Meet Your Maker Reviews
Meet Your Maker is a building game of brutal expression and conquest. Unleash your inner evil genius in co-op or single-player to build the ultimate fortress of devious deathtraps, or take on those built by others in a high-stakes heist to steal resources essential for your survival.
App ID | 1194810 |
App Type | GAME |
Developers | Behaviour Interactive Inc. |
Publishers | Behaviour Interactive Inc. |
Categories | Single-player, Multi-player, Co-op, Online Co-op, Full controller support |
Genres | Strategy, Action |
Release Date | 4 Apr, 2023 |
Platforms | Windows |
Supported Languages | Portuguese - Brazil, Italian, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Japanese, English, Korean, French, Ukrainian, Polish |

235 Total Reviews
179 Positive Reviews
56 Negative Reviews
Mostly Positive Score
Meet Your Maker has garnered a total of 235 reviews, with 179 positive reviews and 56 negative reviews, resulting in a ‘Mostly Positive’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Meet Your Maker over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
10812 minutes
I love this game.
👍 : 0 |
😃 : 0
Positive
Playtime:
340 minutes
Needs a total rework in-order to be fun.
👍 : 2 |
😃 : 0
Negative
Playtime:
28459 minutes
Meet Your Maker is a great game and a lot of fun most of the time. The game is divided into two components. The first is designing and building levels for other people to raid. The second is raiding other players levels for the resources you need to build levels. There are a variety of traps, guards and decorations that add almost endless variety to what you can build and encounter as you raid, and there are a lot of great designers building levels that are a blast to go through. Unfortunately there are some builders who just create deathtraps with the intention of getting as many kills as possible, which takes a lot of fun out of the game.
For people who like challenging FPS raid games, this is a definite winner across the board.
For people who like building challenging levels, this game is great, with one caveat. It is almost impossible to build and sustain multiple levels at once without doing several raid expeditions every day. Building a single good level can take more than a day, and keeping one level going daily requires at least two normal expeditions each day, or one brutal run. Maintaining 5 levels requires doing at least 4 brutal runs every day. The expense in synthite for building and upgrading (prestige) levels is 2-3 times what it should be for the game to be maintainable for those who prefer just building. As a result, you end up with a lot of poor quality levels and very few high quality ones because too much time that could be spent building is required for gathering synthite and other resources.
👍 : 1 |
😃 : 0
Positive
Playtime:
87 minutes
Game was good, had hundreds of hours on my xbox back when it first came out but now it seems the devs gave up on it not giving out any new content other than cosmetics, or listening to anything the players suggested or wanted to see in the game. Another huge issue that caused me to leave, I assume a lot of other people left because of this aswell, was the lack of players making any fun new levels, most levels currently are either kill boxes or empty half assed levels, sure some people will create something super fun or create to run through but there's really only a small chance of coming across one of those, Another huge problem I personally am not a big fan of are the XP levels were people create traps that destroy each other giving free xp to the raider, sure getting free xp is nice but seeing one of those levels aver other match just ruins the fun. The game has huge potential but was completly trashed, hopefully someone makes a successor to this game, the concept was amazing just executed poorly.
👍 : 0 |
😃 : 0
Negative
Playtime:
17962 minutes
Meet your Maker was an excellent idea with theoretical endless replayability. However due to the long loading screens, bad ressource management and unfair practices on both, raider and builder side, the game has lost most of its playerbase which was not big from the start.
- Whats the gameplay?
Building "outposts" to hide genetic material (the McGuffin basically) in the center of a dungeon like construct that is build block by block. You create trap combinations, guards and other things in order to catch the intruding Raider (other players) off guard and stack up as many kills as possible to earn ressources. You level up your outpost which is only available very time limited, and spend your ressources on upgrades to traps, guards, your own raiding gear and equipment aswell as weapons.
