33 Immortals
Charts
7 033

Players in Game

1 458 😀     472 😒
72,92%

Rating

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33 Immortals Reviews

33 Immortals is a co-op action-roguelike for 33 players. Jump straight into runs, solo or with friends. Battle hordes of monsters, defeat massive bosses, and grow stronger each run. Use in-game emotes to coordinate and combine powers with your fellow rebels, and face the Wrath of God, together.
App ID958520
App TypeGAME
Developers
Publishers Kepler Ghost, Thunder Lotus
Categories Single-player, Steam Achievements, Multi-player, Co-op, Online Co-op, Full controller support, Cross-Platform Multiplayer, Steam Trading Cards, Family Sharing, , ,
Genres Indie, Action, Massively Multiplayer
Release Date10 Jun, 2026
Platforms Windows
Supported Languages Portuguese - Brazil, French, Italian, German, Spanish - Spain, Simplified Chinese, Japanese, Russian, English, Korean, Spanish - Latin America

33 Immortals
1 930 Total Reviews
1 458 Positive Reviews
472 Negative Reviews
Mostly Positive Score

33 Immortals has garnered a total of 1 930 reviews, with 1 458 positive reviews and 472 negative reviews, resulting in a ‘Mostly Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for 33 Immortals 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: 1479 minutes
Game is fun at first until you hit a massive grind wall. Positive: + Fun combat + Interesting gameplay loop Negatives: - Meta progression can easily take 100+ hours of farming the same 3 maps for some weak percentage increases - 3rd map is unbalanced and unfun with plenty of mobs that go invincible for long periods of time - The fact that the first map is the only 33 player map, then it goes to 22 and then to 11 kinda kills the whole fun gimmick of the game
👍 : 21 | 😃 : 2
Negative
Playtime: 1135 minutes
Overall, it's a fun game, but it has a lot of problems. First, it's almost impossible to complete maps 2 or 3, as only about one and a half players make it to the boss, and more than half simply quit. Furthermore, there's no penalty for quitting; someone can simply quit at any time, even after taking a couple of hits early on, and there's nothing you can do about it. So, you can play as perfectly as you want, but if at least half the players quit before the boss, you have to quit and start over. Second, there's a lot of lag, especially with certain boss triggers, when killing elites, etc. Third, the moveset for those same elites is inadequate. As a melee player, you can deal damage for 3 seconds out of 20, and the rest of the time you're cosplaying as a Bullet Hell player. Fourth, the buildup is completely unintuitive; you have no idea where to get extra gear. Perk slots or stars for constellations. And considering all this has changed three times, you won't find adequate information even online. Fifth, the game's complications are absolutely stupid. Let's not even mention their quality. Let's talk about the profits: at 6 Hell, you can get Blessed Relics. Not only are they not much better than Purple ones, but not a single one has dropped in the last five battles (which is 25+ Relics, probably close to 40). Sixth, I've only encountered this a couple of times, but even now the problem is already visible: when I launched the game this morning, there were 7 of 22 of us on the second map. On the third, there were 3 of 11. This means that in the future, except for a couple of hours during prime time, it will be difficult to play. Seventh, the developers decided to fix the Relics (some of which were broken) by creating a completely different system. Now you have zero adequate healing options in the game. Now, every time you pick up a lifesteal perk, you first have to hit it, then run around the mob in a circle to collect the sphere, healing you for 0.2% of your health. I don't really know what their motivations were behind this decision. As I said at the beginning, the overall concept and execution are interesting. I played almost 40 hours in four days (including the demo), but the game has too many problems that, by all appearances, won't be fixed. I might be wrong, of course, but in the last year, EA has only gotten one new weapon, one new map, and a relic rework (although it would have been better if it hadn't). I'd be happy to be wrong, of course, but I don't really believe it.
👍 : 75 | 😃 : 3
Negative
Playtime: 533 minutes
I have had a few good hours of fun in the game, but it quickly turns stale. None of the meta progression makes you feel significantly stronger, giving +1 stats, more hitpoints or better loot chances all kind of don't adress the basic issue that you will only tickle enemies for the majority of your runs. You end up with nearly the exact same build every run you do and beyond the first stage its a pure gamble wether youll be able to beat the boss because there is close to nothing you can do to help the other players reach it with you. For a game all about coop this really allows incredibly little cooperation, no tanking, no healing, it just requires other players to activate your skills together with you, which can feel terrible if you are trying to make a build around that ability. All in all, they gotta put this back in the oven, there should be 5x more relics, more meaningful progression and probably better enemy scaling.
👍 : 80 | 😃 : 6
Negative
Playtime: 2559 minutes
Multiplayer hades that hades never quite figured out. Play it while the population is good!
👍 : 28 | 😃 : 1
Positive
Playtime: 357 minutes
