You NEED To Check Out This Brand New Rogue Looter Shooter | Unyielder Review
The latest Rogue-Looter FPS is out, and it's a blast of colors and constant attacks

The rogue-looter Unyielder is out now, and I just finished the demo. If you like boss rush gauntlets, then you will love Unyielder because all you do is fight bosses.
The chaos begins as soon as you get into the game. Entering a level is essentially entering an arena - just you and the mechanical monster - and only one of you is coming out alive.
Take on 1v1 fights, and after you come out victorious, grab the loot to upgrade your build. Cards will drop from each defeated boss and give you three options. From more health, to faster reload speeds, to bigger magazine sizes. There are over 30 weapons to pick from in the full game - and for the demo, I tried a few types of guns and enjoyed the melee attack. The best part about the game is, by far, the smooth movement. Since you are trapped in an arena, your space is limited. Double jump and dash to get onto high ledges or double dash out of the upcoming AOE attack.
The demo allowed me to test out two mini-bosses and one actual big boss, along with one of the several builds available.
The full release will include five types of playable characters. This, paired with over 40 bosses, means that there is immense room for replayability. Each boss brings a new challenge with their own sets of attack patterns, with the level of difficulty scaling with the game progression.
Get into the gameplay loop of battle, loot, and improve until you reach the final boss. The most interesting part about this game is how the final boss comes about. The demo doesn’t get to see this, but the Steam page boasts about getting to “build your own final boss” based on the monsters you’ve defeated.
So let’s get into some of the basics people ask about games:
The visuals:
Influenced by the game's theme of a post-apocalyptic world - apparently Antarctica, but I never saw the outdoors, so I’m taking the dev’s word for it. The world is shrouded in darker colors that allow the more colorful aspects of the attacks to really pop.
When the fighting starts, everything gets chaotic, there are constant attacks from the boss happening, which means bright red path indicators will take over your screen. Yellow flashes will warn you about the incoming missiles, and who knows what other bosses will have in their armory.
The gameplay:
All boss fights all the time. Each room will have a boss that you will need to fight. None of the demo bosses had minions, but all did have different attack patterns. Some rush you to hit you with melee attacks, while others can stay on the other side of the room and launch projectiles at you, so each fight feels fresh and new, with something to learn each time.
The verdict:
This game can be addictive. The great music, atmospheric visuals, and smooth movement can make you forget about time and lead to the endless cycle of “just one more run,” “I know what to do now, it’ll take me five minutes,” “I almost had it that time, this run for sure.”