Megabonk Review
Viral and Addictive?
🎮 Gameplay
Each run starts by picking a character — every one has their own base stats and quirks. Then you’re dropped into a map and told, effectively, “don’t die.”
You’ll move, dodge, jump, glide, and bonk through endless mobs, collecting XP, cash, and power-ups.
It borrows the best of Vampire Survivors, but adds proper 3D movement and verticality. You can’t just stand still and hope your build does the work (well, not for long).
This is where Megabonk shines — it’s quick, chaotic, and full of that “just one more run” energy.
The controls are tight, movement feels great, and there’s always some new upgrade or ridiculous synergy waiting to be discovered.
🔹 Highlights
Addictive as anything: It’s always “one more run”.
Movement matters: Dodging and gliding feel satisfying and tactical.
Loads of variety: Dozens of characters, tomes, and weapon combos keep it fresh.
Boombox collectibles: Find hidden stereos to unlock new soundtrack options. Pointless? Maybe. Fun? Definitely.
🔸 Minor gripes
Some builds feel broken (in the fun way, but still broken).
The endgame can turn into a neon soup of explosions.
RNG can bless or curse your run depending on its mood.
🖼️ Graphics & Performance
Megabonk’s visuals are deliberately low-poly and stylised — think PS2 nostalgia meets chaotic modern energy.
It’s not flashy, but it fits. The game keeps a clean look even when hundreds of enemies are swarming you.
Performance is solid too. Even with a ridiculous number of enemies on screen, my PC didn’t break a sweat. It wasn’t until I got to super end game with insane amounts of enemies, huge AOE weapon spam, did I then see it struggle.
The devs recently patched a few late-game slowdown issues, and it feels buttery now.
Environments look nice enough, even if a few feel reused. The focus is clearly on clarity and performance over realism — and honestly, that’s the right call for this kind of game.
🔊 Sound & Music
The soundtrack slaps — upbeat, punchy, and chaotic enough to match the action. The “bonk” hits sound weighty, explosions crisp, and the ambient tracks never get annoying, even on long sessions.
Once you unlock the Boombox, you can even swap tracks mid-run.
It’s one of those tiny, useless-but-brilliant touches that gives the game personality.
🔁 Replayability
Like any good roguelike, Megabonk lives and dies by its replay factor — and it’s seriously strong here.
Randomised loot, unique characters, and constant experimentation mean there’s always another silly build to try.
The community’s already deep into theory-crafting and leaderboard runs (complete with hilarious “broken” builds that the devs inevitably nerf a week later).
One thing I do wish they’d change is that XP, Luck and Difficulty tomes, as it feels like you NEED them equipped if you want a top leaderboard run.
Would perhaps be better if it was instead just items and RNG that can affect those skills to balance it out.
💬 Community & Dev Support
Megabonk’s Steam reception is glowing — “Overwhelmingly Positive,” and deservedly so.
The developer is active, funny, and quick with patches. Expect ongoing balance tweaks, seasonal events, and probably more characters and maps in future updates.
🧠 Verdict
Megabonk is gloriously daft fun — a fast, crunchy, beautifully chaotic roguelike that doesn’t take itself too seriously.
It’s not flawless: the balance can wobble, the endgame can get messy, and the UI has a few quirks.
But for sheer fun and replay value, this is one of the best £8 you can spend on Steam right now.
Wild, weird, and wonderfully replayable — Megabonk absolutely earns its name.
🕹️ Play it on Steam
https://store.steampowered.com/app/3405340/Megabonk/






