Megabonk
The progression systems do the heavy lifting. You’re constantly gaining XP, leveling, and choosing upgrades… except the game adds a key twist: upgrade offers are random and come in different rarities, which is what gives runs their “okay one more” replayability. Some runs feel like you’re assembling a masterpiece build; others feel like the game handed you three cursed items and said “make it work, champ.”
Content-wise, it’s beefy for this genre: 240 in-game quests, 20 characters with unique abilities, and 70+ unique items built for synergy-madness. That “build crafting” element is the real hook—finding combinations that turn your character from “guy who bonks” into “ancient prophecy of bonking.”
There’s also a playful self-awareness to the whole package. The Steam page is full of the game’s chaotic tone (including a hilarious fake testimonial), and even the system requirements are basically a comedy set (“Processor: potato… will run on a toaster”). It matches the vibe: Megabonk is not trying to be a grimdark epic—it wants you laughing while you’re being overwhelmed.
The main caveat: like many horde-survival games, long sessions can start to feel visually repetitive once you’ve “solved” the flow. The variety mostly comes from characters, items, and the upgrade lottery rather than constant structural reinvention. But given how strong the core loop is, it’s easy to see why it’s sitting at Very Positive with huge review volume.


