I’ve Had Megabonk in My Life for Two Hours and I Think I Already Like It More Than Vampire Survivors

Megabonk shows that adding fantastic movement into the survivor-like genre is a stroke of genius.

I’ve Had Megabonk in My Life for Two Hours and I Think I Already Like It More Than Vampire Survivors

The Survivors-like genre is one I didn't expect I would like. While the moreish, somewhat low-attention span dopamine hit nature of it can get someone hooked very easily, as an action game sicko, the idea of playing a game where I don't control when I attack seemed like something I just can't dig. Xenoblade, KOTOR, and The Witcher 1 are a no-go for me, for example.

And yet, I became just as entrenched in Vampire Survivors just like the rest of you did. But each one of this style of game I've tried since then (Renfield, Brotato, that Fortnite one) just hasn't landed for me. For whatever reason, I decided to give the newest kid on the block a try and good lord, does it hit.

Megabonk was released in mid-September right between Silksong and Hades 2, which really isn't a position any indie wants to be in. After playing one run of Megabonk, it's instantly evident why this one shines through and became uber popular despite the indie equivalents of Grand Theft Auto 6 releasing on both sides of it.

Skateboarding skeleton in megabonk

Unlike Vampire Survivors, Megabonk takes place in a 3D space, feeling akin to something like Risk of Rain 2 while applying that survivors loop to it. You pick a character, you walk about as hordes swarm you, and you auto-attack based on which weapons you have. While simply shifting Vampire Survivors into 3D would probably be a solid game in its own right, the way Megabonk developer vedinad handles this is nothing short of genius.

Vampire Survivors' style is a sendup of early 2D gaming, specifically the NES, so it only makes sense that Megabonk evokes the early years of 3D with a graphical style that looks ripped out of the PS1. If I had to liken it to something, it's the fake video game Gwimbly from Smiling Friends.

You're given the ability to walk, jump, and slide, and while this may seem like a basic kit, movement in Megabonk feels phenomenal. Sliding down hills builds momentum and speed in a way that feels incredibly satisfying. When you manage to pick up upgrades to your speed and jumping abilities, it becomes incredible. It's only natural that in a genre where your only real input is moving, an incredibly smooth movement system is a great match.

The one thing I can see turning people off is that Megabonk is extremely meme-heavy. It's named after the bonk meme; there's a character based on the “chad” meme whose ability is “aura,” the monkey character is called “monke,” and so on. Even then, there is an aura of self-awareness about it. Or at the very least it feels that way, and even if it isn't, I wouldn't say it veers into totally obnoxious the way something like Borderlands does.

I booted up Megabonk to see what it was like before I returned to playing Silent Hill for the rest of my night. But after the first run, the hooks are in, and that was the next two and a half hours of my life. I know that tomorrow will bring another session, my productivity will take a hit, and my Steam Deck will come out of retirement for the first time since I picked up the Switch 2.