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Wrath and Retribution

Wrath and Retribution

by Mad Vulture Games

★ 96%
Price $14.99
Avg Players 1
Reviews 23
Released Apr 2, 2026
6DOFActionAction RoguelikeCombat
View on Steam ↗

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Wrath and Retribution pairs high-speed space combat with roguelike progression, letting you chain together displacement dashes and experiment with diverse weapon builds across runs. The loop rewards both tactical loadout choices and moment-to-moment reflexes, creating an addictive "one more run" pull that pairs satisfying gunplay with an energetic soundtrack. Perfect for players who want immediate mechanical gratification over narrative depth.

About this game

What players are saying

▲ Recommended 0 hrs
Listen, this isn't the game you bring home for her intellect.

There's no massive universe, there's no intellectually stimulating deep story, and your friends might think you've dropped your standards a bit but when that music hits and all the guns spin up, you can't but help thinking 'Damn, at least she's hot.'
31 found helpful Steam ↗
▲ Recommended 2 hrs
I already played the demo and had that “one more run” feeling, which just intensified.
Weapons feel so much better, enemies are harder, incoming fire is displayed way better, etc.
Gameplay paired with music is kind of meditating while also very stressful in some combat situations.
A weird mix, but it works well for me.

Can absolutely recommend!
7 found helpful Steam ↗
▲ Recommended 2 hrs
Great improvements since the demo.

New progress, new locations, more guns. Lots of guns.
The alternative gun slot changes your weapon choices massively. Now you can equip weapons against specific targets.

Just tested a few options, and 3h gone by.
Sign of a fun game.
7 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Update 1.6 - New Mission type, battlegroups, modules, balancing, fixes, ...

12 days ago
Big one! This version comes with some improvements to the game that have been requested in one way or the other. Mission battlegroups have improved, there are new modules, some changes to the balancing, and even a new mission type!So this one carries something for everyone.As always, changelog is below. And most importantly: Have fun and enjoy!Changelog 1.6Added new mission type “Interception” - you have to intercept a dropship and destroy it before it reaches a safe spot. These missions are rare and give better rewards as you collect the cargo from the destroyed ship.Added additional battlegroup variations in all hubsChanged enemy amount in later hub battlegroupsReduced immediate repetition of enemy battlegroups across missionsAdded display of item tiers for better visual classification, including color coding in item details and reward selectionsRebalanced item frequency - rare or experimental items may appear more often nowReduced the reward level requirement to find experimental items from Mars onwardsAdded 4 new tier 1 modules, appearing in all hubs and reward levels, to increase kinetic or laser weapons’ damage against hulls or shieldsAdded new “Virus” skill for Merlin that attacks the target’s systems, causing critical malfunctions similar to EMP damageMade Armor and Shield penetration modules tier 2 (a bit less frequent)Decreased Armor and Shield penetration module base effectivenessRaised minimum reward level for Armor and Shield penetration modules to Neptune/Substantial, with decreasing reward level requirement in following hubsReduced minimum reward level requirement for Shield Intrusion, Jammer and Engine Disruptor skill modulesShowing items a player could have had if capacity limit was not reached in reward selectionMade Shredder upgrades less overpoweredIncreased Ionstorm fire rate and projectile speed but reducing damage per hitIncreased Scattershot projectile speedAdded separate audio volume slider for alarms and warningsAdded simple objective descr...

Update 1.5 - Subsystem damage, improved loot, fixes

22 days ago
This week's update 1.5 is here and again several aspects of the game get some nice tweaks and improvements - alongside some important fixes.One of the highlights is the increased incentive to try out new gear, because occasionally you will find higher-level items instead of just items at the starting level 1. Also destroying turrets and other subsystems of a battleship now causes additional damage to the main ship up to a certain threshold - significantly reducing the time it takes to finish off those enemies after you've taken care of turrets. And a bad bug has been fixed which caused modules to be assigned to inaccessible slots - there are additional notes for this below.As always: Enjoy and have fun!Changelog 1.5Destruction of a subsystem like turrets now inflicts damage on the main enemy ship, significantly reducing the time it takes to destroy a battleship after you took care of turretsAdded a probability to grant higher-level reward items based on your current equipment levels to incentivize additional build configurationsMade all Merlin skills appear more oftenMade Reactor Overload appear in Mars hub only in “High” instead of even “Substantial” risk missionsGranting 10% resp. 20% more credits in the two later hubsReduced Arcvolt shot audioReduced Lightlance shot audioIncreased likelihood of debris spawning in missionsIncreased likelihood of low and mid density debrisFixed an issue causing weapons and modules to disappear in unavailable slots after upgrading while having the Refabrication Kit equipped, becoming unmanageableFixed enemy shields getting reactivated to full strength when systems recovered after EMP damageFixed Drauger shields being reactivated after system EMP damage although shield generator was destroyedFixed enemy systems not recovering after getting full EMP damageFixed Saturn missions not taking place in relative location to the planetFixed display of Shield Recharge Rate % value in Upgrade screenFixed the Discord button in the main menu lock...

Version 1.4 - EMP enhancements, fixes and manual reloading

27 days ago
This time the new update brings some nice features that I have been cooking lately and - next to other stuff - deals with two primary wishes from the community:Firstly, the EMP weapons and system received a huge upgrade which makes those weapons more powerful and versatile - they bring down shields like before, but they may also block shield recharging, a ship's engines, or a turret's targeting. They break any targeting lock now, and enemies have received more variants with EMP based weapons. Secondly, you may now manually reload your weapons! That'll give you more control during battles and saves you from emptying the weapons just to be loaded up. The key for cycling weapons in their slots (default: "1" and "2") will now reload if pressed for a slightly longer time - next to the cycling behavior on tapping!Apart from that there was some more stuff that I added. Below is the full changelog.As usual: Have fun and enjoy!Changelog 1.4EMP weapons now cause additional effects on enemies: Shield recharging blocked, engine failure, target acquisition blocked, depending on the damage to the “systems” (only affected by EMP). Systems damage is caused if shields are down and the enemy’s hull is hit with EMP damage.Target Lock is lost upon EMP damage (applies to enemies and player)New EMP variants of Hound, Grendel, Ogre and Drauger enemies addedNew codex entry for EMP damage addedPossible enemies have been adjusted and reworked for each hub, primarily for new EMP variantsFixed Hound and Grendel inability to fire more than one missile per missionAdded setting to toggle boost instead of keeping pressed (default: off)Added additional visual engine effect when boostingIncreased screen shaking a bit when boostingReplaced Merlin Voice OversImproved visuals of locations on Hub map to allow better distinction between visited, out of reach or normalAdded ability to manually reload weaponsAdded 3 additional levels for shield and hull durabilityFixed some turrets missing shield visuals

Posts come from Steam's official announcements feed.

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