KILLBUG Reviews
KILLBUG is a fast-paced, first-person movement shooter set in an endless arena. Slash and shoot your way through hordes of ravenous insects, mastering fluid aerial movement mechanics as you fight for glory on the leaderboards.
App ID | 2211730 |
App Type | GAME |
Developers | Samurai Punk, Nicholas McDonnell |
Publishers | Samurai Punk |
Categories | Single-player, Steam Achievements, Full controller support, Steam Leaderboards |
Genres | Action |
Release Date | 3 May, 2023 |
Platforms | Windows |
Supported Languages | English |

438 Total Reviews
428 Positive Reviews
10 Negative Reviews
Very Positive Score
KILLBUG has garnered a total of 438 reviews, with 428 positive reviews and 10 negative reviews, resulting in a ‘Very Positive’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for KILLBUG 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:
49 minutes
Rip and tear until I kill bug
👍 : 2 |
😃 : 0
Positive
Playtime:
417 minutes
Basically KILL KNIGHT if it had minaj with Hyper Demon, Quake and a few other games like that. KILLBUG is basically what it says, im not gonna spoil it BUT, here are some features you might like:
1. Use Centipedes as medpacks (I WILL NOT EXPLAIN HOW)
2. Spiders SUCK
3. Tapeworms are suprisingly intimidating for a bug, the first time i fought one i was sorta confused how to even beat it lol
4. the game can be VERY VERY hard, especially if you don't properly know the mechanics and enemy behaviors. Which there are i believe close to 100 by the time you reach a massive score. I might be wrong, dont be calling me a clown
THE GAMEPLAY
100000/10
Movement is survival, wheather you're a masochist that stays on the ground, stay in the middle ground (me), or stay up top, movement is your brother in Christ in this hellhole of a fighting pit
The map slowly changes SLIGHTLY overtime, in random ways as well
MUSIC AND SOUNDS
9/10
It's not loud enough, that's my only complaint so far
I personally am gonna play this game until my gaming setups are melted but if you don't enjoy highly skill dependant endless psychadelic games like this. Then don't play it. IF you don't like the premise of KILL KNIGHT as an example, you prolly shouldn't even think about touching this game
Much love to everyone, I hope your life has been well and improves, and I also hope this helped you grasp what this game is, it truly is art if you wish to enjoy and revel in it. Enough of me here, go out and enjoy your day!
👍 : 1 |
😃 : 0
Positive
Playtime:
315 minutes
Killbug is a beginner's version of Devil Daggers that has enough to differentiate itself from similar copycat games to make it worth playing. It's purely an arena shooter with a score, but the combination of parkour and special attacks makes it a blast to play through. Unlike Devil Daggers, you have both time and a score. The enemy designs are somewhat inspired, as you have everything from ladybugs to centipedes and spiders. Each enemy is pretty much designed to be taken out a certain way. The centipedes don't attack you unless you attack them, but if you kill them you get health. Spiders start as eggs, but if they hatch they can quickly swarm and end your game in seconds.
I gave up on this at first because it felt slow and clunky, but it's meant to be played a certain way that the tutorial doesn't tell you. if you slash the ground you can bounce up higher, and if you slash while falling from a height you can do a ground pound that obliterates everything. You can also combo with a sniper shot or charge up to create a blast that kills a lot but damages you. Once you get into the groove it is the similar "bullet ballet" of Devil Daggers, more coherent and well designed yet having more limited of a reach because it's so easy. Once you beat the final boss there's a few cleanup achievements that can take an hour or two and then nothing. It's not really designed for the player to try and attain a high score because as soon as I killed the final boss he vanished and I fell to my death. I suppose if you wanted to keep cycling through you could, but it's not nearly as refined as Devil Daggers in this regard even if the actual mechanics and gameplay are great while they last.
👍 : 0 |
😃 : 0
Positive
Playtime:
425 minutes
I don't normally make a review for a game before I've "beaten it", but considering the kind of game this is, I feel like it's okay to make one now.
