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Wrath and Retribution

Wrath and Retribution

by Mad Vulture Games

★ 92%
Price $14.99
Avg Players 0
Reviews 26
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

Players, last 29 days

Peak 4 · Low 0

Daily peak concurrent players, sampled once a night from Steam.

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 1.7 - Balancing

44 days ago
So, Update 1.7 is here!Well, I didn’t plan to include so many changes, but I went through a rabbit hole or two, and here we are now.A little reminder beforehand as usual: Steam reviews are crucial in the eco system here to gain traction and visibility for a game. So I appreciate it just so so much if you leave your review and share your thoughts!The main focus of the update is balancing. Weapons got rebalanced, prices adjusted, details tweaked, and battlegroups you encounter got a complete overhaul, difficulty scaling works very differently now - the list goes on and on. Full changelog as always down below.Now, enjoy and have fun!Changelog 1.7Reworked battlegroups in all hubsAdded new late game variants of Basilisk, Chimaera and GrendelRemoved automatic hub based difficulty scaling in favor of defined enemy and turret variantsRebalanced mission reward levelsShowing enemy variant indicator in HUDFurther tweaked the amount of enemies that can attack simultaneously depending on hub and mission risk levelAdded Adaptive Interface relic obtainable from Saturn/Jupiter onwards as hub reward: Once installed it let‘s you eject equipment from the hub map and reward screen without shipyard visit to free up space for new reward itemsAdded a little screen rumbling when firingAdded transition effect when the game loads a new sceneSOS mission targets now have shieldsDecreased enemy strength in SOS missionsAdded additional hull degradation / critical warning to HUDImprovements to enemy obstacle avoidanceRebalanced credit rewardsFurther increasing chance to get scrapReducing Striga shield strengthShield Intrusion will only fire if the target’s shields are activePreventing damage caused by Shield Intrusion to spill to hullMade sure that Jammer IV and above includes the targeted turret when triggeredIncreased speed of all laser weapon projectilesSlightly decreased damage of enemy laser weaponsIncreased Incinerator damage and coolingDecreased Arcvolt overheating cooldown and decreased c...

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

58 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

68 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...

Posts come from Steam's official announcements feed.

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