I understand 33 immortals comes from a smaller studio, and I appreciate the effort and time they spent on creating this visually stunning game. That being said, it doesn't feel fully realized to me. The cooperative aspect of the game is obviously its centerpiece, and it is a genius concept. Hardcore gamers tend to be naturally selfish, but when you put them in an environment where they need other players in order to succeed, they have no choice but to help everyone they can, or else they'll lose the run. There's no solo carrying here. And there's something nice about interacting with other players WITHOUT voice / text chat (ala Nightreign) because it allows you to immerse yourself in the fantasy of the game without having to wade through cesspools of toxicity and gamer-ego. So the concept of 33 immortals is awesome. The execution, unfortunately is not. There are only 3 bosses, each assigned to 1 map. This entire game is based around the concept of huge raid boss fights, and there are only 3 static bosses with no variation. Once you've played all three, you've seen the entire game. Don't get me wrong, the boss designs are really cool, but 3 just isn't enough for the type of game 33 immortals is trying to be. Even if they created like, different elemental iterations for each boss that varied their movesets, that would've been enough. But what they have right now is the absolute bare minimum. The non-boss content, in which you spend the majority of your time, feels like filler content meant to pad playtime. You grind hp-bloated mobs endlessly with mind-numbingly simple combat, and then collect relics to create a "build". The relics are all very basic, and barely alter your gameplay. They all just make your damage numbers slightly higher, or drop healing / ult orbs on the ground for you to collect, so your relic "choices" don't feel very relevant in the end. I've never felt less excited making a "build" in a roguelike. It also feels like they missed a lot of opportunities for cooperative combat synergy between players, since the entire point of the game is to, you know... cooperate. The 'cooperation' combat mechanics amount to: doing more damage if you're hitting a target that someone else is hitting, and needing other people to help activate your ult. That's it. The game labels weapons as things like "tank" "ranged" "specialist" as if they have unique roles. But in reality, every weapon is just "do damage." A couple of weapons have debuffs, but they ultimately are barely noticeable. The way the game is, you could have 33 people using bow, and it would be no different than having a variety of weapon users. If the game is truly inspired by MMO raiding, what SHOULD happen is you should feel rewarded for having a variety of different weapon types: maybe the sword could knock down enemies, and then the daggers could pounce on them, or maybe the specialists could combine their magic to make a stronger debuff, or the the tank weapons could taunt enemies. Then there would be a reason to actually want weapon variety, and players would naturally try to form diverse groups throughout the lobby to complement each other. There are 1000s of cooler things they couldve done with the weapon roles. There's so much potential here, but they went far too individualist with the combat in a game that's not at all meant to be individualist. There's a lot of stuff to collect: emojis, cosmetics, perks, etc. I get that the modern gamer loves collecting in-game items, but it ends up seeming like the motivation for playing this game is to collect all of the random garbage, instead of... adding more... actual content. Like more than 3 bosses. They were working with a 10/10 concept, but then designed it like a 5/10 game. Everything feels too safe and bland.
👍 : 47 | 😃 : 2
Negative
Playtime: 114 minutes
Keep in mind this is early impressions and subject to change, but so far, this has been a real treat to play. The loop is solid with combat that's reminiscent of hades with fast paced get in/get out gameplay, depending on your class/weapons (at least that was the case for me as I was a dagger wielding rogue type). You'll enter a world with up to 33 other players and plays through a multitude of phases. Phase 1 has you wandering the map with players, killing mobs and the odd elite, levelling up until god literally tries to smite the ♥♥♥♥ out of you. Then you you split up and enter portals to complete objectives, further levelling you up and gaining relics that help customise your build. Rinse and repeat these phases until you all gather for a battle resulting in your "Ascension" where players still alive and kicking will then be transported to a boss arena for a final climactic battle where you'll need to pay attention to MMO raid boss style mechanics like stacking and dropping puddles (preferably not on top of your team) and dealing with immunity phases then pummel the boss until pulpy goodness. That was just the first part, anyway, as I said...subject to change but that's been my experience so far...very fun!
👍 : 30 | 😃 : 2
Positive
Playtime: 4578 minutes
This game is great..but.. For the love of god please let me connect back to my party when I get d/c'd. Playing 30 minutes to not be able to join back into the running session with my party feels absolutely terrible. No rewards, no exp, no progress towards feats (the primary power scale), and idle time waiting for your party to finish through death or victory. In my opinion this is detrimental to not only your experience with friends, but to those depending on your life to complete the run. 100% would recommend if otherwise.
👍 : 29 | 😃 : 1
Negative
Playtime: 385 minutes