KILLBUG is one of the best games I've played in recent memory, it's checks off every box for what I desire from a game. It's an arcade game with one map where you have to hold off against the swarm of bugs for as long as you can. In your arsenal you're equipped with an Uzi, a wall run, and a knife that lets you perform a dash. The game is designed around the dash as dashing through an enemy heals you and reloads your gun, and with the wonky innaccuracy of your Uzi, it incentivizes you to play aggressively in order to maintain your momentum and not become overwhelmed by the swarm. The Uzi is also something I really appreciate in this game. Since it's the only gun you can use, you have to get really good at aiming with it in order to efficiently dispose of flying enemies or weakening enemies before finishing them off with a dash. It's a fine balance between peppering enemies with Uzi fire and going in for a dash to refill that keeps the gameplay loop exciting.
The movement is some of the best I've ever played with in a game. My favorite aspect about the movement is that vertical distance is not given to you. Dashing upwards will only grant you a bit of health before your gravity sends you plummeting like a brick, and in a game where maintaining vertical positioning is integral for the late game with even spider nests that spawn powerful spider enemies only spawning in the upper bounds of the map, it forces you to find ways to reach that high ground in more creative ways. You find new angles to start wall running into like you're slithering around as a snake with the speed and elegance of a mosquito, storing your double jump to ensure a smoother landing and even the dash to reach pillars horizontally in order to keep wall running. It rewards on the fly thinking by rewarding you with that oh so desirable high ground and better escape routes for when you need to flee the scene.
The enemies are distinct, memorable, and a ton of fun to fight. The exploders are small and fast but can be used to explode on enemies to help thin out the horde. Centipedes have many appendages which make them great for restoring a lot of health in one dash but it comes at a risk since if you provoke them they make a b-line towards you at a speed faster than you can run so you have to be prepared to finish them off before you lose all the health you got from them. The slugs are pretty dense and leave a bunch of toxic ooze around the map but are slow so it's sustained fire is easy on them once you spot them. The aforementioned spider nests spawn at the tops of the map where if you fail to clean up beforehand will spawn a powerful spider from them that can overwhelm you pretty fast if you leave too many nests intact. They're all visually distinct too so regardless of how many enemies are cluttering up the screen you can always tell who you're shooting and and who you should be shooting at.
This is all without knowing about the hidden tech, which upon learning increased the depth of this game tenfold. [spoiler]Demon Shots shoot you into the air for one big shot, giving you another option for vertical movement and giving you massive burst damage for the denser enemies. Gun hover lets you stay in the air longer by shooting downwards, giving you more airtime and incentivizing you to stay on top of your enemies to allow you to fire from a safe position for longer. Blood Shots lets you take out multiple foes at the cost of your health, turning your health into a resource you have to manage while also adding a risk vs reward mechanic where you have to gauge how much health you're willing to be left with in order to clear the board and creating tense moments where you have to play carefully after expending your health on a blood shot. The slam deals damage in a radius on the ground which helps massively when more durable swarms start appearing[/spoiler].
And on top of all of this is an online leaderboard, and you really underestimate the power of one until your friends play the game and you want to beat their scores. I had some friends who played KILLBUG before and with me playing it they're sucked back in trying to beat each others scores and indirectly encouraging each other to improve at the game to say they got the best score out of all of us.
This is a game that benefits from its restrictions. The simple mechanics forces you to master it in order to be able to react to any situation you find yourself in. The neutered vertical gain of the dash forces you to learn the map for wall run spots. By having these limitations imposed on you, you have to explore your toolkit in a way that makes you play with intention, and by doing so your gameplay becomes better, faster, and is overall incredibly satisfying to get down. If this seems like a game you'd like I'd highly, HIGHLY recommend getting the game, seems to get pretty cheap on sale if you must. This is a hidden gem you mustn't skim over.