Raiding then is the other part of the game where you jump into other players outposts , trying to get the genetic material and flee with it, using your equipment to destroy traps, fend off guards and get the edge over the constructed traps. Raiding also gives you ressources which then can be used to upgrade or to build. In order to build many outposts, you have to raid alot. However, you can do that together also with a friend in coop.
- Sounds amazing, but why a negative review then?
While the gameplay sounds like ego-shooter meets mario maker, the game is not very optimized and has long loading screens, needs to fetch data from the servers all the time and crashes alot.
From the raider perspective, alot of outposts seem unfair for the avarage player as so called "kill rooms" are being constructed that are made to kill as much players as possible. Seeing alot of these can demotivate raiding overall. Many outposts are ugly as shit, no effort put into constructing these and alot of tricks and surprises are used in order to gain as many kills as possible. Obviously there are some very awesome bases to raid, but they are rather rare. Alot of times you are killed by traps you an not even reach, you stumble into kill rooms or impossible-to-survive situations, and the ammo that you have to re-collect after you shot it, might be lost by an ammo-catching construct.
From a builders perspective , the raiders have some "unfair" weapons such as a surround shield, grenade launcher and many more things. Smart placed traps can be overwhelmed easily, on other occassions raiders ignore alot of your corridors and just rush through, or bash their heads against a wall in order to go through as fast as possible. To counter this, you rely on "stopping the fun" that raiders have by trying to use the rather lax rules of building to surprise them as unfairly as you can. Unreachable traps, ammo-catching pits or self exploding masses of suicide guards in order to get at least a hand full of kills.
- What could have done better?
I enjoyed the game in both aspects, raiding and outpost building, however i found after clocking 300 hours into this game that there is not more content coming from the developers. I would have loved a rule that builders also have to be able to finish their own bases so that "impossible" builds are more rare, and i would have loved if weapons were a bit more balanced in order to be good but not too powerful. The ressource management in game also is problematic as you are proud of your outpost and want to show it in the queue as often as you can, but the upholding costs of a level 10 outposts burns into your ressources alot. The new "Expedition" campaigns are a good idea, but do not give a builder enough ressources to deal with. I also miss that the story is very fragmented and could have be used alot better.
The concept is amazing, the setting is cool, the gameplay would be awesome, but its hindered by missing content, too long loading times and crashes, unbalanced raiding equipment, bad ressource management and unfair building.
I can not recommend a dying game , as it has 25 players in the last 24 hours peak. Would love a Meet Your Maker 2 with adressing the previous issues of the game. There is always the "git gud" argument, but to be good you need balancing, rules and more content for the players.
👍 : 0 |
😃 : 0
Negative
Playtime:
1549 minutes
I love this game but it suffers some balance issues, it seems the devs heavily favor the raiding side of the game and unintentionally punish you for building. theres lots of issues that go into this but i feel like it boils down to how easy it is to raid due to how the raider's gear and the traps are balanced and the payout of raiding vs building, it was super fun in the beginning to take turns with my buddies raiding eachothers outposts, but now its just kind of a slog. the concept is great even if a little flawed in execution, i still find it fun with friends and id say its worth it if its on so sale so i guess i give it a thumbs up, but if youre looking for the next game youre going to spend the next half year almost obsessed with this aint it.
👍 : 0 |
😃 : 0
Positive
Playtime:
2818 minutes
Worth the purchase. Great concept, good game. Effectively laid to rest with 10 active players on regular days and 100 ppl if its a special weekend
However, quick review:
An incomplete implementation of a great concept. Game both aesthetically and spiritually draws from Quake, Doom and HF. Those that have fiddled with Doom Snap Maps will immediately recognize the concept.