After just an hour of playing, unlocking three weapons, 2 perks, and experiencing 3 dives into 33-player coop inferno runs, I am VERY excited to see how this game grows and players evolve to the challenges. So far, really enjoying it. The visuals are clean, combat is rewarding with a load of progression, and the skill curve/learning curve is quite steep, which results in the combat being extremely rewarding when you get everything right from the timing of power/quick attacks, blocks/parrying, and combo attacking with allies. Great start to the game, I am pleasantly surprised at how good the game is.
👍 : 62 | 😃 : 2
Positive
Playtime: 1727 minutes
It's really fun for the first couple of hours. The graphics are beautiful and I like the idea. However, the game gets monotonous pretty quickly. The core issues (imo): - Repetitive game loop: It's overly simple. First, you just run around the map collecting bones and keys from chests and urns, then clear chambers with one free relic chest and one locked chest that requires a key (to get stronger and progress your build), and finally fight the boss and exit to get rewards. - Additionally, you can't see the loot on the map that other players have discovered. You can manually mark chest locations for others, but not many people actually do this, so expect to constantly run across the entire map just to find valuable loot. - Lack of build variety: You can't really create efficient, diverse builds, which kills any deep replayability. Relics are only used to buff your light attack, heavy attack, dash, weapon-specific ability, or co-op power with basic effects (like crit chance, healing orbs, co-op orbs to recharge your power, blast melee AOE, missiles, or inner fire for more damage and damage reduction). This lack of depth is especially frustrating considering how much time you need to grind. - Frustrating enemy balance: Some elite mobs are way too annoying to deal with, especially if you are playing as a melee character. As a melee player, you will most certainly encounter situations where you're just standing around awkwardly, waiting a few seconds for an attack window, only to hit once and go straight back to waiting again.
👍 : 87 | 😃 : 1
Negative
Playtime: 1205 minutes
33 Immortals is this [i] weird [/i] combination of mechanics - that being MMO-style, large group co-operation, Hades-esque gameplay, and Genuinely Putting Trust in a player named IamScaredofWomen99 you met two minutes ago to keep you alive - that rightly shouldn't work, but seems to pull it off somehow. Having been part of the alphas/playtests, I've seen a fair bit of this game's development, all the way up to the complete revamp of relics on steam launch - it's solid. It's literally Bozja Southern Front(tm) from Final Fantasy XIV(tm) with a whole Dante's Inferno coat of paint. If reading that caused you to lean forward a little, then yeah, it's probably exactly your kind of game to boot up after a productive two hours running around a player hub doing exactly nothing in your favourite MMO. Now, speaking [i] completely [/i] objectively here, I need you to look at me. I need you to read the next sentence carefully. I need to you understand that the idea of making a game that requires [i] thirty three [/i] crackheads to participate in The Great Biblical Jumping as Forseen By Big G Themselves is NOT a feasible, long term premise. That's half the reason the game's price point is what it is - the design, the premise, the moment to moment gameplay? Raw sauce. The concept that this game's gonna get thirty two other goobers to join you in the first area in like, two months? Delusional take. It's a great game, an amazing concept, and that unfortunately comes with the very real downside of being one co-op roguelike in a very, very expansive market. You'll read a lot of reviews that state it 'scratches an itch' for a lot of people, and that's honestly a very apt description; it's sort of like an MMO raid start-to-finish, except you're all in one-man parties (or an ACTUAL party of four, though I've only ever been in one in my gametime sofar and it changed basically nothing) desperately trying to co-operate. If you die twice in a row? The server moderator kills you in real life, removing you from the server. What ends up happening is this weird little simulation of darwhinism each run, where the most feral, talented, or just downright lucky raid members survive until the end to throw down with the final boss. The bosses themselves have great designs, are pretty easy to sight-read, and shouldn't be anything too insane to anyone who's played an MMO, but I should also preface this by looping this riiiiight back to the sentence before I asked you to pay attention to. While you CAN have an utterly insane build cooking and you CAN carry people, the entire premise of 33 immortals is that you're a rogue army. Army being the operative word here. These bosses WILL eventually start throwing out undodgeable, unblockable mechanics at you if your team just can't dish out enough damage, or have enough people to do their mechanics. I've had runs basically end the moment we step into the boss arena because the six whole people who made it have made eyecontact with each other and collectively agreed to give up and not waste fifteen minutes in a bossfight we just can't clear. All of that to say; you either all make it, or none of you do. And you can only do so much to keep people in the game. 33 Immortals does a lot of cool stuff - it's comfort food for people who like Hades and MMO-style games, and will definitely have a lot of players hooked with its long-term metaprogression. It's a fun, face-paced raid-like. The Sword of Damocles that is its whole 33-people lobbies is also just there in the corner. Don't think about it too hard and enjoy throwing hands with God.
👍 : 118 | 😃 : 19
Positive

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