Megabonk – Quick Comments – IGN
Blog Andrew Joseph 07 Oct , 2025 0

Megabonk is a 3D survivor-like game with very rich content Specific Already exists a sense of humor It's very lively recently. I've been playing around 15 hours at the time of writing, so while this quick browse is more about sharing my early impressions during that time than a full, rated review, I've done a lot worth talking about. While there are a lot more I haven’t seen before, I’ve earned over half of my achievements and unlocked content during that time and I have a great time. Adding an extra motion axis can make it unique, and it has been able to handle all the common practices of the type.
If you've played such games before, the basics are almost the same. You run around, fighting the constantly emerging enemies, and over time, the difficulty of the enemies will become increasingly greater. It starts with a goblin, and then you get a goblin with a sword that eventually develops into something more dangerous, like an ogre or a giant scorpion. Every once in a while, a small boss appears, which adds some diversity and challenges.
There are also shrines that allow you to summon powerful elite packs, and even more bosses and promise greater rewards, something I always appreciate, I don't go into the menu and turn the difficulty up, but I can adjust the difficulty based on the decisions I make on the run. Honestly, I prefer this.
As is common in games like this, all your weapons will automatically complete tasks, whether they are swords or rocket launchers. The only thing you worry about is the controls related to motion. I like the diversity of weapons and the exaggerated attitude. No two feel too similar, and it's very interesting to use them in different situations. Getting revolvers and missiles and stacking rewards based on the number of projectiles I can generate is great.
Of course, the most obvious and I think the coolest difference is that Megabonk is built with completely 3D levels and 3D motion. You can jump, and even gain abilities, allowing you to have better jumping ability, or two-sequential, triple-sequential, and four-sequential, which is very interesting. There is an item that allows all weapons to deal more damage while you are in the air, which can be very powerful. One of the characters, Munch, can actually climb walls, which gives him some great advantages.
Exploring and planning routes across steep cliffs, up and downhills is an important part of Megabonk, which makes every run feel fun and challenging, and in some ways that many survivor-style games don’t have. First, to complete a level, you have to find the boss gate so that you can summon the final boss before the timer runs out, and you will eventually be overwhelmed by endless waves of ghosts. So, you need to go out and comb the map unless you are lucky and lay eggs next to the boss door, which happens sometimes, and I like it.
The second part is the map full of fragile containers, temples and boxes, and your power level will directly relate to how many you can hit within a limited time before entering the next level. So it's a crazy but very strategic loop where you want to move forward quickly while carefully planning the path to avoid going back and marking as many points of interest as possible. And, at least most boxes require gold coins to open, and the price goes up every time you open the box, so sometimes you have to know when to give up a box because waiting for the farm coins is not worth it when you can’t open each box anyway. I had to weigh the considerations in my head to do a really good run which made me feel very satisfied, and I can usually overcome at least a lot of capricious forces of randomness by playing smartly.
Now I have to talk about humor because that's one of the first things I noticed. Megabonk's entire theme seems to be the decay of the internet brains of millennials and Gen Z. Honestly, it's hard to say – it sounds a bit mean or snob – whether that can really make me laugh on the surface. Is this the straightforward sense of humor that developers pursue? Or they're doing Tim and Eric's cringe-inducing comedy, like Real Just kidding, is this intentional stupidity? How many layers of our irony are there? In the former case, the effect is not very good. But if it is the latter, it will be almost done.
Yes, by 2025 I will still send all the latest GigaChads to my friends. Remember him? There is an item that produces “borgars”. Damn, did John Hammond come to open champagne for you after you dug out that? (Ironically, I quoted a 1993 movie to criticize how old the meme is, but it's a classic, okay?) There's a name that's very safe for a job boss called “Scorpionussy.” There is an improvement in the ability to “slap the cheek”. Actually, everything you learn is some kind of reference to a meme culture that has been around for years or decades. It never got in the way of playing games, but there were a few times when I felt my eyes would turn so hard that I might cut off my optic nerve.
Megabonk currently has only two levels, a weird forest and a more deadly desert, at least unless there are some secret levels I don't know. But they do have three different levels of difficulty each. The first one is just a stage, and each subsequent layer will add an additional stage and a new boss, allowing you to inherit all the abilities of the previous stage. I did find the lack of change a little disappointing. These two biomes are certainly starting to feel repetitive, and I can't find anything like a roadmap that explains the developer's plan to add more. It is also not marked as Early Access. But the third floor does provide a great challenge and gives me more room to push myself.
The meta progress is not very in-depth, but it is meaningful and beneficial. Everything outside of running requires a separate currency called silver, which you can get in running. Obtaining permission to purchase new characters, items, and ability improvements requires you to complete goals or achievements related to each character, items, and ability first, which is a bit concise. Then you have a more direct buff to upgrade, such as getting more reshoots or more weapon slots. I appreciate that you only have to pay once for the ability to unlock items on or off, and then you can use it as you like, because I really like to optimize my loot pool to run in these types of games.
Most of these characters are very simple to design, but they are fun to use. I think my favorite is CL4NK, who is a robot cowboy gunner who starts with revolver and increases critical chances at each level. But you also have a skeleton on a skateboard, the faster he moves, the more damage he does, and the ninja is also fun because he will automatically kill any enemies who missed his attack.
As far as survivors are concerned, this is a pretty powerful survivor. Especially with the consideration of the jump button and the entire vertical axis, and the emphasis on route planning and exploration, I found it to have a crucial ability to start a new run after I finished my last run and it didn’t start suddenly until a few hours later. I often complain about some uncreative image boards humorously, but I feel that sometimes I can appreciate it in a sarcastic way or ignore it. I would say if you're interested in another one, it's worth a look and it's basically more than just one Vampire Survivor Reskin resold. I just hope there is more level diversity.