to seeing.

The abstract nature and risk taken in going against the general space shooter themes of this genre attracted me to We Are Doomed at first glance, I was too curious not to try. It ended up the gameplay lives up to it's distinct appearance with the use of some genuinely engaging design choices in enemy placements and their behaviors.

Not only do you have the standard little baddies swarming around to get you but well placed lines of patrolling foes along walls to keep you from coasting on the sides, as well as stationary turret enemies that shoot lightning quick bullets for you to maneuver around as you dash to safety. The tougher, almost mid-boss like enemies start to appear the deeper into the game's 30 waves you get, keeping you on your toes throughout your short but sweet frenetic blast of lazerbeaming action.

The fact that your beam is so short makes the game feel as intense as it does and gives an almost strategic approach to each situation, since you'll have to get up unnervingly close to foes without getting swarmed or caught in their crossfire. It's a much more forgiving shooter than most are used to overall, but it manages to keep the challenge fresh and interesting with the addition of increasingly harder and smarter enemies every ten waves, evolving progressively with the enchanting melody you hear throughout.

During your hyperactive brawl for supremacy you'll be scrambling to collect the glowing power-up cubes used to power your Superbeam, which is a bit like a bomb/ultimate weapon. It takes awhile to build up but it decimates anything in your path within seconds and feels pretty damn satisfying. The Superbeam is your key to a successful run and even more vital to achieving a higher-score (the core of these sort of games). Forgetting to grab each power-up and building it's meter is the surest way to being overtaken in the most hectic of situations, when you'll need it most.

It's a game that, on the outside, is sweet and simple. It's the perfect title for quick play sessions, but breaking away from it will be a hard task as you are sucked into the need to surpass each previous score and make it further into it's 30 waves or tackle the leaderboards with Endless mode. The game is fun and accessible enough for all levels of play but will hook the most dedicated of score-chasers.

tldr;

We Are Doomed is an easily recommendable twin-stick shooter for those looking for a game that tries something new while retaining the solid and precise action of it's predecessors, it is exactly the unique new perspective we need to keep the genre fresh and interesting.
Helpful? Yes No Funny
THECHICAGOBULL
( 9.1 hrs on record )
Posted: 21 April, 2015
AMAZING GAME, played it first at PAX East in Boston. Best $10 I've ever spent. One of the best indie games I've ever played. Smooth and captivating visuals, simple interface and simple controls, soundtrack is entrancing and beautiful, gameplay is easy to understand and just plain fun. Easily better than over 70% of what's currently on steam. MUST BUY!
Helpful? Yes No Funny
Most Helpful Reviews  Overall
34 of 41 people (83%) found this review helpful
1 person found this review funny
Recommended
4.3 hrs on record
Posted: 22 April, 2015
We Are Doomed brings us a new kind of experience in the twin-stick genre; Set to a vibrant world of colorful visuals and featuring close-quarters action through use of the very powerful but short beam, playful elements that make this a great change of pace from the general crowd of twin-stick shooters we're so used to seeing.

The abstract nature and risk taken in going against the general space shooter themes of this genre attracted me to We Are Doomed at first glance, I was too curious not to try. It ended up the gameplay lives up to it's distinct appearance with the use of some genuinely engaging design choices in enemy placements and their behaviors.

Not only do you have the standard little baddies swarming around to get you but well placed lines of patrolling foes along walls to keep you from coasting on the sides, as well as stationary turret enemies that shoot lightning quick bullets for you to maneuver around as you dash to safety. The tougher, almost mid-boss like enemies start to appear the deeper into the game's 30 waves you get, keeping you on your toes throughout your short but sweet frenetic blast of lazerbeaming action.

The fact that your beam is so short makes the game feel as intense as it does and gives an almost strategic approach to each situation, since you'll have to get up unnervingly close to foes without getting swarmed or caught in their crossfire. It's a much more forgiving shooter than most are used to overall, but it manages to keep the challenge fresh and interesting with the addition of increasingly harder and smarter enemies every ten waves, evolving progressively with the enchanting melody you hear throughout.

During your hyperactive brawl for supremacy you'll be scrambling to collect the glowing power-up cubes used to power your Superbeam, which is a bit like a bomb/ultimate weapon. It takes awhile to build up but it decimates anything in your path within seconds and feels pretty damn satisfying. The Superbeam is your key to a successful run and even more vital to achieving a higher-score (the core of these sort of games). Forgetting to grab each power-up and building it's meter is the surest way to being overtaken in the most hectic of situations, when you'll need it most.