- Has balancing issues, trap trigger times need to be shorter
- Instead of a harvester path, players should be able to complete their own outpost for it become online. This will effectively solve majority of kill box/outpost meta/balancing issues
- Missing animations
- No story to speak of, no narrative progression
- Needs a decent soundtrack
- Not enough customization options on guardians or variety
- Not enough customization options on weapons and tools
- Not enough visual or otherwise customization options on your character
- Cylinder head, cube head and sphere head gets old really quick and starts to look like a cheap design choice. Designs shouldn't violate these two tenets:
1.Form follows function
2.Make it look cool, so when it fails, it will atleast fail spectacularly
- There should be more geometric variants for basic blocks, more geometric shapes, cylindrical, tunnel, pyramid, plane, wall, half wall etc.
- There should be destructable blocks, flammable blocks, freezable blocks, blocks that melt, blocks that drop
- Needs more variety on traps, for example smoke generators, armored traps, traps that capture projectiles, virus spewers (since I guess there is a virus in the lore?), radioactive traps, automated or sequenced doors, trap doors, so on and so forth
- New trap associated tools that would work as initiators, such as pressure plates, proximity sensors, laser triggers, tripwires, automated turrets etc would improve so so much
- Grappling hook and shield needs to be nerfed. Hard. What ever devilish contraption you come up with, 99% of outposts can be cleared by flying through them with a shield if you have the right suit (only 4 btw)
- Cost of keeping outposts active should be much much less
- Consider adding boss fights
- Consider implementing customizable and scriptable bosses
- Consider adding PvP type outposts
- Consider adding 3v3 outposts
- Consider adding collaborative outpost builds
- Consider adding a placeable hover bike landing pad where we would arrive on to intercept raiders
- Consider incorporating other creative elements and art styles. Mecha, cyberpunk, dark western, neonpunk instead of just cubic-post-apocalyptic-bio/atom-punk gore and gloom (gets old very fast)
- Consider bringing this game back
While the game feels like the creative director walked out mid development, I'd still recommend a buy on discount, take a look around, build an outpost or two. There are still people doing raids so you might actually earn some skulls and accolades.
👍 : 1 |
😃 : 0
Positive
Playtime:
16924 minutes
This is a tough one. Development ceased. This is a great game that fell victim to a subsection of the community that just wanted people raiding their base to suffer, fail, and quit - and achieved exactly that.
The devs made things very balanced in regards to the fact having people steal from your base meant basically nothing. There are amazing creations out there that are fun and challenging or others that are artistic and engaging. Yet some folk insisted in making bases that waste raiders time with mindless labyrinths, prevent you from recovering ammo so you can't progress, or use other cheese tactics that made raiding a base hell. The Epic Quest For Mighty Loot fell victim to the same mindset.
This is an amazing and creative format for games that lets community creations amplify the tools you give them and I so desperately want it to be a thing, but ironically the community is what kills it.
The game still works. You can still play. People still play it. It's GOOD. You can watch replays of people raiding your base! You LEARN from that. In that sense I recommend. In the sense that it's been sunsetted and the developers moved onto other projects, I don't recommend. To their credit, they supported the game past the point the decision had been made to pull the plug and they keep the servers up.
Simply basing things on votes don't work. I've seen myself my highest rated map is a Christmas one where I literally give the raiders maximum return on their time, by an order of magnitude of nearly 5 times my actual "best" map.
There's a world where this format works, and I haven't honestly spent enough time mentally siming that model to solve the problem that's business equitable, but I do believe it's solvable.
Anyway, I don't know who really drove the idea of the game, but I'm aware that many that worked on the game aren't credited in any projects since, which is shameful. The Senior CD moved to The Casting of Frank Stone and I really hope he took the MYM team with him because they did good.
You. Did. Good.
👍 : 5 |
😃 : 0
Positive
Playtime:
1006 minutes
this game was realy fun but now no one plays so its impossible to play
👍 : 13 |
😃 : 0
Positive
Playtime:
1366 minutes
The idea of the game is great, but punishing players for building cool levels and incentivising the creation of super hard levels and killrooms, killed the game.
👍 : 15 |
😃 : 0
Negative