
Pass the Fear is a roguelite bullet-hell shooter. A catastrophic Witch’s Disaster strikes without warning, and chaotic magic forms the ancient Wall of Storms. Its corruption spreads relentlessly across the island. As a demon hunter trapped within, you must find a way to escape before dawn breaks.
Scraped together mid-escape, this motley crew consists of the Iron Bucket Knight, the Explosive Cutie, the One-Eyed Codger, the Money Whiz, and a mysterious nun picked up by the roadside... Every single one of them is deathly afraid of kicking the bucket, yet they have no choice but to grab their guns and face the fight head-on! Your mission is to flee the island within 12 hours. But as you reach the coastline,a despair-inducing Storm Wall blocks your path. As the monsters multiply, a dark conspiracy slowly begins to unravel...




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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Langue | Interface | Audio complet | Sous-titres |
|---|---|---|---|
| Russe | |||
| Anglais | |||
| Spanish (LatAm) | |||
| Simplified Chinese | |||
| Traditional Chinese | |||
| Japanese |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Pass the Fear (PtF) combines the build variety and chaos of Enter the Gungeon and Gunfire Reborn, focusing on skill-based gameplay and really putting the "hell" in bullet hell when it comes to boss fights. 📝 Main Pros, Cons, and Suggestions, followed by the Review: 🟩 Pros: + Large variety of items that truly define your build and how you play + Tight skill-based combat which really shines during the SHMUP-like chaos boss fights + Two tier meta progression, one at individual character level and the other applying globally + Weapons, parts, relics (items), fate cards, all the systems are brilliantly interconnected, adding a heap of depth and variety + Massive respect to the developers for the flawless English translations (something many Chinese games I've played on Steam struggle with) 🟥 Cons: - I’d have loved to see more weapon information - Lag and readability issues are a giv
This game is a mixed bag for me. While I love theorycrafting and finding great synergies in roguelike games... this game has way too many of them. Most of the ways to break the game involves using effects that loop into themselves, for example you have keywords to effect such as "embarkation" which triggers when you enter a room, and "destination" that triggers when you end combat in a room. There are effects that give you stats based on one of those conditions, but also effects that makes "embarkation" trigger "destination", or items that trigger keywords when you cast a spell, but then there's another item that makes you gain spell cast bar based on stats, which due to the looping nature of stat gain based on keywords mean you can sit in a room and suddenly gain 1000% bonus damage. Then you have effects that happen when you break items, such as stat gain on item break. But there are e
Mixed Feelings After playing the demo multiple times, I was immediately hooked by the diversity and potential this game offered. During a previous Steam Next Fest, it stood out as one of the better action roguelikes among its peers. The variety in mechanics, weapon modifications, relics, characters, and the sheer potential for different builds made each run in the demo feel fresh and exciting, but more importantly very short, because it was unfinished at the time, giving only a taste of the action that I wanted more of. Fast forward to the full release, and things have become a bit more complicated. While that diversity is still technically present, the meta has shifted in a way that lowers it's diversity from some of the original appeal. If you get the best builds early by chance without knowing it. The game is a cake walk. If not, the challenge spikes of chapter 1 and 2 to 3 is kind o
Gunfire reborn, but Enter the Gungeon. Hope they be popping out the content after 1.0 - more guns/relics/chars/synergies etc would be nice.
Not sure if I had a miraculous run or not.. but I completed my first dive on my 2nd or 3rd attempt and it felt unreal.. Went from just the starting character, to unlocking every character on my way through to the end in this single run. Every boss apart from the first felt challenging , Music was fantastic, the combat felt really nice. Not sure how the game changes with different characters but there's a bunch of different guns to obtain with mix and matching gun barrels that you'll pick up throughout the dive to spice up your gun's skills and effects. The relic system makes you feel very powerful once you start getting complementary ones. The Card system is incredible, i think every roguelike should have a card system to spice up the gameplay and this one makes a major impact. To end it off, i feel like i thoroughly experienced the effort the developers put into this game in a single
The game is pretty fun, but the balancing seems to be all over the place. It’s a solid game to just jump into and kill time, especially when playing with friends. But it definitely needs a ton of work when it comes to item balance and drop rates. Right now, a few completely broken items like Heart of Termination or Mask of Slaughter make the game way too easy, even on the hardest difficulty. On top of that, half the gun roster feels way too weak to even bother touching. Then you have the actually good, overpowered weapons unlocked later that are practically impossible to find. I beat the hardest difficulty about 20 times and literally only saw ONE Dominator gun the entire time. Even with all those issues, it’s still enjoyable enough to mess around with, but the devs really need to fix the weapon tuning and fix those absurd drop rates.
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