

RANDOBOUNCE
Eagle Studio · June 19, 2025 · Action Roguelike, Pixel Graphics, Roguelite, Indie, Roguelike
Buy RANDOBOUNCE from Steam at $1.99 — the cheapest of 1 store we compare.
Where to buy RANDOBOUNCE — official stores
RANDOBOUNCE price by region
RANDOBOUNCE costs $1.39 in Georgia (USD), £1.79 in the United Kingdom, $1.99 in the United States, €2.09 in Europe (EUR), CA$2.39 in Canada, A$2.80 in Australia, NZ$3.19 in New Zealand, R$7.95 in Brazil and zł8.35 in Poland right now.
| Region | Best price | Official store | Key shop | Stores |
|---|---|---|---|---|
| $1.39 | $1.39 | — | 1 | |
| £1.79 | £1.79 | — | 1 | |
| $1.99 | $1.99 | — | 1 | |
| €2.09 | €2.09 | — | 1 | |
| CA$2.39 | CA$2.39 | — | 1 | |
| A$2.80 | A$2.80 | — | 1 | |
| NZ$3.19 | NZ$3.19 | — | 1 | |
| R$7.95 | R$7.95 | — | 1 | |
| zł8.35 | zł8.35 | — | 1 |
Each row is a real price from that region's own stores, not a currency conversion, so the figures are not directly comparable. Switch regions in the header to shop the one you buy in.
Screenshots
About RANDOBOUNCE
RANDOBOUNCE — game info
- Platforms
- Windows
- Player modes
- Single-player
- PC Game Pass
- Not included
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
I want to be able to recommend this as a fun arcade roguelike experience, but there are 3 main fundamental issues that make me unable to recommend it in its current state. 1. The inability to control your movement is a fun concept, but it lacks in a lot of areas involving the enemies. The only control you get over your character's movement is your initial launch, which is ultimately meaningless if where you go after cannot be controlled. Though the game warns you where an enemy is about to spawn, this is ultimately meaningless when you have no way to react if one chooses to spawn on top of or right in front of you. This makes the skill expression of the game basically nonexistent. Though you can argue that you are able to shoot the enemy before it hurts you, most of the weapons in this game are so slow that later in a run, you are guaranteed to take cheap shots from pretty much everything. 2. The upgrade system is far too RNG dependant and the upgrades themselves range from necessary to survive to outright useless. Firstly, the necessary ones: Damage, Fire Rate, and Guns. Without at least one of these upgrades in decent surplus, you cannot win a run. It will not happen. Enemies s…4 found this helpful
Willing to give this more time when I get the chance, there's a lot to like here! Your movement direction is 100% random, which does lead to a bit of RNG that is completely out of your control. I think it'd be nice if shooting also had some effect on your movement direction so we still had some control for which direction we'll be going next. Some tweaking on the enemy spawns to avoid enemies spawning right on top or right in front of the player would be appreciated too, that's currently the most frustrating part for me atm. The vibes are awesome. Love the graphics and sound, and the menus all feel good. I wish there was a way to quicker restart between runs instead of getting booted back to the main menu, though. The weapons aren't all super viable, some could definitely use some reworking or buffs (Anything AoE-based is hard to warrant due to the speed the player moves). Anything homing is automatically one of the best choices. The ability to mount more than one barrel is really cool but something I almost feel would be better as a side upgrade separate from barrel upgrades or the timed "abilities". Maybe as a different unlock method, similar only in concept to how Vampire Sur…1 found this helpful
I'm the fool on this one. I thought "uncontrollably" in the description was hyperbole. It is not. [strike]Shooting the various guns does impart some amount of movement on the character, but especially in the case of powerful, slow firing guns, not enough to make it feel like the player has any agency on what is happening.[/strike] I've been informed that the very small amount of agency I thought the player had was in fact placebo. My mistake. Gameplay loop for 90% of runs looks like : shoot, enemy spawns, now you're ricocheting off six other enemies and you're dead. The gameplay in the trailer is extremely misleading - you need to invest far more time than I'm willing to in order luck into a run that gets a 3rd barrel involved, and skips the all the runs that die long before that. Post a trailer that's the first minute of a run and let people decide if that's a game they want to play. Feels like the developer spent way too long playing their own creation without ever hearing feedback from someone that didn't have 200 hours in it.1 found this helpful
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