It's a game that, on the outside, is sweet and simple. It's the perfect title for quick play sessions, but breaking away from it will be a hard task as you are sucked into the need to surpass each previous score and make it further into it's 30 waves or tackle the leaderboards with Endless mode. The game is fun and accessible enough for all levels of play but will hook the most dedicated of score-chasers.

tldr;

We Are Doomed is an easily recommendable twin-stick shooter for those looking for a game that tries something new while retaining the solid and precise action of it's predecessors, it is exactly the unique new perspective we need to keep the genre fresh and interesting.
Was this review helpful? Yes No Funny
6 of 6 people (100%) found this review helpful
Recommended
2.8 hrs on record
Posted: 2 August, 2015
WeAreDoomed is great. It's a really thoughtful and well considered twin stick shooter that understands a lot of what makes many other games great and uses it well to its advantage. There's parts of a lot of games in here from Geometry Wars to the psychedelic classic Spheres Of Chaos all wrapped up in a big laser, big explosion arena shooter that lets you load up and drop into the zone in seconds. Mind, it helps that the music is incredible too.
Was this review helpful? Yes No Funny
8 of 11 people (73%) found this review helpful
1 person found this review funny
Recommended
14.2 hrs on record
Posted: 29 April, 2015
https://www.youtube.com/watch?v=OlLNRBpRi4U

The pleasant thing about genre is that the skills required by individual works readily transfer from one title to the next. This is the case for all media, not just video games; for example, rock and pop fans unexperienced with a type of music like rap or metal might find it unapproachable because they don't understand how to listen to it. Familiarity is comfortable; we feel good when we exercise abilities that have already passed beyond the struggle of early development. But every so often you encounter a title that discards your assumptions about how its genre is defined—and what skills it requires.

If you become good at one twin-stick shooter, you've become good at them all. This is certainly not to say that all of these games are the same! On the contrary, they are distinguished by features like combo scoring, life systems, slow-motion and bomb mechanics, enemy behavior, power-ups, play modes, and so on; yet at bottom they are all about staying as far away as possible from whatever you are shooting at. After all, if enemies kill by touch while your weapon has unlimited range, then distance is advantage.

That's why WE ARE DOOMED stands out from other twin-sticks; it takes away your advantage. A few very simple design elements work together to create an intimate, risky arcade game whose danger must always be managed from a close range. The weapon here is a short laser beam rather than the typical stream of bullets extending across the entire arena. Obviously, the inability to kill things from a comfortable distance changes the fundamental dynamic of a game like this, but what's really clever about the laser's range is the way in which the game keeps you on the offensive.

See, you might think that you could overcome the range problem by establishing a safe corner for yourself and playing a defensive game, perhaps poking out now and then to gradually expand your territory. Well, nice try, but threats spawn more quickly than you can possibly eliminate them, even if you destroy enemies with perfect efficiency. There is only one recourse: the Superbeam, an ability which extends your laser and cuts through enemies instantaneously. WE ARE DOOMED revolves entirely around management of the Superbeam; without periodically making use of its screen-clearing range and power, the player will doubtless be overwhelmed. The game's rhythm, then, emerges from the claustrophobia of high-density enemy build-up and the climactic relief of a nick-of-time Superbeam activation that effectively resets the board.

But the trouble is that the Superbeam is charged by picking up cubes called trinkets, and these depreciate over time and eventually disappear altogether. Therefore, in order to constantly build meter for the Superbeam and ensure long-term survival, the player must adopt bold, aggressive tactics, swimming straight through thick packs of enemies in order to grab trinkets as quickly as possible, and the short range of the basic beam forces you to carve your path on the fly. As a result of this clever synergy, the core experience of WE ARE DOOMED is one of constant, exhilarating tension. No other twin-stick plays quite like it.

Bright, colorful enemy design and retro, chunky effects help to keep the action readable even at its most chaotic while pairing well with the soundtrack's warm, airy synthpop. The sounds of trinkets spawning in and being collected are pleasingly light and musical over the steady thrum of your laser. Actually, the aural mood is surprisingly mellow and relaxing overall despite the splashy visuals. It's a welcome direction that keeps the player focused rather than frantic.

And that's a valuable mindset when the slightest distraction can be fatal. As in other twin-sticks, the entire point here is to push yourself to get better and better runs with higher and higher scores—that may sound repetitious, but the need to get close to enemies prevents the boredom of unthreatening early waves that sometimes haunts similar games. In its elegant new take on the genre, WE ARE DOOMED isn't just a refreshing alternative to other twin-stick arcade shooters—it's a better one.
Was this review helpful? Yes No Funny
9 of 13 people (69%) found this review helpful
1 person found this review funny
Recommended
9.1 hrs on record
Posted: 21 April, 2015
AMAZING GAME, played it first at PAX East in Boston. Best $10 I've ever spent. One of the best indie games I've ever played. Smooth and captivating visuals, simple interface and simple controls, soundtrack is entrancing and beautiful, gameplay is easy to understand and just plain fun. Easily better than over 70% of what's currently on steam. MUST BUY!
Was this review helpful? Yes No Funny
3 of 3 people (100%) found this review helpful
Recommended
0.4 hrs on record
Posted: 13 July, 2015
The mission statement of Vertex Pop is to use satisfying procedurally generated imagery in a quick to learn, hard to master play-style. This is absolutely accomplished here.