👍 : 0 |
😃 : 0
Positive
Playtime:
194 minutes
most certainly my favorite wave-based FPS arcade game so far
the movement is snappy and responsive, and yet so simple with so many more complex applications throughout gameplay, like bhopping to maintain demon shots active
the enemies are also a highlight, since despite some of them getting a larger health pool, they still manage to have right about the same threat level as in the early stages of the game
AND them graphics be graphic
overall, the most solid 9/10 game ever
👍 : 0 |
😃 : 0
Positive
Playtime:
189 minutes
💀🪲 6.66/10 – I killed a god, dreamed of centipedes, and now fear my own toaster. 🪲💀
Started this game to kill some bugs.
Ended up ascending beyond mortal comprehension, slicing through insect armies like a caffeine-fueled blender with trust issues.
Somewhere between the third triple-jump wall-dash and the 12th explosion, I realized:
I wasn’t just fighting bugs. I was fighting GOD.
And I won.
Then I woke up in a cold sweat after dreaming of spiders, worms, and a centipede whispering “we remember…” in my ear.
There’s no plot, no hand-holding—just pure unfiltered murder ballet.
The bugs don’t wait. They spawn from every angle like they paid rent in my nightmares.
Pros:
✅ You can jump 47 times in mid-air
✅ Sword? Gun? Why not both—simultaneously
✅ Killed a divine cosmic cockroach and felt nothing
✅ Finally found a game that matches the speed of my racing thoughts
Cons:
❌ I can no longer sleep without hearing bug noises
❌ I punched my monitor when I saw a real spider
❌ My pet hamster thinks I’m possessed
Buy it if you want to experience Doom on meth with bugs from your nightmares.
Don’t buy it if you fear insects, divinity, or the concept of time.
Killbug didn’t just change me… it reprogrammed me.
👍 : 0 |
😃 : 0
Positive
Playtime:
41 minutes
Ultrakill's cybergrind with bugs and an uzi.
Yep.
This game is just good you should get it.
👍 : 0 |
😃 : 0
Positive
Playtime:
943 minutes
Killbug is a FPS game for fans of ULTRAKILL, Doom Eternal, and action shooters in general.
[h3]Background Setting[/h3]
Officially, there’s no established lore for Killbug. From the cover art, it’s a game about a praying mantis hunting various insects—and once you start playing, it’s clear that this mantis is the player themselves.
[h3]Art Style[/h3]
The game uses low-poly modeling with relatively simple textures and unrefined color transitions. It leans into a retro aesthetic, fitting squarely in the first-person shooter genre.
[h3]Gameplay & Controls[/h3]
The core gameplay is straightforward: kill different insects for varying scores, with only one mode—endless survival. The goal is simply to kill as many bugs as possible.
You might expect flashy guns or a variety of skills in an action shooter, but Killbug keeps it minimal: there are only two attack methods—melee and a single gun. Left-click fires the gun, right-click uses melee, and melee comes with a dash. That’s it.
Despite having just one gun, there are two additional firing modes:
Demon Shot Mode: When on the ground, pressing melee and jump together triggers a "slash jump," which transforms the gun into Demon Shot. This mode fires a laser that pierces all enemies in its path.
Charged Shot: While in Demon Shot Mode, holding both melee and fire triggers a charge. I call this "charged shot"—it’s extremely powerful but costs health: the longer you charge, the more HP you burn, and the higher the damage, with added chain area-of-effect damage.
Movement-wise, the game offers high mobility with double jumps and wall slides.
It uses a roguelike structure: every death sends you back to the start with no progression or upgrades. In an era flooded with out-of-match progression systems, this is a refreshing strength.
Enemy Design
Enemies fall into several categories:
Centipedes: I call them "health packs"—attacking them restores HP, but they give no score when killed.
[h3]Ground Enemies[/h3]
Slugs: Leave toxic trails that restrict your movement.
Fireflies: Charge at you to explode; you can detonate them with melee attack or gunfire.