Controls: since I have this on the PC I tried with both the 360-style controller via USB and the keyboard/mouse, and I enjoy them both for different reasons. Everything is tight and responsive, and at no point are you frustrated by it.

Visuals: Like VertexPop's earlier entry Orbit1, the visuals are simple and stunning at the same time. Since they're procedurally generated, not only are they performant, they flow very seamlessly along with the motion of the gameplay itself in a very aesthetically pleasing and informative way. My only gripe is that sometimes the pulsing backdrop obscures some of the potentially dangerous enemies. This feels intentional, but it was the only time I got frustrated.

Audio: This is by far my favorite part. Though it's not necessarily a fully dynamic music system since it uses a static soundtrack, the sound effects synchronize with the music in a very satisfying way, and you feel very much like everything is coming together in an awesome way that transcends the scoring portion of the game.

Overall: Well worth the price of admission, this game will keep you company when you're bored with AAA titles, and you'll find yourself coming back to it when you're trying to engage your subconscious between work tasks. Almost as effective as a walk in the park!

Was this review helpful? Yes No Funny
4 of 5 people (80%) found this review helpful
1 person found this review funny
Recommended
2.0 hrs on record
Posted: 28 December, 2015
Relative to the game, this review will be short and sweet, as there is not too much content. The 2 modes available in the game are Waves and Endless which are pretty much the same. Only difference between them is that the Waves game play is linear and enemies spawn in the same waves everytime you play. Of course each wave adds new hazards, different and more enemies to increase the dificulty. Where as, Endless works like GW2: Retro Evolved, where enemies just spawn and you just survive.

The graphics are just okay and the twin stick game play is nothing new. So why should you get this? Well, the audio. WAR is a musically driven twin stick arena shooter. Unlike Beat Hazard, where music drives the game, the game play drives the music. Essentially you are the musician and your weapon is a synth arp and choir and the distance of your shot between you and the enemies effects the pitch. Destorying the enemies creates a beat. Sound simple enough? I'm currently ranking 23 on the leaderboards and I have yet to pass wave 17... yeah, it gets brutal!

The musical drive part of WAD is not as well done as games like Everyday Shooter but makes up for it with better game play. Unfortunately, you only get one track with WAD, which makes any long sessions impossible. This is recommended in smaller doses as it's a good filler game to play every once in a while. This while lacking content makes the asking MSRP hard to swallow, pick it up on sale!

Highly recommended for audiophiles, masochistic gamers who love brutally difficult games, and twin stick enthusiasts.
Was this review helpful? Yes No Funny
4 of 6 people (67%) found this review helpful
1 of 1 people (100%) found this review helpful
Recommended
7.7 hrs on record
Posted: 19 September, 2015
This is one of my favorite games on Steam. If you like twin-stick shooters, this game is a must buy. The action, visuals, controlling, and music are excellent. I like how the weapon is limited for the most part. The weapon generally has a short width and short range. There are opportunites to upgrade the weapon, but only briefly. This keeps the game challenging. The only thing missing is a way to earn extra lives, as far as I can tell. I just finished the waves mode. Maybe there can be an update to add more waves. Endless mode is there, though, so that's fine. Please buy this game and support this fine developer!
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Recommended
1.8 hrs on record
Posted: 22 November, 2015
I love this game! Don't be put off by the average review score from other platforms. Main complaints are from lack of variety game modes that only include endless mode and 30 wave stages. I don't think this is worth the full price but wait for sale. You can get Geometry Wars Retro Evolved for half the price but I do recommend We Are Doomed.

I love the graphics, art style and gameplay. Your laser weapon is limited in distance and that makes it more challenging. You also get a secondary weapon by collecting enough cubes (Trinkets) to enable your superbeam weapon. The enemies don't go down easily with one shot kill and depending on which enemies it takes more hit points to kill.

I recommend this for all Twin Stick Shooters fans.
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
Recommended
5.4 hrs on record
Posted: 10 June, 2015
So...
Robotron:2084 and Asteroids met up at an Electric Wizard concert...dropped some acid...and...some 70 years earlier...their daughter,Candice Swanepoel was born.

Would time travel again.
Was this review helpful? Yes No Funny