Crawling foes like spiders, ladybugs, and late-game red beetles: They’re ground-bound, and in later waves, they get extremely fast, demanding precise positioning.
[h3]Flying Enemies[/h3]
Honeycombs: Fire a volley of homing projectiles—high threat, prioritize taking them down.
Bees & Wasps: Low health; wasps are just stronger versions, firing single shots.
Mosquitoes: Fire shotgun-like blasts and have slightly more health.
These three are all high-priority targets.
Tapeworms: Giant creatures covered in red spots on their backs. To kill them, you must destroy all spots—and they occasionally flip over to shield their weak points.
Bug God: A massive boss that fires giant lasers. To defeat it, you must climb onto its back and destroy its spines one by one (a mechanic-based boss). It also gives the highest score.
The enemy variety is impressive, with both ranged and melee threats. Players face pressure both on the ground and in the air, forcing quick decisions about threat levels, positioning, and kill order—all while using high mobility and the three firing modes to survive. If this makes you think of high-speed shooters, you’re not alone—that’s exactly why I love it.
[h3]Core Loop[/h3]
A great game system needs a strong positive core loop to drive progression, plus clear motivation to keep players engaged.
Let me break it down~
The controls seem simple, but once you start playing, chaos ensues. You’ll juggle decisions: Which enemy needs which attack? Should I climb to a vantage point to check for new tough spawns? Do I need to heal first, given my current HP? These calls must be made in seconds, then executed with precise movement and aim.
This isn’t a "mindless fun" game—it’s tiring. But as you practice, you learn the fastest ways to kill enemies, the safest movement paths, and how to apply these skills in each run. Gradually, the chaos turns into control: your actions become crisp, with no wasted movement—just moving, dodging, killing, observing, thinking, and acting. This loop is incredibly addictive.
As waves escalate, enemies grow more numerous and powerful. Surviving a wave that killed you before delivers a huge sense of growth. There’s no in-game progression—you’re the one getting stronger. Replaying to beat your high score, feeling yourself improve with each run—that’s the game’s core motivation.
Even after defeating the Bug God, every run starts from the first wave. This can make the early stages feel tedious once you’re skilled enough—you’ll fly across the map, outpacing spawns because you kill faster than bugs appear. It’s a sign you’re improving, though.
The devs addressed this: once you hit 10k score, you unlock a taunt ability that instantly spawns more enemies. But don’t spam it—bugs will flood in like a horde, and eggs will hatch immediately, overwhelming you. Trust me on that… unless you’re a better player than me. (I’m currently ranked 86th worldwide.) I think the price is incredibly cheap, and more than worth the value for its content.
8.5/10
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👍 : 2 |
😃 : 0
Positive
Playtime:
105 minutes
for the price, you literally cannot beat this game.
fast-paced combat with refreshing yet familiar mechanics, and a wide-variety of both engaging and unique enemies.
i can’t say i’ve ever seen a game where your job is to eliminate every bug in sight as a praying mantis, but now that i’ve played killbug, let me say, after experiencing it, it’s a very awesome concept.
pretty much no storyline, but your objective in this game is to not hard to understand, you have a sword and a gun and your job is to get thru as many enemies as possible, and the leaderboard is literal icing on the cake. i’ve only played for around a half an hour and i’m already within the top 7k which honestly idk if that’s good or not but i’m enjoying it a lot.
if you like games similar to ultrakill or really just any arena shooter where your job is to eliminate enemies until you die, then yeah this game is for you. it’s perfect for players of all skill levels, simply just play until you get good at it, or just play for fun honestly doesn't matter as long as you enjoy the experience.
so yeah, 10/10, not much else to say. i got the game for like $1.78 on sale which is a STEAL, but even for full price this game is worth the money.
👍 : 1 |
😃 : 0
Positive
Playtime:
20 minutes
Fun movement, enjoyable weapons, reasonable price.
Well worth your money if you enjoy arena FPS
👍 : 3 |
😃 : 0
Positive